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Fix forest temple lift softlock (#4713)
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@ -893,7 +893,7 @@ void TimeSaverOnActorInitHandler(void* actorRef) {
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// This is a bit of a hack, we can't effectively override the behavior of the torches
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// This is a bit of a hack, we can't effectively override the behavior of the torches
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// or poes from which the cutscene is triggered until we can have a "BeforeActorInit" hook.
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// or poes from which the cutscene is triggered until we can have a "BeforeActorInit" hook.
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// So for now we're just going to set the flag before they get to the room the cutscene is in
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// So for now we're just going to set the flag before they get to the room the cutscene is in
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if (gPlayState->sceneNum == SCENE_FOREST_TEMPLE && actor->id == ACTOR_EN_ST && !Flags_GetSwitch(gPlayState, 0x1B)) {
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if (gPlayState->sceneNum == SCENE_FOREST_TEMPLE && actor->id == ACTOR_EN_ST && !Flags_GetSwitch(gPlayState, 0x1B) && !Flags_GetSwitch(gPlayState, 0x1C)) {
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if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), 0) && !CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.GlitchAiding"), 0)) {
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if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), 0) && !CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.GlitchAiding"), 0)) {
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Flags_SetSwitch(gPlayState, 0x1B);
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Flags_SetSwitch(gPlayState, 0x1B);
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}
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}
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