Enemy rando, GTG hammer room air spawn fix (#7079)

This commit is contained in:
djevangelia
2026-08-16 15:37:59 +02:00
committed by GitHub
parent 917a9b78d9
commit 05f199e12b
@@ -528,6 +528,11 @@ static u8 GetRandomizedEnemy(PlayState* play, s16* actorId, s16* posX, s16* posY
*posY = *posY - 200;
}
// One enemy in GTG hammer room doesn't raycast properly, move it slightly
if (*posY == 117 && play->sceneNum == SCENE_GERUDO_TRAINING_GROUND && play->roomCtx.curRoom.num == 5) {
*posY = 118;
}
// Do a raycast from the original position of the actor to find the ground below it, then try to place
// the new actor on the ground. This way enemies don't spawn very high in the sky, and gives us control
// over height offsets per enemy from a proven grounded position.