Fix msvc internal compiler errors on mq logic (#4478)

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Pepe20129 2024-10-25 13:19:01 +02:00 committed by GitHub
parent 89fe9c1ccb
commit a91243ec01
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2 changed files with 16 additions and 16 deletions

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@ -327,7 +327,7 @@ void RegionTable_Init_FireTemple() {
//Exits //Exits
Entrance(RR_FIRE_TEMPLE_MQ_FIRST_ROOM_LOWER, {[]{return true;}}), Entrance(RR_FIRE_TEMPLE_MQ_FIRST_ROOM_LOWER, {[]{return true;}}),
Entrance(RR_FIRE_TEMPLE_NEAR_BOSS_ROOM, {[]{return logic->HasFireSource();}}), Entrance(RR_FIRE_TEMPLE_NEAR_BOSS_ROOM, {[]{return logic->HasFireSource();}}),
Entrance(RR_FIRE_TEMPLE_MQ_BIG_LAVA_ROOM, {[]{return Here(RR_FIRE_TEMPLE_MQ_FIRST_ROOM_UPPER, {[]{return logic->CanUse(RG_MEGATON_HAMMER);}});}}), Entrance(RR_FIRE_TEMPLE_MQ_BIG_LAVA_ROOM, {[]{return Here(RR_FIRE_TEMPLE_MQ_FIRST_ROOM_UPPER, []{return logic->CanUse(RG_MEGATON_HAMMER);});}}),
}); });
areaTable[RR_FIRE_TEMPLE_MQ_MAP_ROOM_SOUTH] = Region("Fire Temple MQ Map Room South", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, { areaTable[RR_FIRE_TEMPLE_MQ_MAP_ROOM_SOUTH] = Region("Fire Temple MQ Map Room South", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
@ -335,14 +335,14 @@ void RegionTable_Init_FireTemple() {
LOCATION(RC_FIRE_TEMPLE_MQ_MAP_ROOM_SIDE_CHEST, logic->CanKillEnemy(RE_LIKE_LIKE)), LOCATION(RC_FIRE_TEMPLE_MQ_MAP_ROOM_SIDE_CHEST, logic->CanKillEnemy(RE_LIKE_LIKE)),
}, { }, {
//Exits //Exits
Entrance(RR_FIRE_TEMPLE_MQ_FIRST_ROOM_LOWER, {[]{return Here(RR_FIRE_TEMPLE_MQ_FIRST_ROOM_LOWER, {[]{return logic->CanKillEnemy(RE_LIKE_LIKE);}});}}), Entrance(RR_FIRE_TEMPLE_MQ_FIRST_ROOM_LOWER, {[]{return Here(RR_FIRE_TEMPLE_MQ_FIRST_ROOM_LOWER, []{return logic->CanKillEnemy(RE_LIKE_LIKE);});}}),
Entrance(RR_FIRE_TEMPLE_MQ_MAP_ROOM_CAGE, {[]{return logic->OpenedLowestGoronCage;}}), Entrance(RR_FIRE_TEMPLE_MQ_MAP_ROOM_CAGE, {[]{return logic->OpenedLowestGoronCage;}}),
}); });
areaTable[RR_FIRE_TEMPLE_MQ_STALFOS_ROOM] = Region("Fire Temple MQ Stalfos Room", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, { areaTable[RR_FIRE_TEMPLE_MQ_STALFOS_ROOM] = Region("Fire Temple MQ Stalfos Room", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits //Exits
Entrance(RR_FIRE_TEMPLE_MQ_FIRST_ROOM_LOWER, {[]{return true;}}), Entrance(RR_FIRE_TEMPLE_MQ_FIRST_ROOM_LOWER, {[]{return true;}}),
Entrance(RR_FIRE_TEMPLE_MQ_IRON_KNUCKLE_ROOM, {[]{return Here(RR_FIRE_TEMPLE_MQ_FIRST_ROOM_LOWER, {[]{return logic->CanKillEnemy(RE_STALFOS, ED_CLOSE, true, 2);}});}}), Entrance(RR_FIRE_TEMPLE_MQ_IRON_KNUCKLE_ROOM, {[]{return Here(RR_FIRE_TEMPLE_MQ_FIRST_ROOM_LOWER, []{return logic->CanKillEnemy(RE_STALFOS, ED_CLOSE, true, 2);});}}),
}); });
areaTable[RR_FIRE_TEMPLE_MQ_IRON_KNUCKLE_ROOM] = Region("Fire Temple MQ Iron Knuckle Room", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, { areaTable[RR_FIRE_TEMPLE_MQ_IRON_KNUCKLE_ROOM] = Region("Fire Temple MQ Iron Knuckle Room", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
