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fix death mountain cloud in rando (#2691)
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@ -396,7 +396,7 @@ typedef enum {
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#define EVENTCHKINF_2B 0x2B
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#define EVENTCHKINF_2C 0x2C
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#define EVENTCHKINF_2D 0x2D
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#define EVENTCHKINF_2F 0x2F
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#define EVENTCHKINF_DEATH_MOUNTAIN_ERUPTED 0x2F
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#define EVENTCHKINF_30 0x30
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#define EVENTCHKINF_31 0x31
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#define EVENTCHKINF_32 0x32
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@ -826,6 +826,8 @@ void DoorWarp1_AdultWarpOut(DoorWarp1* this, PlayState* play) {
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if (gSaveContext.n64ddFlag) {
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play->nextEntranceIndex = 0x564;
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gSaveContext.nextCutsceneIndex = 0;
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// Change Death Mountain cloud since we aren't warping to the cutscene
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Flags_SetEventChkInf(EVENTCHKINF_DEATH_MOUNTAIN_ERUPTED);
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} else {
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Item_Give(play, ITEM_MEDALLION_FIRE);
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play->nextEntranceIndex = 0xDB;
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@ -847,8 +849,8 @@ void DoorWarp1_AdultWarpOut(DoorWarp1* this, PlayState* play) {
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if (gSaveContext.n64ddFlag) {
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play->nextEntranceIndex = 0x60C;
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gSaveContext.nextCutsceneIndex = 0;
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// Set "raised lake hylia water" since we aren't warping to the cutscene
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gSaveContext.eventChkInf[6] |= 0x200;
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// Fill Lake Hylia since we aren't warping to the cutscene
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Flags_SetEventChkInf(EVENTCHKINF_RAISED_LAKE_HYLIA_WATER);
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} else {
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Item_Give(play, ITEM_MEDALLION_WATER);
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play->nextEntranceIndex = 0x6B;
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