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authoraMannus <mannusmenting@gmail.com>2023-01-21 13:55:53 +0100
committerGitHub <noreply@github.com>2023-01-21 07:55:53 -0500
commit4291ec8252b074ec986cf737d8f0393ed2c1a81f (patch)
treec69d8f706acbc62fac9a09eebc7104d15253b3bf /soh/src/code
parent2a9d93dd65ca79a25fbce2142351ab4ebea9f625 (diff)
Rando - Ganon & Ganondorf cutscene skips (#2321)
* Ganon(dorf) cutscene skips * Remove leftover code * Comment out the Ganondorf dying cutscene skip
Diffstat (limited to 'soh/src/code')
-rw-r--r--soh/src/code/z_demo.c5
1 files changed, 2 insertions, 3 deletions
diff --git a/soh/src/code/z_demo.c b/soh/src/code/z_demo.c
index bca0a5326..b8eab98b2 100644
--- a/soh/src/code/z_demo.c
+++ b/soh/src/code/z_demo.c
@@ -2180,9 +2180,8 @@ void Cutscene_HandleConditionalTriggers(PlayState* play) {
gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_GANON_FINAL)) {
Flags_SetEventChkInf(0xC7);
gSaveContext.entranceIndex = 0x0517;
- // If we are rando and tower escape skip is on, then set the flag to say we saw the towers fall
- // and exit.
- if (bShouldTowerRandoSkip) {
+ // In rando, skip the cutscene for the tower falling down after the escape.
+ if (gSaveContext.n64ddFlag) {
return;
}
gSaveContext.cutsceneIndex = 0xFFF0;