@ -351,16 +351,16 @@ void RegionTable_Init_FireTemple() {
}, {}, { }, {}, {
//Exits //Exits
Entrance(RR_FIRE_TEMPLE_MQ_STALFOS_ROOM, {[]{return true;}}), Entrance(RR_FIRE_TEMPLE_MQ_STALFOS_ROOM, {[]{return true;}}),
Entrance(RR_FIRE_TEMPLE_MQ_LOWER_FLARE_DANCER, {[]{return Here(RR_FIRE_TEMPLE_MQ_FIRST_ROOM_LOWER, {[]{return logic->CanKillEnemy(RE_IRON_KNUCKLE);}});}}), Entrance(RR_FIRE_TEMPLE_MQ_LOWER_FLARE_DANCER, {[]{return Here(RR_FIRE_TEMPLE_MQ_FIRST_ROOM_LOWER, []{return logic->CanKillEnemy(RE_IRON_KNUCKLE);});}}),
}); });
areaTable[RR_FIRE_TEMPLE_MQ_LOWER_FLARE_DANCER] = Region("Fire Temple MQ Lower Flare Dancer", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, { areaTable[RR_FIRE_TEMPLE_MQ_LOWER_FLARE_DANCER] = Region("Fire Temple MQ Lower Flare Dancer", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations //Locations
LOCATION(RC_FIRE_TEMPLE_MQ_MEGATON_HAMMER_CHEST, (logic->IsAdult || logic->CanUse(RG_HOOKSHOT)) && Here(RR_FIRE_TEMPLE_MQ_LOWER_FLARE_DANCER, {[]{return logic->CanKillEnemy(RE_FLARE_DANCER);}})), LOCATION(RC_FIRE_TEMPLE_MQ_MEGATON_HAMMER_CHEST, (logic->IsAdult || logic->CanUse(RG_HOOKSHOT)) && Here(RR_FIRE_TEMPLE_MQ_LOWER_FLARE_DANCER, []{return logic->CanKillEnemy(RE_FLARE_DANCER);})),
}, { }, {
//Exits //Exits
Entrance(RR_FIRE_TEMPLE_MQ_IRON_KNUCKLE_ROOM, {[]{return true;}}), Entrance(RR_FIRE_TEMPLE_MQ_IRON_KNUCKLE_ROOM, {[]{return true;}}),
Entrance(RR_FIRE_TEMPLE_MQ_MAP_ROOM_NORTH, {[]{return Here(RR_FIRE_TEMPLE_MQ_LOWER_FLARE_DANCER, {[]{return logic->CanKillEnemy(RE_FLARE_DANCER);}});}}), Entrance(RR_FIRE_TEMPLE_MQ_MAP_ROOM_NORTH, {[]{return Here(RR_FIRE_TEMPLE_MQ_LOWER_FLARE_DANCER, []{return logic->CanKillEnemy(RE_FLARE_DANCER);});}}),
}); });
areaTable[RR_FIRE_TEMPLE_MQ_MAP_ROOM_NORTH] = Region("Fire Temple MQ Map Room North", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, { areaTable[RR_FIRE_TEMPLE_MQ_MAP_ROOM_NORTH] = Region("Fire Temple MQ Map Room North", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
@ -457,7 +457,7 @@ void RegionTable_Init_FireTemple() {
//Exits //Exits
Entrance(RR_FIRE_TEMPLE_MQ_BIG_TORCH_ROOM, {[]{return true;}}), Entrance(RR_FIRE_TEMPLE_MQ_BIG_TORCH_ROOM, {[]{return true;}}),
//Explosives can also reach this room. Chus is relatively simple, they need to detonate on the first horizontal bar up from the floor while horizontally near the switch, but bombs are much harder //Explosives can also reach this room. Chus is relatively simple, they need to detonate on the first horizontal bar up from the floor while horizontally near the switch, but bombs are much harder
Entrance(RR_FIRE_TEMPLE_MQ_LOWER_MAZE_CRATE_CAGE, {[]{return Here(RR_FIRE_TEMPLE_MQ_LOWER_MAZE, {[]{return logic->CanJumpslash();}});}}), Entrance(RR_FIRE_TEMPLE_MQ_LOWER_MAZE_CRATE_CAGE, {[]{return Here(RR_FIRE_TEMPLE_MQ_LOWER_MAZE, []{return logic->CanJumpslash();});}}),
//it's possible to make the RT_FIRE_MQ_MAZE_HOVERS as child using bunny hood jumps, but not adult as adult bonks //it's possible to make the RT_FIRE_MQ_MAZE_HOVERS as child using bunny hood jumps, but not adult as adult bonks
