Reduce boss doors side range to prevent voiding out in Forest temple #2331
+5
−0
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Boss doors in 1.0 have a wider range than what the door textures actually shows. Which can lead to this unfortunate scenario in Forest temple : https://www.twitch.tv/yoyocarina/clip/ExquisiteSaltyPheasantSquadGoals-dl0ccNnxWglRkDiz
For the other boss doors this is not a problem because they all have some sort of floor collision that extend to at least match this range.
According to decomp, this was fixed in 1.1 by reducing the side range activation in the door_shutter actor. Likely to avoid this Forest voidout, or maybe just to make it match the texture better.
This PR ports back the value used in 1.1.
This actually impacts all boss doors and not only Forest since they all use the same actor. We could restrict it but that would involve a far more complex hack.
But this is a really small change which 99% of players won't probably ever notice, and it does make more sense visually. See the examples below :
Fire Boss door max side range at 70
Max side range at 50
Water Boss door 1.0 max side range at 70
Max side range at 50