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Enemy rando, let enemies air walk over voidout floor in clear rooms - #7005

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Enemy rando, let enemies air walk over voidout floor in clear rooms#7005
djevangelia wants to merge 1 commit into
HarbourMasters:developfrom
djevangelia:enemyfall2

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@djevangelia

@djevangelia djevangelia commented Jul 30, 2026

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Fixes an issue in #7000

If enemy randomizer, enemies now do not fall down in clear rooms if the floor below is a voidout floor except for Keese and Guay.
Also, if an enemy is more than 1000 units below player in a clear room, it is killed. (For reference, entry room in Deku Tree is about 800 units tall)

Couldn't find any enemy that ran Actor_MoveXZGravity after Actor_UpdateBgCheckInfo, so I put the hook after BgCheckInfo update.

I think it should be ready for testing, but the kill distance might use tweaking (in case there is collision below the clear room) and there could be other actors that also should be exempt.

parade

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@serprex
serprex requested a review from Pepe20129 July 31, 2026 16:24

@Pepe20129 Pepe20129 left a comment

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imo it'd be better as a toggleable setting but otherwise, lgtm

@djevangelia

djevangelia commented Aug 1, 2026

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imo it'd be better as a toggleable setting but otherwise, lgtm

Ok, I will add that. What should it be called and should it be enabled by default? Air walk might not be the most graceful solution, but maybe preferable as the standard over enemies falling down in void pits and forcing resets?

Edit: I added a setting and made the y position correction depend on player floor height instead of previous position to use Math_StepToF. This allows enabling the setting to get out of a softlock by making enemies fly back up to player/floor height.
I looked at clear rooms but it seems none have floor elevation differences so I think it'll work beyond the Anubis test room.

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2 participants