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authorDavid Racine <bass_dr@hotmail.com>2026-08-17 13:22:34 -0400
committerGitHub <noreply@github.com>2026-08-17 17:22:34 +0000
commit6a3c9b760456c27ed8a0ac9ffdb580fdf105829c (patch)
treebad61a63908e88188d93dabba017fcedb09a2533 /StormLib/src/SBaseFileTable.cpp
parent3a8c68be66f6a2c02a60aa1e70b4410a3072ee50 (diff)
Add a Skip Warp Cutscenes enhancement (#7059)
Warp song cutscenes were skipped for randomizer players whether they wanted it or not: Demo_Kankyo cut the departure animation short from a hardcoded IS_RANDO branch, and entrance rando cleared respawnFlag so the arrival never played. There was no way to get the vanilla warp back, and no way for a vanilla playthrough to skip it. Drop both and put the behavior behind a Skip Warp Cutscenes toggle, defaulting on in randomizer so existing rando warps are unchanged. It kills the departure actor as it spawns and puts the arrival spawn mode back to IDLE, which covers both halves of the warp. Entrance rando's destination override moves off Demo_Kankyo's update onto a new OnWarpSongLeave hook fired from Environment_WarpSongLeave. That is where every warp path -- the cutscene, the skip toggle, and the spawn failure fallback -- commits its destination, so the override no longer depends on the departure actor being alive to see it, and a warp song shuffled onto a grotto return keeps its grotto respawn. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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