From fabe051d3d2ff7f65429e160bd502086c0ce76d3 Mon Sep 17 00:00:00 2001 From: aMannus Date: Mon, 15 Aug 2022 05:04:40 +0200 Subject: [PATCH] Fix lost woods leading music in rando (#1155) --- .../overlays/actors/ovl_En_River_Sound/z_en_river_sound.c | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) diff --git a/soh/src/overlays/actors/ovl_En_River_Sound/z_en_river_sound.c b/soh/src/overlays/actors/ovl_En_River_Sound/z_en_river_sound.c index ed60d6b7f..5f0997a1e 100644 --- a/soh/src/overlays/actors/ovl_En_River_Sound/z_en_river_sound.c +++ b/soh/src/overlays/actors/ovl_En_River_Sound/z_en_river_sound.c @@ -40,9 +40,8 @@ void EnRiverSound_Init(Actor* thisx, GlobalContext* globalCtx) { Audio_PlayNatureAmbienceSequence(NATURE_ID_KOKIRI_REGION); Actor_Kill(&this->actor); } else if (this->actor.params == RS_SARIAS_SONG) { - if (!CHECK_QUEST_ITEM(QUEST_SONG_LULLABY) || - CHECK_QUEST_ITEM(QUEST_SONG_SARIA) || - gSaveContext.n64ddFlag) { + // Always have leading music in rando + if ((!CHECK_QUEST_ITEM(QUEST_SONG_LULLABY) || CHECK_QUEST_ITEM(QUEST_SONG_SARIA)) && !gSaveContext.n64ddFlag) { Actor_Kill(&this->actor); } }