Class "RoomDescriptor"
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Contains just on load swapped data (in cases like minibosses, or other such events)
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used to spawn clear awards (normal, miniboss, boss rooms) and initialize shop items (shop, devil rooms)
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room is clear, don't spawn enemies when visiting bool Clear;
bool AltBossMusic; used for cosmetic stuff like backdrops, room decorations, shopkeeper skins
Helper for The Void stage, holds the distance to the Delirium boss in room nr.
Indicates what is visible on the minimap. Display Flags (bitwise):
The flags are hard to interpret, but here are some examples:
000 = invisible, this is how most rooms start
101 = standard room visibility, this includes rooms that are adjacent and you haven't actively visited. This will usually show icons.
011 = secret room, locked rooms, sac rooms pre-entry*
111 = 011 rooms after entry, but also the rooms directly adjacent to them* (applied after entry)
If you have spelunker's hat, bit 1 is completely unused. All special rooms will have the normal behavior of either 000 or 101. iirc this is unique to spelunker's hat, mapping items follow the normal rules.
index in the level grid (always top left)
???- note "Notes" This will always return the top left coordinate of the room on the levelgrid. Therefore, it will return an index not part of the actual room, when checking this value for J-shaped rooms. (See graphic below)
index in the room list
Tim's reminder to himself: The room variant is in Data. Because Room::Init uses a mix of datas, one from level layout and one from replacement data like minibosses, we need to hold the new room data somewhere.
bool HasWater;
index in the level grid (not always top left, but is guaranteed to point to the room. this is important for LTL shapes!)
???- note "Notes" This will always return the top left coordinate of the room on the levelgrid, except for J-shaped rooms, where it returns the top right index. (see graphic below)
used to spawn entities at room load and initialize enemy drop seeds
how often the room has been visited
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