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Force enhancement only if waterfall is Open in rando
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@ -796,13 +796,17 @@ void DrawEnhancementsMenu() {
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UIWidgets::PaddedEnhancementCheckbox("Pause Warp", CVAR_ENHANCEMENT("PauseWarp"), true, false);
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UIWidgets::Tooltip("Selection of warp song in pause menu initiates warp. Disables song playback.");
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bool forceSleepingWaterfallEnhancement =
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IS_RANDO && OTRGlobals::Instance->gRandomizer->GetRandoSettingValue(RSK_SLEEPING_WATERFALL) ==
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RO_WATERFALL_OPEN;
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uint8_t forceSleepingWaterfallValue =
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OTRGlobals::Instance->gRandomizer->GetRandoSettingValue(RSK_SLEEPING_WATERFALL) + 1;
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static const char* forceSleepingWaterfallText =
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"This setting is forcefully enabled because you are playing a randomizer.";
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"This setting is forcefully enabled because a randomizer savefile with \"Sleeping Waterfall: Open\" is loaded.";
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UIWidgets::PaddedText("Play Zelda's Lullaby to open Sleeping Waterfall", true, false);
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UIWidgets::EnhancementCombobox(CVAR_ENHANCEMENT("TimeSavers.SleepingWaterfall"),
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sleepingWaterfallOptions, 0, IS_RANDO, forceSleepingWaterfallText, forceSleepingWaterfallValue);
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sleepingWaterfallOptions, 0, forceSleepingWaterfallEnhancement,
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forceSleepingWaterfallText, forceSleepingWaterfallValue);
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UIWidgets::Tooltip(
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"Always: Link must always play Zelda's Lullaby to open "
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"the waterfall entrance to Zora's Domain.\n"
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