Started addressing trap doors to help indicate when they should be open
Sped up the gfx fixer stuff by moving the dungeon load room to execute only once Minor optimization to spiral Moved normal doors to separate file
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@@ -835,6 +835,7 @@ class Door(object):
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self.doorIndex = doorIndex
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self.layer = layer # 0 for normal floor, 1 for the inset layer
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self.toggle = toggle
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self.trap = 0x0
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self.quadrant = 2
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self.shiftX = 78
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self.shiftY = 78
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@@ -857,8 +858,9 @@ class Door(object):
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def getTarget(self, toggle):
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if self.type == DoorType.Normal:
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layer = 4 * (self.layer ^ 1 if toggle else self.layer)
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return [self.roomIndex, layer + self.doorIndex]
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bitmask = 4 * (self.layer ^ 1 if toggle else self.layer)
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bitmask += 0x08 * int(self.trap)
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return [self.roomIndex, bitmask + self.doorIndex]
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if self.type == DoorType.SpiralStairs:
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bitmask = int(self.layer) << 2
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bitmask += 0x10 * int(self.zeroHzCam)
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