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Fix: Override jail capture for the Gerudo fighter (#2413)
* handle overriding gerudo capture for the fighter * add entrance include
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@ -659,7 +659,7 @@ void Entrance_OverrideWeatherState() {
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// Child should always be thrown in the stream when caught in the valley, and placed at the fortress entrance from valley when caught in the fortress
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// Child should always be thrown in the stream when caught in the valley, and placed at the fortress entrance from valley when caught in the fortress
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void Entrance_OverrideGeurdoGuardCapture(void) {
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void Entrance_OverrideGeurdoGuardCapture(void) {
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if (LINK_IS_CHILD) {
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if (LINK_IS_CHILD) {
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gPlayState->nextEntranceIndex = 0x1A5;
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gPlayState->nextEntranceIndex = 0x1A5; // Geurdo Valley thrown out
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}
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}
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if ((LINK_IS_CHILD || Randomizer_GetSettingValue(RSK_SHUFFLE_OVERWORLD_ENTRANCES)) &&
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if ((LINK_IS_CHILD || Randomizer_GetSettingValue(RSK_SHUFFLE_OVERWORLD_ENTRANCES)) &&
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@ -6,6 +6,7 @@
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#include "z_en_geldb.h"
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#include "z_en_geldb.h"
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#include "objects/object_geldb/object_geldb.h"
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#include "objects/object_geldb/object_geldb.h"
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#include "soh/Enhancements/randomizer/randomizer_entrance.h"
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#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4)
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#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4)
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@ -1570,6 +1571,11 @@ void EnGeldB_Draw(Actor* thisx, PlayState* play) {
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} else {
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} else {
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play->nextEntranceIndex = 0x3B4;
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play->nextEntranceIndex = 0x3B4;
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}
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}
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if (gSaveContext.n64ddFlag) {
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Entrance_OverrideGeurdoGuardCapture();
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}
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play->fadeTransition = 0x26;
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play->fadeTransition = 0x26;
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play->sceneLoadFlag = 0x14;
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play->sceneLoadFlag = 0x14;
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}
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}
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