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can bypass enemies for central pillar basement
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@ -176,7 +176,7 @@ void RegionTable_Init_WaterTemple() {
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areaTable[RR_WATER_TEMPLE_CENTRAL_PILLAR_BASEMENT] = Region("Water Temple Central Pillar Basement", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
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//Locations
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LOCATION_NNL(RC_WATER_TEMPLE_CENTRAL_PILLAR_CHEST, logic->CanUse(RG_HOOKSHOT) && logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 40),
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LOCATION(RC_WATER_TEMPLE_CENTRAL_PILLAR_CHEST, logic->CanUse(RG_HOOKSHOT) && logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 40),
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}, {
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//Exits
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Entrance(RR_WATER_TEMPLE_CENTRAL_PILLAR_LOWER, []{return logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16;}),
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@ -442,7 +442,7 @@ void RegionTable_Init_WaterTemple() {
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areaTable[RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_B1_FINAL] = Region("Water Temple MQ Central Pillar B1 Final", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
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//Locations
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LOCATION(RC_WATER_TEMPLE_MQ_CENTRAL_PILLAR_CHEST, logic->CanUse(RG_HOOKSHOT)),
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LOCATION_NNL(RC_WATER_TEMPLE_MQ_CENTRAL_PILLAR_CHEST, logic->CanUse(RG_HOOKSHOT)),
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}, {});
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//Region exists to add crate/pot/box locations
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