fix lake hylia sun granting multiple fire arrows in vanilla (#2708)

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Adam Bird 2023-04-18 00:53:38 -04:00 committed by GitHub
parent 19d8d38082
commit 4aee3b6cc9
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@ -163,7 +163,7 @@ void ShotSun_UpdateHyliaSun(ShotSun* this, PlayState* play) {
func_80078884(NA_SE_SY_CORRECT_CHIME); func_80078884(NA_SE_SY_CORRECT_CHIME);
osSyncPrintf(VT_FGCOL(CYAN) "SHOT_SUN HIT!!!!!!!\n" VT_RST); osSyncPrintf(VT_FGCOL(CYAN) "SHOT_SUN HIT!!!!!!!\n" VT_RST);
if ((INV_CONTENT(ITEM_ARROW_FIRE) == ITEM_NONE && !gSaveContext.n64ddFlag) || 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); 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); play->csCtx.segment = SEGMENTED_TO_VIRTUAL(gLakeHyliaFireArrowsCS);
gSaveContext.cutsceneTrigger = 1; gSaveContext.cutsceneTrigger = 1;