@ -492,9 +492,10 @@ void Cutscene_Command_Terminator(GlobalContext* globalCtx, CutsceneContext* csCt
s32 temp = 0 ;
// Automatically skip certain cutscenes when in rando
// cmd->base == 33: Zelda escaping with impa cutscene
// cmd->base == 8: Traveling back/forward in time cutscene
bool randoCsSkip = ( gSaveContext . n64ddFlag & & ( cmd - > base = = 33 | | cmd - > base = = 8 ) ) ;
// cmd->base == 24: Dropping a fish for Jabu Jabu
// cmd->base == 33: Zelda escaping with impa cutscene
bool randoCsSkip = ( gSaveContext . n64ddFlag & & ( cmd - > base = = 8 | | cmd - > base = = 24 | | cmd - > base = = 33 ) ) ;
bool debugCsSkip = ( CHECK_BTN_ALL ( globalCtx - > state . input [ 0 ] . press . button , BTN_START ) & &
( gSaveContext . fileNum ! = 0xFEDC ) & & CVar_GetS32 ( " gDebugEnabled " , 0 ) ) ;
@ -2090,6 +2091,8 @@ void Cutscene_HandleConditionalTriggers(GlobalContext* globalCtx) {
osSyncPrintf ( " \n game_info.mode=[%d] restart_flag " , ( ( void ) 0 , gSaveContext . respawnFlag ) ) ;
if ( ( gSaveContext . gameMode = = 0 ) & & ( gSaveContext . respawnFlag < = 0 ) & & ( gSaveContext . cutsceneIndex < 0xFFF0 ) ) {
const bool bShouldTowerRandoSkip =
( gSaveContext . n64ddFlag & & Randomizer_GetSettingValue ( RSK_SKIP_TOWER_ESCAPE ) ) ;
if ( ( gSaveContext . entranceIndex = = 0x01E1 ) & & ! Flags_GetEventChkInf ( 0xAC ) ) {
if ( ! gSaveContext . n64ddFlag ) {
Flags_SetEventChkInf ( 0xAC ) ;
@ -2118,14 +2121,15 @@ void Cutscene_HandleConditionalTriggers(GlobalContext* globalCtx) {
gSaveContext . entranceIndex = 0x0053 ;
gSaveContext . cutsceneIndex = 0xFFF8 ;
}
} else if ( ! Flags_GetEventChkInf ( 0xC7 ) & &
( gEntranceTable [ ( ( void ) 0 , gSaveContext . entranceIndex ) ] . scene = = SCENE_GANON_DEMO ) ) {
} else if ( ( ! Flags_GetEventChkInf ( 0xC7 ) & &
gEntranceTable [ ( ( void ) 0 , gSaveContext . entranceIndex ) ] . scene = = SCENE_GANON_DEMO ) | |
( bShouldTowerRandoSkip & &
gEntranceTable [ ( ( void ) 0 , gSaveContext . entranceIndex ) ] . scene = = SCENE_GANON_FINAL ) ) {
Flags_SetEventChkInf ( 0xC7 ) ;
gSaveContext . entranceIndex = 0x0517 ;
// If we are rando and tower escape skip is on, then set the flag to say we saw the towers fall
// and exit.
if ( gSaveContext. n64ddFlag & & Randomizer_GetSettingValue ( RSK_SKIP_TOWER_ESCAPE ) ) {
if ( bShouldTowerRandoSkip ) {
return ;
}
gSaveContext . cutsceneIndex = 0xFFF0 ;