diff --git a/soh/soh/Enhancements/timesaver_hook_handlers.cpp b/soh/soh/Enhancements/timesaver_hook_handlers.cpp index 85e0f0420..5a19feabc 100644 --- a/soh/soh/Enhancements/timesaver_hook_handlers.cpp +++ b/soh/soh/Enhancements/timesaver_hook_handlers.cpp @@ -550,7 +550,7 @@ void TimeSaverOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, va_li break; } case VB_PLAY_GORON_FREE_CS: { - if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), 0)) { + if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO)) { *should = false; } break; @@ -565,7 +565,7 @@ void TimeSaverOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, va_li break; } case VB_PLAY_FIRE_ARROW_CS: { - if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipMiscInteractions"), 0)) { + if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipMiscInteractions"), IS_RANDO)) { *should = false; } break; @@ -903,7 +903,7 @@ void TimeSaverOnActorInitHandler(void* actorRef) { // or poes from which the cutscene is triggered until we can have a "BeforeActorInit" hook. // So for now we're just going to set the flag before they get to the room the cutscene is in if (gPlayState->sceneNum == SCENE_FOREST_TEMPLE && actor->id == ACTOR_EN_ST && !Flags_GetSwitch(gPlayState, 0x1B) && !Flags_GetSwitch(gPlayState, 0x1C)) { - if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), 0) && !CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.GlitchAiding"), 0)) { + if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO) && !CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.GlitchAiding"), 0)) { Flags_SetSwitch(gPlayState, 0x1B); } } @@ -929,7 +929,7 @@ void TimeSaverOnActorInitHandler(void* actorRef) { // Fire Temple Darunia cutscene if (actor->id == ACTOR_EN_DU && gPlayState->sceneNum == SCENE_FIRE_TEMPLE) { - if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), 0) && !CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.GlitchAiding"), 0)) { + if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO) && !CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.GlitchAiding"), 0)) { Flags_SetInfTable(INFTABLE_SPOKE_TO_DARUNIA_IN_FIRE_TEMPLE); Actor_Kill(actor); }