Entrance(RR_FIRE_TEMPLE_MQ_UPPER_MAZE, {[]{return logic->HasExplosives() && logic->CanUse(RG_MEGATON_HAMMER) && logic->CanUse(RG_HOOKSHOT);}}), Entrance(RR_FIRE_TEMPLE_MQ_UPPER_MAZE, {[]{return logic->HasExplosives() && logic->CanUse(RG_MEGATON_HAMMER) && logic->CanUse(RG_HOOKSHOT);}}),
}); });
@ -477,7 +477,7 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_MQ_LOWER_MAZE, {[]{return true;}}), Entrance(RR_FIRE_TEMPLE_MQ_LOWER_MAZE, {[]{return true;}}),
//this cage is much more lenient than the lower cage as the switch is close to the front. sling, rang and bow all hit the switch easily, though might be too unintuitive for default logic //this cage is much more lenient than the lower cage as the switch is close to the front. sling, rang and bow all hit the switch easily, though might be too unintuitive for default logic
//This shouldn't come up in most cases anyway as most methods to get here need either a melee weapon or explosives //This shouldn't come up in most cases anyway as most methods to get here need either a melee weapon or explosives
Entrance(RR_FIRE_TEMPLE_MQ_UPPER_MAZE_BOX_CAGE, {[]{return Here(RR_FIRE_TEMPLE_MQ_UPPER_MAZE, {[]{return logic->CanJumpslash() || logic->HasExplosives();}});}}), Entrance(RR_FIRE_TEMPLE_MQ_UPPER_MAZE_BOX_CAGE, {[]{return Here(RR_FIRE_TEMPLE_MQ_UPPER_MAZE, []{return logic->CanJumpslash() || logic->HasExplosives();});}}),
Entrance(RR_FIRE_TEMPLE_MQ_MAZE_SHORTCUT, {[]{return logic->HasExplosives();}}), Entrance(RR_FIRE_TEMPLE_MQ_MAZE_SHORTCUT, {[]{return logic->HasExplosives();}}),
//Implies RR_FIRE_TEMPLE_MQ_LOWER_MAZE access //Implies RR_FIRE_TEMPLE_MQ_LOWER_MAZE access
Entrance(RR_FIRE_TEMPLE_MQ_BURNING_BLOCK_CLIMB, {[]{return logic->HasExplosives() && logic->CanUse(RG_MEGATON_HAMMER) && (logic->CanUse(RG_LONGSHOT) || (logic->CanUse(RG_HOOKSHOT) && logic->CanUse(RG_SONG_OF_TIME)));}}), Entrance(RR_FIRE_TEMPLE_MQ_BURNING_BLOCK_CLIMB, {[]{return logic->HasExplosives() && logic->CanUse(RG_MEGATON_HAMMER) && (logic->CanUse(RG_LONGSHOT) || (logic->CanUse(RG_HOOKSHOT) && logic->CanUse(RG_SONG_OF_TIME)));}}),
@ -540,7 +540,7 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_MQ_UPPER_MAZE, {[]{return logic->SmallKeys(RR_FIRE_TEMPLE, 3);}}), Entrance(RR_FIRE_TEMPLE_MQ_UPPER_MAZE, {[]{return logic->SmallKeys(RR_FIRE_TEMPLE, 3);}}),
Entrance(RR_FIRE_TEMPLE_MQ_NARROW_PATH_ROOM, {[]{return true;}}), Entrance(RR_FIRE_TEMPLE_MQ_NARROW_PATH_ROOM, {[]{return true;}}),
//Child has issues navigating the higher points of this room without an equip swapped hookshot //Child has issues navigating the higher points of this room without an equip swapped hookshot
Entrance(RR_FIRE_TEMPLE_MQ_SOUTH_FIRE_MAZE, {[]{return Here(RR_FIRE_TEMPLE_MQ_HIGH_TORCH_ROOM, {[]{return logic->CanUse(RG_FIRE_ARROWS) || (logic->CanUse(RG_FAIRY_BOW) && logic->CanUse(RG_HOOKSHOT));}}) && Entrance(RR_FIRE_TEMPLE_MQ_SOUTH_FIRE_MAZE, {[]{return Here(RR_FIRE_TEMPLE_MQ_HIGH_TORCH_ROOM, []{return logic->CanUse(RG_FIRE_ARROWS) || (logic->CanUse(RG_FAIRY_BOW) && logic->CanUse(RG_HOOKSHOT));}) &&
