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Fix some Dark Link issues #5532
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Fix some Dark Link issues #5532
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| COND_VB_SHOULD(VB_TORCH2_HANDLE_CLANKING, CVAR_ENEMY_RANDOMIZER_VALUE != CVAR_ENEMY_RANDOMIZER_DEFAULT, { | ||
| Actor* darkLink = va_arg(args, Actor*); | ||
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| if (darkLink->xzDistToPlayer > 100.0f) { |
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what happens if this condition is same category check as those above? seems less hackish
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Doesn't work as the code this is modifying is only called by Dark Link (it's in z_en_torch2.c).
I chose 100 units for the threshold as I don't think it's possible to sword clank at that distance and so the original purpose of the code doesn't apply.
| COND_VB_SHOULD(VB_LIKE_LIKE_GRAB_PLAYER, CVAR_ENEMY_RANDOMIZER_VALUE != CVAR_ENEMY_RANDOMIZER_DEFAULT, { | ||
| EnRr* likeLike = va_arg(args, EnRr*); | ||
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| if (!(likeLike->collider1.base.oc != NULL && likeLike->collider1.base.oc->category == ACTORCAT_PLAYER) && |
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does this prevent like like from grabbing player if both link & dark link are on the like like?
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No, unless the bump collision with Dark Link overshadowed Link's.
Fixes the following dark link issues in enemy randomizer:
Build Artifacts