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Fix club moblins moving out of bounds and remove them from the no-clear-room list (#5569)
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2 changed files with 2 additions and 4 deletions
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@ -433,11 +433,9 @@ bool IsEnemyAllowedToSpawn(int16_t sceneNum, int8_t roomNum, EnemyEntry enemy) {
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// Shell Blade & Spike - Child Link can't kill these with sword or Deku Stick.
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// Arwing & Dark Link - Both go out of bounds way too easily, softlocking the player.
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// Wallmaster - Not easily visible, often makes players think they're softlocked and that there's no enemies left.
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// Club Moblin - Many issues with them falling or placing out of bounds. Maybe fixable in the future?
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bool enemiesToExcludeClearRooms = enemy.id == ACTOR_EN_FZ || enemy.id == ACTOR_EN_VM || enemy.id == ACTOR_EN_SB ||
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enemy.id == ACTOR_EN_NY || enemy.id == ACTOR_EN_CLEAR_TAG ||
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enemy.id == ACTOR_EN_WALLMAS || enemy.id == ACTOR_EN_TORCH2 ||
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enemy.id == ACTOR_EN_MB;
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enemy.id == ACTOR_EN_WALLMAS || enemy.id == ACTOR_EN_TORCH2;
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// Bari - Spawns 3 more enemies, potentially extremely difficult in timed rooms.
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bool enemiesToExcludeTimedRooms = enemiesToExcludeClearRooms || enemy.id == ACTOR_EN_VALI;
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@ -303,7 +303,7 @@ void EnMb_Init(Actor* thisx, PlayState* play) {
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relYawFromPlayer =
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this->actor.world.rot.y - Math_Vec3f_Yaw(&this->actor.world.pos, &player->actor.world.pos);
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if (ABS(relYawFromPlayer) > 0x4000) {
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if (ABS(relYawFromPlayer) > 0x4000 && !CVarGetInteger(CVAR_ENHANCEMENT("RandomizedEnemies"), 0)) {
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this->actor.world.rot.y = thisx->world.rot.y + 0x8000;
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this->actor.shape.rot.y = thisx->world.rot.y;
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this->actor.world.pos.z = thisx->world.pos.z + 600.0f;
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