Enemy rando, let enemies air walk over voidout floor in clear rooms - #7005
Enemy rando, let enemies air walk over voidout floor in clear rooms#7005djevangelia wants to merge 1 commit into
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Pepe20129
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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. |
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_MoveXZGravityafterActor_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.
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