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authorPepper0ni <93387759+Pepper0ni@users.noreply.github.com>2024-12-18 22:01:42 +0000
committerGitHub <noreply@github.com>2024-12-18 15:01:42 -0700
commit03e9331d7ef51b4e17c8bf67dbbcc5f19bad366b (patch)
treed003cd0c321c7db9d2b10e4d67f2f0a4706aaca2
parentf7701a73c56e72eb86937f4f2a6c09ddb3f053a9 (diff)
Fix forest temple lift softlock (#4713)
-rw-r--r--soh/soh/Enhancements/timesaver_hook_handlers.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/soh/soh/Enhancements/timesaver_hook_handlers.cpp b/soh/soh/Enhancements/timesaver_hook_handlers.cpp
index 2e097f538..171620af6 100644
--- a/soh/soh/Enhancements/timesaver_hook_handlers.cpp
+++ b/soh/soh/Enhancements/timesaver_hook_handlers.cpp
@@ -893,7 +893,7 @@ void TimeSaverOnActorInitHandler(void* actorRef) {
// This is a bit of a hack, we can't effectively override the behavior of the torches
// or poes from which the cutscene is triggered until we can have a "BeforeActorInit" hook.
// So for now we're just going to set the flag before they get to the room the cutscene is in
- if (gPlayState->sceneNum == SCENE_FOREST_TEMPLE && actor->id == ACTOR_EN_ST && !Flags_GetSwitch(gPlayState, 0x1B)) {
+ if (gPlayState->sceneNum == SCENE_FOREST_TEMPLE && actor->id == ACTOR_EN_ST && !Flags_GetSwitch(gPlayState, 0x1B) && !Flags_GetSwitch(gPlayState, 0x1C)) {
if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), 0) && !CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.GlitchAiding"), 0)) {
Flags_SetSwitch(gPlayState, 0x1B);
}