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Another round of fixes for skip intro and grotto rando (#4253)
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@ -18,7 +18,8 @@ void SkipIntro_Register() {
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bool shuffleOverworldSpawns =
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OTRGlobals::Instance->gRandoContext->GetOption(RSK_SHUFFLE_OVERWORLD_SPAWNS).Is(true);
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if ((CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Intro"), IS_RANDO) ||
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(IS_RANDO && (adultStart || shuffleOverworldSpawns)) && gSaveContext.cutsceneIndex == 0xFFF1)) {
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(IS_RANDO && (adultStart || shuffleOverworldSpawns))) &&
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gSaveContext.cutsceneIndex == 0xFFF1) {
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// Calculate spawn location. Start with vanilla, Link's house.
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int32_t spawnEntrance = ENTR_LINKS_HOUSE_0;
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// If we're not in rando, we can skip all of the below.
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@ -142,12 +142,12 @@ s16 Grotto_GetEntranceValueHandlingGrottoRando(s16 nextEntranceIndex) {
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nextEntranceIndex = grottoExitList[grottoId];
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}
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// Get the new grotto id from the next entrance
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grottoId = nextEntranceIndex & 0x00FF;
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// Get the new grotto id from the next entrance, temp value to override modifying the static one
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s8 tempGrottoId = nextEntranceIndex & 0x00FF;
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// Grotto Returns
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if (nextEntranceIndex >= ENTRANCE_RANDO_GROTTO_EXIT_START && nextEntranceIndex < ENTRANCE_RANDO_GROTTO_EXIT_START + NUM_GROTTOS) {
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GrottoReturnInfo grotto = grottoReturnTable[grottoId];
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GrottoReturnInfo grotto = grottoReturnTable[tempGrottoId];
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// When the nextEntranceIndex is determined by a dynamic exit,
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// or set by Entrance_OverrideBlueWarp to mark a blue warp entrance,
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@ -162,7 +162,7 @@ s16 Grotto_GetEntranceValueHandlingGrottoRando(s16 nextEntranceIndex) {
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}
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// Grotto Loads
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} else if (nextEntranceIndex >= ENTRANCE_RANDO_GROTTO_LOAD_START && nextEntranceIndex < ENTRANCE_RANDO_GROTTO_EXIT_START) {
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GrottoLoadInfo grotto = grottoLoadTable[grottoId];
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GrottoLoadInfo grotto = grottoLoadTable[tempGrottoId];
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nextEntranceIndex = grotto.entranceIndex;
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}
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