(logic->IsAdult || logic->CanUse(RG_HOOKSHOT));}}), (logic->IsAdult || logic->CanUse(RG_HOOKSHOT));}}),
}); });
@ -605,7 +605,7 @@ void RegionTable_Init_FireTemple() {
//This would be a logical method to reach the hammer switch without hookshot, but it practically requires access to the area that switch unlocks already. It could also be first child access to PLATFORMS if tricks ever enable that //This would be a logical method to reach the hammer switch without hookshot, but it practically requires access to the area that switch unlocks already. It could also be first child access to PLATFORMS if tricks ever enable that
//If a practical use for this drop is found, it should be made a trick //If a practical use for this drop is found, it should be made a trick
Entrance(RR_FIRE_TEMPLE_MQ_UPPER_FLARE_DANCER, {[]{return logic->SmallKeys(RR_FIRE_TEMPLE, 4);}}), Entrance(RR_FIRE_TEMPLE_MQ_UPPER_FLARE_DANCER, {[]{return logic->SmallKeys(RR_FIRE_TEMPLE, 4);}}),
Entrance(RR_FIRE_TEMPLE_MQ_COLLAPSED_STAIRS, {[]{return Here(RR_FIRE_TEMPLE_MQ_SCARECROW_ROOM, {[]{return logic->CanUse(RG_MEGATON_HAMMER);}}) && logic->SmallKeys(RR_FIRE_TEMPLE, 5);}}), Entrance(RR_FIRE_TEMPLE_MQ_COLLAPSED_STAIRS, {[]{return Here(RR_FIRE_TEMPLE_MQ_SCARECROW_ROOM, []{return logic->CanUse(RG_MEGATON_HAMMER);}) && logic->SmallKeys(RR_FIRE_TEMPLE, 5);}}),
}); });
//The peg knocked down from here could have logical implications for child in the fire maze if tricks to gain height like bomb jumps exist //The peg knocked down from here could have logical implications for child in the fire maze if tricks to gain height like bomb jumps exist
@ -614,7 +614,7 @@ void RegionTable_Init_FireTemple() {
//If someone manages to make a trick to get here from fire maze, this needs to be in a separate room as the door back is barred //If someone manages to make a trick to get here from fire maze, this needs to be in a separate room as the door back is barred
LOCATION(RC_FIRE_TEMPLE_MQ_GS_ABOVE_FIRE_MAZE, logic->CanUse(RG_HOOKSHOT)), LOCATION(RC_FIRE_TEMPLE_MQ_GS_ABOVE_FIRE_MAZE, logic->CanUse(RG_HOOKSHOT)),
}, { }, {
Entrance(RR_FIRE_TEMPLE_MQ_FIRE_MAZE_PLATFORMS, {[]{return logic->CanUse(RG_HOOKSHOT) && Here(RR_FIRE_TEMPLE_MQ_COLLAPSED_STAIRS, {[]{return logic->CanUse(RG_MEGATON_HAMMER);}});}}), Entrance(RR_FIRE_TEMPLE_MQ_FIRE_MAZE_PLATFORMS, {[]{return logic->CanUse(RG_HOOKSHOT) && Here(RR_FIRE_TEMPLE_MQ_COLLAPSED_STAIRS, []{return logic->CanUse(RG_MEGATON_HAMMER);});}}),
Entrance(RR_FIRE_TEMPLE_MQ_SCARECROW_ROOM, {[]{return logic->IsAdult && logic->CanUse(RG_HOOKSHOT);}}), Entrance(RR_FIRE_TEMPLE_MQ_SCARECROW_ROOM, {[]{return logic->IsAdult && logic->CanUse(RG_HOOKSHOT);}}),
}); });
} }

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@ -297,7 +297,7 @@ void RegionTable_Init_ForestTemple() {
Entrance(RR_FOREST_TEMPLE_MQ_WOLFOS_ROOM, {[]{return logic->IsChild || logic->CanUse(RG_SONG_OF_TIME);}}), Entrance(RR_FOREST_TEMPLE_MQ_WOLFOS_ROOM, {[]{return logic->IsChild || logic->CanUse(RG_SONG_OF_TIME);}}),
