Exclude club moblins in clear rooms (#2593)

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aMannus 2023-03-08 19:10:14 +01:00 committed by GitHub
parent 7c558ae089
commit 1c00d56053
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@ -319,9 +319,11 @@ bool IsEnemyAllowedToSpawn(int16_t sceneNum, int8_t roomNum, EnemyEntry enemy) {
// Shell Blade & Spike - Child link can't kill these with sword or deku stick.
// Arwing & Dark Link - Both go out of bounds way too easily, softlocking the player.
// Wallmaster - Not easily visible, often makes players think they're softlocked and that there's no enemies left.
// Club Moblin - Many issues with them falling or placing out of bounds. Maybe fixable in the future?
bool enemiesToExcludeClearRooms = enemy.id == ACTOR_EN_FZ || enemy.id == ACTOR_EN_VM || enemy.id == ACTOR_EN_SB ||
enemy.id == ACTOR_EN_NY || enemy.id == ACTOR_EN_CLEAR_TAG ||
enemy.id == ACTOR_EN_WALLMAS || enemy.id == ACTOR_EN_TORCH2;
enemy.id == ACTOR_EN_WALLMAS || enemy.id == ACTOR_EN_TORCH2 ||
enemy.id == ACTOR_EN_MB;
// Bari - Spawns 3 more enemies, potentially extremely difficult in timed rooms.
bool enemiesToExcludeTimedRooms = enemiesToExcludeClearRooms || enemy.id == ACTOR_EN_VALI;