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Spinner skip but no chime (#4678)
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@ -268,7 +268,7 @@ void TimeSaverOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, va_li
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break;
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break;
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}
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}
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case ACTOR_BG_BDAN_SWITCH: {
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case ACTOR_BG_BDAN_SWITCH: {
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// The switch in jabu that you are intended to press with a box to reach barrinade
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// The switch in jabu that you are intended to press with a box to reach barinade
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// can be skipped by either a frame perfect roll open or with OI
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// can be skipped by either a frame perfect roll open or with OI
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// The One Point for that switch is used in common setups for the former and is required for the latter to work
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// The One Point for that switch is used in common setups for the former and is required for the latter to work
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if (actor->params == 14848 && gPlayState->sceneNum == SCENE_JABU_JABU && CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.GlitchAiding"), 0)){
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if (actor->params == 14848 && gPlayState->sceneNum == SCENE_JABU_JABU && CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.GlitchAiding"), 0)){
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@ -314,6 +314,7 @@ void TimeSaverOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, va_li
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case ACTOR_BG_MORI_HINERI:
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case ACTOR_BG_MORI_HINERI:
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case ACTOR_BG_MIZU_SHUTTER:
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case ACTOR_BG_MIZU_SHUTTER:
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case ACTOR_SHOT_SUN:
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case ACTOR_SHOT_SUN:
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case ACTOR_BG_HAKA_GATE:
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*should = false;
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*should = false;
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RateLimitedSuccessChime();
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RateLimitedSuccessChime();
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break;
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break;
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