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Fix for some chests not appearing
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a554c1550d
commit
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@ -26,6 +26,7 @@ extern "C" {
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#include "src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.h"
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#include "src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.h"
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extern SaveContext gSaveContext;
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extern SaveContext gSaveContext;
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extern PlayState* gPlayState;
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extern PlayState* gPlayState;
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extern int32_t D_8011D3AC;
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}
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}
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#define RAND_GET_OPTION(option) Rando::Context::GetInstance()->GetOption(option).GetSelectedOptionIndex()
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#define RAND_GET_OPTION(option) Rando::Context::GetInstance()->GetOption(option).GetSelectedOptionIndex()
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@ -315,6 +316,13 @@ void TimeSaverOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, void*
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case GI_VB_PLAY_ONEPOINT_ACTOR_CS: {
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case GI_VB_PLAY_ONEPOINT_ACTOR_CS: {
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if (CVarGetInteger("gTimeSavers.SkipCutscene.OnePoint", IS_RANDO)) {
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if (CVarGetInteger("gTimeSavers.SkipCutscene.OnePoint", IS_RANDO)) {
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Actor* actor = static_cast<Actor*>(opt);
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Actor* actor = static_cast<Actor*>(opt);
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// there are a few checks throughout the game (such as chest spawns) that rely on this
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// the checks are for func_8005B198() == this->dyna.actor.category
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// func_8005B198 just returns D_8011D3AC
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// D_8011D3AC is set to camera->target->category in Camera_Demo5
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D_8011D3AC = actor->category;
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switch (actor->category) {
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switch (actor->category) {
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case ACTORCAT_BG:
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case ACTORCAT_BG:
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if (actor->id == ACTOR_BG_DDAN_KD) {
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if (actor->id == ACTOR_BG_DDAN_KD) {
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