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| author | Pepper0ni <93387759+Pepper0ni@users.noreply.github.com> | 2024-12-18 22:01:42 +0000 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-12-18 15:01:42 -0700 |
| commit | 03e9331d7ef51b4e17c8bf67dbbcc5f19bad366b (patch) | |
| tree | d003cd0c321c7db9d2b10e4d67f2f0a4706aaca2 | |
| parent | f7701a73c56e72eb86937f4f2a6c09ddb3f053a9 (diff) | |
Fix forest temple lift softlock (#4713)
| -rw-r--r-- | soh/soh/Enhancements/timesaver_hook_handlers.cpp | 2 |
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); } |
