Fix forest temple lift softlock (#4713)

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Pepper0ni 2024-12-18 22:01:42 +00:00 committed by GitHub
parent f7701a73c5
commit 03e9331d7e
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@ -893,7 +893,7 @@ void TimeSaverOnActorInitHandler(void* actorRef) {
// This is a bit of a hack, we can't effectively override the behavior of the torches // This is a bit of a hack, we can't effectively override the behavior of the torches
// or poes from which the cutscene is triggered until we can have a "BeforeActorInit" hook. // or poes from which the cutscene is triggered until we can have a "BeforeActorInit" hook.
// So for now we're just going to set the flag before they get to the room the cutscene is in // So for now we're just going to set the flag before they get to the room the cutscene is in
if (gPlayState->sceneNum == SCENE_FOREST_TEMPLE && actor->id == ACTOR_EN_ST && !Flags_GetSwitch(gPlayState, 0x1B)) { if (gPlayState->sceneNum == SCENE_FOREST_TEMPLE && actor->id == ACTOR_EN_ST && !Flags_GetSwitch(gPlayState, 0x1B) && !Flags_GetSwitch(gPlayState, 0x1C)) {
if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), 0) && !CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.GlitchAiding"), 0)) { if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), 0) && !CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.GlitchAiding"), 0)) {
Flags_SetSwitch(gPlayState, 0x1B); Flags_SetSwitch(gPlayState, 0x1B);
} }