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authorPhilip Dubé <159546+serprex@users.noreply.github.com>2026-04-12 18:24:14 +0000
committerGitHub <noreply@github.com>2026-04-12 18:24:14 +0000
commit7b7b799fad5aa8c8cafe8d266300fa92683e4f48 (patch)
tree99efb1ccc0464daea0070f1a472ccedfa51fd799
parent88099e6ebea663c2b31c458d323280776bd0a4c7 (diff)
Make Lake Hylia water level switch in rando 10x faster (#6492)
35 seconds was an eternity
-rw-r--r--soh/src/overlays/actors/ovl_Bg_Spot06_Objects/z_bg_spot06_objects.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/soh/src/overlays/actors/ovl_Bg_Spot06_Objects/z_bg_spot06_objects.c b/soh/src/overlays/actors/ovl_Bg_Spot06_Objects/z_bg_spot06_objects.c
index ccb189ee7..7b7030ef4 100644
--- a/soh/src/overlays/actors/ovl_Bg_Spot06_Objects/z_bg_spot06_objects.c
+++ b/soh/src/overlays/actors/ovl_Bg_Spot06_Objects/z_bg_spot06_objects.c
@@ -605,7 +605,7 @@ void BgSpot06Objects_WaterPlaneCutsceneRise(BgSpot06Objects* this, PlayState* pl
play->roomCtx.unk_74[0] = 0; // Apply the moving under water texture to lake hylia ground
}
} else {
- Math_SmoothStepToF(&this->lakeHyliaWaterLevel, 1.0f, 0.1f, 1.0f, 0.001f);
+ Math_SmoothStepToF(&this->lakeHyliaWaterLevel, 1.0f, 0.1f, IS_RANDO ? 10.0f : 1.0f, 0.001f);
play->colCtx.colHeader->waterBoxes[LHWB_GERUDO_VALLEY_RIVER_LOWER].ySurface = WATER_LEVEL_RIVER_LOWERED;
play->colCtx.colHeader->waterBoxes[LHWB_MAIN_1].ySurface = this->dyna.actor.world.pos.y;
play->colCtx.colHeader->waterBoxes[LHWB_MAIN_2].ySurface = this->dyna.actor.world.pos.y;
@@ -635,7 +635,7 @@ void BgSpot06Objects_WaterPlaneCutsceneLower(BgSpot06Objects* this, PlayState* p
this->actionFunc = BgSpot06Objects_DoNothing;
} else {
// Go slightly beyond -681 so the smoothing doesn't slow down too much (matches the reverse of water rise func)
- Math_SmoothStepToF(&this->lakeHyliaWaterLevel, -682.0f, 0.1f, 1.0f, 0.001f);
+ Math_SmoothStepToF(&this->lakeHyliaWaterLevel, -682.0f, 0.1f, 10.0f, 0.01f);
play->colCtx.colHeader->waterBoxes[LHWB_GERUDO_VALLEY_RIVER_LOWER].ySurface = WATER_LEVEL_RIVER_LOWERED;
play->colCtx.colHeader->waterBoxes[LHWB_GERUDO_VALLEY_RIVER_LOWER].zMin = WATER_LEVEL_RIVER_LOWER_Z - 50;
play->colCtx.colHeader->waterBoxes[LHWB_MAIN_1].ySurface = yPos;