Enable full shadow lock checks

If you find any edge cases (the code does not account for shiny locks
yet) pls lmk, would be nice to have confirmed tests :) :)
This commit is contained in:
Kurt 2018-10-29 19:44:30 -07:00
parent 35143630a0
commit afffaaa43c
2 changed files with 1 additions and 7 deletions

View File

@ -68,8 +68,7 @@ private static IEnumerable<IEncounterable> GetEncounters3(PKM pkm, LegalInfo inf
var seeds = MethodFinder.GetPokeSpotSeeds(pkm, w.SlotNumber).FirstOrDefault();
info.PIDIV = seeds ?? info.PIDIV;
}
else if (ParseSettings.FlagCXDShadowFirstLockMismatch
&& z is EncounterStaticShadow s && !LockFinder.IsAllShadowLockValid(s, info.PIDIV))
else if (z is EncounterStaticShadow s && !LockFinder.IsAllShadowLockValid(s, info.PIDIV))
{
deferred.Add(s);
continue;

View File

@ -23,11 +23,6 @@ public static class ParseSettings
public static Severity NicknamedMysteryGift { get; set; } = Severity.Fishy;
public static Severity RNGFrameNotFound { get; set; } = Severity.Fishy;
/// <summary>
/// Setting to specify if an analysis should flag a shadow encounter that does not match the first lock.
/// </summary>
public static bool FlagCXDShadowFirstLockMismatch { get; set; }
/// <summary>
/// Checks to see if Crystal is available to visit/originate from.
/// </summary>