diff --git a/soh/src/code/z_demo.c b/soh/src/code/z_demo.c index 885446271..a447f549c 100644 --- a/soh/src/code/z_demo.c +++ b/soh/src/code/z_demo.c @@ -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("\ngame_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; diff --git a/soh/src/overlays/actors/ovl_En_Ta/z_en_ta.c b/soh/src/overlays/actors/ovl_En_Ta/z_en_ta.c index dad7d25e5..85e47a7e7 100644 --- a/soh/src/overlays/actors/ovl_En_Ta/z_en_ta.c +++ b/soh/src/overlays/actors/ovl_En_Ta/z_en_ta.c @@ -460,10 +460,13 @@ void func_80B14AF4(EnTa* this, GlobalContext* globalCtx) { void func_80B14B6C(EnTa* this, GlobalContext* globalCtx) { if (Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_EVENT) { - OnePointCutscene_Init(globalCtx, 4175, -99, &this->actor, MAIN_CAM); + s16 csCamIdx = OnePointCutscene_Init(globalCtx, 4175, -99, &this->actor, MAIN_CAM); func_80B13AA0(this, func_80B14AF4, func_80B167C0); this->unk_2CC = 5; gSaveContext.eventChkInf[1] |= 0x10; + if (gSaveContext.n64ddFlag) { + OnePointCutscene_EndCutscene(globalCtx, csCamIdx); + } Animation_PlayOnce(&this->skelAnime, &gTalonRunTransitionAnim); this->currentAnimation = &gTalonRunAnim; }