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Add TRR enemy support #682
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TRGE had support for level sequencing randomization, but this has been found to cause too many crashes, so I've made the methods do nothing in case they're somehow called. Fixed secret wording in view.
Environment mods to support it everywhere are not possible yet.
…Rando into issue-614-trr-enemies
Some files were being missed for TRR.
rr-
approved these changes
May 24, 2024
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Part of #614.
Checklist
Description
Quite a big change, but ultimately this reduces a lot of duplication between the enemy logic for all games. The original main logic in
TR1EnemyRandomizer
,TR2EnemyRandomizer
andTR3EnemyRandomizer
has been moved out to the new allocator classes, and so this is now shared between classic and remastered. The individual randomizers keep specific logic, like how to add unarmed level extras for tough levels, or performing cloning or mesh swaps, which is currently only possible in classic.The remaster import logic is practically identical to classic, the main difference being we merge the PDP/MAP data once it's completed. Texture limits are increased too, so that means running the same seed in classic and remaster will most likely give different results for TR2, but this isn't really a concern.
The main point of duplication remains the threaded behaviour, so again that will be tackled later under #569.