Added new treasure room spawn (servant's quarters)
Fixed treasure room event for bedroom Fixed painting's interaction with MattyFixes Fixed critical damage bug introduced by v62 Increased lights spawn for all presets by a lot Added Coroner compatibility Added Scarlet Devil Mansion (moon) to the interior's spawn list Lights now have a chance of flickering and dying
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93e249d838
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42 changed files with 986 additions and 333 deletions
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@ -16,8 +16,24 @@ namespace ScarletMansion.GamePatch.Props {
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var prefab = props[value];
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SpawnGameObject(randomStream, prefab);
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}
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public void ProcessIndex(RandomStream randomStream, int index){
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if (index >= props.Count) return;
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var prefab = props[index];
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SpawnGameObject(randomStream, prefab);
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}
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public void ProcessSkipCount(RandomStream randomStream, int count){
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if (count >= props.Count) return;
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var index = randomStream.Next(count, props.Count);
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var prefab = props[index];
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SpawnGameObject(randomStream, prefab);
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}
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}
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}
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@ -11,12 +11,24 @@ namespace ScarletMansion.GamePatch.Props {
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public List<GameObject> props = new List<GameObject>();
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[Header("Randomizer")]
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public bool randomizePosition = false;
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public float randomPositionRange = 0f;
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public bool randomizeRotation = true;
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public FloatRange randomRotationRange = new FloatRange(0f, 360f);
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[Header("Special Logic")]
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public bool skipNextSpawn;
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public void SpawnGameObject(RandomStream randomStream, GameObject prefab){
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// I really hate that I have to do this
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// but DungeonGenerator.ProcessProps() goes through every RandomProp regardless if the gameobject is active or not
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// I cannot escape it
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if (skipNextSpawn) {
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skipNextSpawn = false;
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return;
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}
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var gameObject = GameObject.Instantiate(prefab);
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var gameObjectTransform = gameObject.transform;
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gameObjectTransform.parent = transform;
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@ -37,6 +49,7 @@ namespace ScarletMansion.GamePatch.Props {
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}
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}
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public void OnDrawGizmosSelected(){
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if (randomizePosition) {
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Utility.DrawGizmoCircle(transform, randomPositionRange, Color.green);
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