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Exclude club moblins in clear rooms (#2593)
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@ -319,9 +319,11 @@ 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_WALLMAS || enemy.id == ACTOR_EN_TORCH2 ||
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enemy.id == ACTOR_EN_MB;
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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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