Entrance(RR_FOREST_TEMPLE_MQ_NW_OUTDOORS, {[]{return logic->CanHitEyeTargets();}}), Entrance(RR_FOREST_TEMPLE_MQ_NW_OUTDOORS, {[]{return logic->CanHitEyeTargets();}}),
Entrance(RR_FOREST_TEMPLE_MQ_NE_OUTDOORS, {[]{return logic->CanHitEyeTargets();}}), Entrance(RR_FOREST_TEMPLE_MQ_NE_OUTDOORS, {[]{return logic->CanHitEyeTargets();}}),
Entrance(RR_FOREST_TEMPLE_MQ_LOWER_BLOCK_PUZZLE, {[]{return Here(RR_FOREST_TEMPLE_MQ_CENTRAL_AREA, {[]{return logic->CanKillEnemy(RE_STALFOS);}});}}), Entrance(RR_FOREST_TEMPLE_MQ_LOWER_BLOCK_PUZZLE, {[]{return Here(RR_FOREST_TEMPLE_MQ_CENTRAL_AREA, []{return logic->CanKillEnemy(RE_STALFOS);});}}),
//implies the other 3 poes //implies the other 3 poes
Entrance(RR_FOREST_TEMPLE_MQ_BASEMENT, {[]{return logic->ForestTempleMeg;}}), Entrance(RR_FOREST_TEMPLE_MQ_BASEMENT, {[]{return logic->ForestTempleMeg;}}),
}); });
@ -329,7 +329,7 @@ void RegionTable_Init_ForestTemple() {
LOCATION(RC_FOREST_TEMPLE_MQ_GS_BLOCK_PUSH_ROOM, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA)), LOCATION(RC_FOREST_TEMPLE_MQ_GS_BLOCK_PUSH_ROOM, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA)),
}, { }, {
//Exits //Exits
Entrance(RR_FOREST_TEMPLE_MQ_CENTRAL_AREA, {[]{return Here(RR_FOREST_TEMPLE_MQ_CENTRAL_AREA, {[]{return logic->CanKillEnemy(RE_STALFOS);}});}}), Entrance(RR_FOREST_TEMPLE_MQ_CENTRAL_AREA, {[]{return Here(RR_FOREST_TEMPLE_MQ_CENTRAL_AREA, []{return logic->CanKillEnemy(RE_STALFOS);});}}),
Entrance(RR_FOREST_TEMPLE_MQ_MIDDLE_BLOCK_PUZZLE, {[]{return logic->HasItem(RG_GORONS_BRACELET) || (logic->MQForestBlockRoomTargets && logic->CanUse(RG_HOOKSHOT));}}), Entrance(RR_FOREST_TEMPLE_MQ_MIDDLE_BLOCK_PUZZLE, {[]{return logic->HasItem(RG_GORONS_BRACELET) || (logic->MQForestBlockRoomTargets && logic->CanUse(RG_HOOKSHOT));}}),
//Assumes RR_FOREST_TEMPLE_MQ_MIDDLE_BLOCK_PUZZLE access //Assumes RR_FOREST_TEMPLE_MQ_MIDDLE_BLOCK_PUZZLE access
Entrance(RR_FOREST_TEMPLE_MQ_UPPER_BLOCK_PUZZLE, {[]{return (logic->IsAdult && logic->HasItem(RG_GORONS_BRACELET)) || (logic->MQForestBlockRoomTargets && logic->CanUse(RG_HOOKSHOT));}}), Entrance(RR_FOREST_TEMPLE_MQ_UPPER_BLOCK_PUZZLE, {[]{return (logic->IsAdult && logic->HasItem(RG_GORONS_BRACELET)) || (logic->MQForestBlockRoomTargets && logic->CanUse(RG_HOOKSHOT));}}),
@ -362,7 +362,7 @@ void RegionTable_Init_ForestTemple() {
//As there is no way in default logic to reach the other possible key use without going through RR_FOREST_TEMPLE_MQ_NW_OUTDOORS, this is logically safe for now //As there is no way in default logic to reach the other possible key use without going through RR_FOREST_TEMPLE_MQ_NW_OUTDOORS, this is logically safe for now
//Breaks if there's any other way to RR_FOREST_TEMPLE_MQ_FALLING_ROOM than going through the eye targets in RR_FOREST_TEMPLE_MQ_CENTRAL_AREA //Breaks if there's any other way to RR_FOREST_TEMPLE_MQ_FALLING_ROOM than going through the eye targets in RR_FOREST_TEMPLE_MQ_CENTRAL_AREA
//Requires a bow/sling ammo source once ammo logic is done, to avoid edge cases. //Requires a bow/sling ammo source once ammo logic is done, to avoid edge cases.
