From 05f199e12b5c796bcc5f1a2b6368fb342d782905 Mon Sep 17 00:00:00 2001 From: djevangelia <263709373+djevangelia@users.noreply.github.com> Date: Sun, 16 Aug 2026 15:37:59 +0200 Subject: [PATCH] Enemy rando, GTG hammer room air spawn fix (#7079) --- soh/soh/Enhancements/ExtraModes/EnemyRandomizer.cpp | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/soh/soh/Enhancements/ExtraModes/EnemyRandomizer.cpp b/soh/soh/Enhancements/ExtraModes/EnemyRandomizer.cpp index 9216500678..76e483fa46 100644 --- a/soh/soh/Enhancements/ExtraModes/EnemyRandomizer.cpp +++ b/soh/soh/Enhancements/ExtraModes/EnemyRandomizer.cpp @@ -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.