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Random Enemy Sizes fixes (#3452)
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@ -1033,8 +1033,16 @@ void RegisterRandomizedEnemySizes() {
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Player* player = GET_PLAYER(gPlayState);
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Actor* actor = static_cast<Actor*>(refActor);
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// Only apply to enemies and bosses. Exclude the wobbly platforms in Jabu because they need to act like platforms.
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if (!CVarGetInteger("gRandomizedEnemySizes", 0) || (actor->category != ACTORCAT_ENEMY && actor->category != ACTORCAT_BOSS) || actor->id == ACTOR_EN_BROB) {
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// Exclude wobbly platforms in Jabu because they need to act like platforms.
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// Exclude Dead Hand hands and Bongo Bongo main body because they make the fights (near) impossible.
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uint8_t excludedEnemy = actor->id == ACTOR_EN_BROB || actor->id == ACTOR_EN_DHA || (actor->id == ACTOR_BOSS_SST && actor->params == -1);
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// Dodongo, Volvagia and Dead Hand are always smaller because they're impossible when bigger.
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uint8_t smallOnlyEnemy =
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actor->id == ACTOR_BOSS_DODONGO || actor->id == ACTOR_BOSS_FD || actor->id == ACTOR_BOSS_FD2 || ACTOR_EN_DH;
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// Only apply to enemies and bosses.
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if (!CVarGetInteger("gRandomizedEnemySizes", 0) || (actor->category != ACTORCAT_ENEMY && actor->category != ACTORCAT_BOSS) || excludedEnemy) {
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return;
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}
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@ -1043,9 +1051,8 @@ void RegisterRandomizedEnemySizes() {
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uint8_t bigActor = rand() % 2;
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// Big actor. Dodongo and Volvagia are always smaller because they're impossible when bigger.
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if (bigActor && actor->id != ACTOR_BOSS_DODONGO && actor->id != ACTOR_BOSS_FD &&
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actor->id != ACTOR_BOSS_FD2) {
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// Big actor
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if (bigActor && !smallOnlyEnemy) {
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randomNumber = rand() % 200;
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// Between 100% and 300% size.
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randomScale = 1.0f + (randomNumber / 100);
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