diff --git a/soh/soh/Enhancements/timesaver_hook_handlers.cpp b/soh/soh/Enhancements/timesaver_hook_handlers.cpp index 4df932b73..cdf5db660 100644 --- a/soh/soh/Enhancements/timesaver_hook_handlers.cpp +++ b/soh/soh/Enhancements/timesaver_hook_handlers.cpp @@ -268,7 +268,7 @@ void TimeSaverOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, va_li break; } case ACTOR_BG_BDAN_SWITCH: { - // The switch in jabu that you are intended to press with a box to reach barrinade + // The switch in jabu that you are intended to press with a box to reach barinade // can be skipped by either a frame perfect roll open or with OI // The One Point for that switch is used in common setups for the former and is required for the latter to work if (actor->params == 14848 && gPlayState->sceneNum == SCENE_JABU_JABU && CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.GlitchAiding"), 0)){ @@ -314,6 +314,7 @@ void TimeSaverOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, va_li case ACTOR_BG_MORI_HINERI: case ACTOR_BG_MIZU_SHUTTER: case ACTOR_SHOT_SUN: + case ACTOR_BG_HAKA_GATE: *should = false; RateLimitedSuccessChime(); break;