if(CVar_GetS32("gDisableDrawDistance",0)!=0&&actor->id!=ACTOR_EN_TORCH2&&actor->id!=ACTOR_EN_BLKOBJ// Extra check for Dark Link and his room
&&actor->id!=ACTOR_EN_HORSE// Check for Epona, else if we call her she will spawn at the other side of the map + we can hear her during the title screen sequence
&&actor->id!=ACTOR_EN_HORSE_GANON&&actor->id!=ACTOR_EN_HORSE_ZELDA){// check for Zelda's and Ganondorf's horses that will always be scene during cinematic whith camera paning
&&actor->id!=ACTOR_EN_HORSE_GANON&&actor->id!=ACTOR_EN_HORSE_ZELDA// check for Zelda's and Ganondorf's horses that will always be scene during cinematic whith camera paning
&&(globalCtx->sceneNum!=SCENE_DDAN&&actor->id!=ACTOR_EN_ZF)){// Check for DC and Lizalfos for the case where the miniboss music would still play under certains conditions and changing room
if(CVar_GetS32("gDisableDrawDistance",0)!=0&&actor->id!=ACTOR_EN_TORCH2&&actor->id!=ACTOR_EN_BLKOBJ// Extra check for Dark Link and his room
&&actor->id!=ACTOR_EN_HORSE// Check for Epona, else if we call her she will spawn at the other side of the map + we can hear her during the title screen sequence
&&actor->id!=ACTOR_EN_HORSE_GANON&&actor->id!=ACTOR_EN_HORSE_ZELDA){// check for Zelda's and Ganondorf's horses that will always be scene during cinematic whith camera paning
&&actor->id!=ACTOR_EN_HORSE_GANON&&actor->id!=ACTOR_EN_HORSE_ZELDA// check for Zelda's and Ganondorf's horses that will always be scene during cinematic whith camera paning
&&(globalCtx->sceneNum!=SCENE_DDAN&&actor->id!=ACTOR_EN_ZF)){// Check for DC and Lizalfos for the case where the miniboss music would still play under certains conditions and changing room