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Enemy Rando - Arwing range check (Khan Edition) (#2613)
* Arwing range check * Small code cleanup
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@ -475,9 +475,13 @@ void EnClearTag_Update(Actor* thisx, PlayState* play2) {
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Math_ApproachS(&this->actor.world.rot.z, 0, 15, this->targetDirection.z);
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Math_ApproachS(&this->actor.world.rot.z, 0, 15, this->targetDirection.z);
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Math_ApproachF(&this->targetDirection.z, 0x500, 1.0f, 0x100);
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Math_ApproachF(&this->targetDirection.z, 0x500, 1.0f, 0x100);
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// Introduce a range requirement in Enemy Rando so Arwings don't shoot the player from
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// across the map. Especially noticeable in big maps like Lake Hylia and Hyrule Field.
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uint8_t enemyRandoShootLaser = !CVarGetInteger("gRandomizedEnemies", 0) || this->actor.xzDistToPlayer < 1000.0f;
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// Check if the Arwing should fire its laser.
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// Check if the Arwing should fire its laser.
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if ((this->frameCounter % 4) == 0 && (Rand_ZeroOne() < 0.75f) &&
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if ((this->frameCounter % 4) == 0 && (Rand_ZeroOne() < 0.75f) &&
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(this->state == CLEAR_TAG_STATE_TARGET_LOCKED)) {
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(this->state == CLEAR_TAG_STATE_TARGET_LOCKED) && enemyRandoShootLaser) {
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this->shouldShootLaser = true;
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this->shouldShootLaser = true;
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}
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}
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} else {
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} else {
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