Bugfix, add Dodongo fire in enemy randomizer (#6855)

This commit is contained in:
djevangelia
2026-07-03 20:14:01 +02:00
committed by GitHub
parent 7effe28911
commit 2385603496
@@ -31,7 +31,7 @@ u32 EffectSsDFire_Init(PlayState* play, u32 index, EffectSs* this, void* initPar
EffectSsDFireInitParams* initParams = (EffectSsDFireInitParams*)initParamsx;
s32 objBankIndex = Object_GetIndex(&play->objectCtx, OBJECT_DODONGO);
if (objBankIndex >= 0) {
if (objBankIndex >= 0 || CVarGetInteger(CVAR_ENHANCEMENT("RandomizedEnemies"), false)) {
this->pos = initParams->pos;
this->velocity = initParams->velocity;
this->accel = initParams->accel;
@@ -73,7 +73,8 @@ void EffectSsDFire_Draw(PlayState* play, u32 index, EffectSs* this) {
OPEN_DISPS(gfxCtx);
if (Object_GetIndex(&play->objectCtx, OBJECT_DODONGO) > -1) {
if (Object_GetIndex(&play->objectCtx, OBJECT_DODONGO) > -1 ||
CVarGetInteger(CVAR_ENHANCEMENT("RandomizedEnemies"), false)) {
gSegments[6] = VIRTUAL_TO_PHYSICAL(object);
gSPSegment(POLY_XLU_DISP++, 0x06, object);
scale = this->rScale / 100.0f;