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- Identifying specific traps - Place for trap implementation is made
Added extended variants as an assembly reference. Would prefer to have them forced. Traps Added: - Theo Crystal - Badeline Chasers - Seekers
- Theo Crystal - Badeline Chasers - Seekers Fixed some errors within the controller. Renamed some values to be more accurate.
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New Bug found If there were previous traps enabled and user left. Traps would remain to be on the next time they play. |
- Fixed not removing traps for extended vairants (all traps currently made) - Renamed Trap.cs
- Trap Manager has more robust timing to load traps - Extending Traps is clearer - Death and Room Duration Changed data types changed to long (as APSlotData exports as longs)
- Separating all traps (e.g. TheoCrystalTrap) - Removed assembly reference in favour for mod interop
Upon initial call, IsActive was the wrong way around causing traps to not extend
Removed loadstatus enum in favour for boolean
- Renamed item.strawberry to be more general as many different entities can use the same variable. - Removed unecessary code based around the item.entity - Minor whitespace removals
Preventing traps from loading during the credits and cutscenes.
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Current Added Traps:
Don't know if its a good idea to keep extended variants open/on the menu. Potential to just set the value per tick or just remove the option from within the game however that would be done through direct assumbly changes. If this causes no problems to keep it (so therefore people would be able to disable traps at will) then no need to worry about this text.