rando: always spawn gerudo guard behind gate (also fix gaurd typos) (#5399)
* rando: always spawn guard behind gate (also fix gaurd typos) someone had seed where they had card so couldn't be caught to pass gate in reverse wasteland * move guard spawn logic to hook
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@@ -97,22 +97,6 @@ void EnGe1_Init(Actor* thisx, PlayState* play) {
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s32 pad;
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EnGe1* this = (EnGe1*)thisx;
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// When spawning the gate operator, also spawn an extra gate operator on the wasteland side
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if (IS_RANDO &&
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(Randomizer_GetSettingValue(RSK_SHUFFLE_GERUDO_MEMBERSHIP_CARD) ||
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Randomizer_GetSettingValue(RSK_SHUFFLE_OVERWORLD_ENTRANCES)) &&
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(this->actor.params & 0xFF) == GE1_TYPE_GATE_OPERATOR) {
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// Spawn the extra gaurd with params matching the custom type added (0x0300 + 0x02)
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_GE1, -1358.0f, 88.0f, -3018.0f, 0, 0x95B0, 0,
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0x0300 | GE1_TYPE_EXTRA_GATE_OPERATOR, true);
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}
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// Convert the "extra" gate operator into a normal one so it matches the same params
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if ((this->actor.params & 0xFF) == GE1_TYPE_EXTRA_GATE_OPERATOR) {
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this->actor.params &= ~0xFF;
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this->actor.params |= GE1_TYPE_GATE_OPERATOR;
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}
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 30.0f);
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SkelAnime_InitFlex(play, &this->skelAnime, &gGerudoWhiteSkel, &gGerudoWhiteIdleAnim, this->jointTable,
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this->morphTable, GE1_LIMB_MAX);
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@@ -12,7 +12,6 @@ typedef void (*EnGe1ActionFunc)(struct EnGe1*, PlayState*);
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typedef enum {
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/* 0x00 */ GE1_TYPE_GATE_GUARD,
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/* 0x01 */ GE1_TYPE_GATE_OPERATOR,
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/* 0x02 */ GE1_TYPE_EXTRA_GATE_OPERATOR, // Custom guard type for entrance randomizer to open the gate
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/* 0x04 */ GE1_TYPE_NORMAL = 4,
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/* 0x05 */ GE1_TYPE_VALLEY_FLOOR,
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/* 0x45 */ GE1_TYPE_HORSEBACK_ARCHERY = 0x45,
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