From 4aee3b6cc9ca6873c26a337dd1e248705bc1a907 Mon Sep 17 00:00:00 2001 From: Adam Bird Date: Tue, 18 Apr 2023 00:53:38 -0400 Subject: [PATCH] fix lake hylia sun granting multiple fire arrows in vanilla (#2708) --- soh/src/overlays/actors/ovl_Shot_Sun/z_shot_sun.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/soh/src/overlays/actors/ovl_Shot_Sun/z_shot_sun.c b/soh/src/overlays/actors/ovl_Shot_Sun/z_shot_sun.c index 4ab02f7b2..082c920e0 100644 --- a/soh/src/overlays/actors/ovl_Shot_Sun/z_shot_sun.c +++ b/soh/src/overlays/actors/ovl_Shot_Sun/z_shot_sun.c @@ -163,7 +163,7 @@ void ShotSun_UpdateHyliaSun(ShotSun* this, PlayState* play) { func_80078884(NA_SE_SY_CORRECT_CHIME); osSyncPrintf(VT_FGCOL(CYAN) "SHOT_SUN HIT!!!!!!!\n" VT_RST); if ((INV_CONTENT(ITEM_ARROW_FIRE) == ITEM_NONE && !gSaveContext.n64ddFlag) || - !Flags_GetTreasure(play, 0x1F)) { + (!Flags_GetTreasure(play, 0x1F) && gSaveContext.n64ddFlag)) { Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_ETCETERA, 700.0f, -800.0f, 7261.0f, 0, 0, 0, 7, true); play->csCtx.segment = SEGMENTED_TO_VIRTUAL(gLakeHyliaFireArrowsCS); gSaveContext.cutsceneTrigger = 1;