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Addresses Forest Temple Poes and NPC Dialogue issues. (#3334)
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@ -387,11 +387,18 @@ void RegisterShadowTag() {
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if (!CVarGetInteger("gShadowTag", 0)) {
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return;
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}
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if (shouldSpawn && (delayTimer <= 0)) {
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Actor_Spawn(&gPlayState->actorCtx, gPlayState, ACTOR_EN_WALLMAS, 0, 0, 0, 0, 0, 0, 3, false);
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shouldSpawn = false;
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if (gPlayState->sceneNum == SCENE_FOREST_TEMPLE && // Forest Temple Scene
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gPlayState->roomCtx.curRoom.num == 16 || // Green Poe Room
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gPlayState->roomCtx.curRoom.num == 13 || // Blue Poe Room
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gPlayState->roomCtx.curRoom.num == 12) { // Red Poe Room
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return;
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} else {
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delayTimer--;
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if (shouldSpawn && (delayTimer <= 0)) {
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Actor_Spawn(&gPlayState->actorCtx, gPlayState, ACTOR_EN_WALLMAS, 0, 0, 0, 0, 0, 0, 3, false);
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shouldSpawn = false;
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} else {
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delayTimer--;
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}
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}
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});
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GameInteractor::Instance->RegisterGameHook<GameInteractor::OnSceneSpawnActors>([]() {
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@ -328,7 +328,11 @@ void EnWallmas_WaitToDrop(EnWallmas* this, PlayState* play) {
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}
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if (this->timer == 0) {
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EnWallmas_SetupDrop(this, play);
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if (this->actor.params == WMT_SHADOWTAG && (player->stateFlags1 & PLAYER_STATE1_IN_CUTSCENE)) {
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this->timer = 0x82; // Prevents Shadow Tag Hand from dropping when talking to an NPC or Signpost.
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} else {
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EnWallmas_SetupDrop(this, play);
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}
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}
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}
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