Entrance(RR_FOREST_TEMPLE_MQ_NW_OUTDOORS, {[]{return logic->SmallKeys(RR_FOREST_TEMPLE, 2) && Here(RR_FOREST_TEMPLE_MQ_UPPER_BLOCK_PUZZLE, {[]{return logic->CanKillEnemy(RE_FLOORMASTER);}});}}), Entrance(RR_FOREST_TEMPLE_MQ_NW_OUTDOORS, {[]{return logic->SmallKeys(RR_FOREST_TEMPLE, 2) && Here(RR_FOREST_TEMPLE_MQ_UPPER_BLOCK_PUZZLE, []{return logic->CanKillEnemy(RE_FLOORMASTER);});}}),
}); });
areaTable[RR_FOREST_TEMPLE_MQ_STRAIGHT_HALLWAY] = Region("Forest Temple MQ Straight Hallway", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, { areaTable[RR_FOREST_TEMPLE_MQ_STRAIGHT_HALLWAY] = Region("Forest Temple MQ Straight Hallway", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
@ -375,7 +375,7 @@ void RegionTable_Init_ForestTemple() {
areaTable[RR_FOREST_TEMPLE_MQ_FLOORMASTER_ROOM] = Region("Forest Temple MQ Floormaster Room", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, { areaTable[RR_FOREST_TEMPLE_MQ_FLOORMASTER_ROOM] = Region("Forest Temple MQ Floormaster Room", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits //Exits
Entrance(RR_FOREST_TEMPLE_MQ_OUTDOOR_LEDGE, {[]{return Here(RR_FOREST_TEMPLE_MQ_FLOORMASTER_ROOM, {[]{return logic->CanKillEnemy(RE_FLOORMASTER);}});}}), Entrance(RR_FOREST_TEMPLE_MQ_OUTDOOR_LEDGE, {[]{return Here(RR_FOREST_TEMPLE_MQ_FLOORMASTER_ROOM, []{return logic->CanKillEnemy(RE_FLOORMASTER);});}}),
}); });
areaTable[RR_FOREST_TEMPLE_MQ_OUTDOOR_LEDGE] = Region("Forest Temple MQ Outdoor Ledge", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, { areaTable[RR_FOREST_TEMPLE_MQ_OUTDOOR_LEDGE] = Region("Forest Temple MQ Outdoor Ledge", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
@ -476,7 +476,7 @@ void RegionTable_Init_ForestTemple() {
//This key logic assumes that you can get to falling room either by spending the 5th key here, or by wasting a key in falling room itself. //This key logic assumes that you can get to falling room either by spending the 5th key here, or by wasting a key in falling room itself.
//While being the 5th key makes this simpler in theory, if a different age can waste the key compared to reaching this room it breaks //While being the 5th key makes this simpler in theory, if a different age can waste the key compared to reaching this room it breaks
Entrance(RR_FOREST_TEMPLE_MQ_FALLING_ROOM, {[]{return logic->SmallKeys(RR_FOREST_TEMPLE, 5) && Entrance(RR_FOREST_TEMPLE_MQ_FALLING_ROOM, {[]{return logic->SmallKeys(RR_FOREST_TEMPLE, 5) &&
Here(RR_FOREST_TEMPLE_MQ_BETH_ROOM, {[]{return logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_DINS_FIRE);}});}}), Here(RR_FOREST_TEMPLE_MQ_BETH_ROOM, []{return logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_DINS_FIRE);});}}),
Entrance(RR_FOREST_TEMPLE_MQ_TORCH_SHOT_ROOM, {[]{return logic->SmallKeys(RR_FOREST_TEMPLE, 6);}}), Entrance(RR_FOREST_TEMPLE_MQ_TORCH_SHOT_ROOM, {[]{return logic->SmallKeys(RR_FOREST_TEMPLE, 6);}}),
Entrance(RR_FOREST_TEMPLE_MQ_3_STALFOS_ROOM, {[]{return true;}}), Entrance(RR_FOREST_TEMPLE_MQ_3_STALFOS_ROOM, {[]{return true;}}),
}); });