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I just figured this out and put in a fix. All enemyless rooms like this have an invisible Dummy Enemy placed via the editor. I'm not exactly sure, but I think the problem was that the Dummy enemy was placed too close to the starting position of one of the entrances to the room, and there may be some code in place to prevent enemies spawning this close to the player. So half of the time the room was self clearing depending on which entrance was used. I didn't program the engine so I can't say for sure, but I think that was the issue. I've fixed this for the next build, anyway. Thanks for the feedback! :) |