From 5813b37415d3eb37aa7d4cdbd431ce7067ddfba2 Mon Sep 17 00:00:00 2001 From: Garrett Cox Date: Sun, 21 Apr 2024 09:38:53 -0500 Subject: Migrate child stealth --- soh/src/code/z_play.c | 12 ------------ 1 file changed, 12 deletions(-) (limited to 'soh/src/code') diff --git a/soh/src/code/z_play.c b/soh/src/code/z_play.c index 3ce5eeefc..43d30f54b 100644 --- a/soh/src/code/z_play.c +++ b/soh/src/code/z_play.c @@ -363,18 +363,6 @@ void Play_Init(GameState* thisx) { u8 tempSetupIndex; s32 pad[2]; - // Skip Child Stealth when option is enabled, Zelda's Letter isn't obtained and Impa's reward hasn't been received - // eventChkInf[4] & 1 = Got Zelda's Letter - // eventChkInf[5] & 0x200 = Got Impa's reward - // entranceIndex 0x7A, ENTR_CASTLE_COURTYARD_GUARDS_DAY_0, Castle Courtyard - Day from crawlspace - // entranceIndex 0x400, ENTR_CASTLE_COURTYARD_ZELDA_0, Zelda's Courtyard - if (IS_RANDO && Randomizer_GetSettingValue(RSK_SKIP_CHILD_STEALTH) && - !Flags_GetEventChkInf(EVENTCHKINF_OBTAINED_ZELDAS_LETTER) && !Flags_GetEventChkInf(EVENTCHKINF_LEARNED_ZELDAS_LULLABY)) { - if (gSaveContext.entranceIndex == ENTR_CASTLE_COURTYARD_GUARDS_DAY_0) { - gSaveContext.entranceIndex = ENTR_CASTLE_COURTYARD_ZELDA_0; - } - } - // Properly initialize the frame counter so it doesn't use garbage data if (!firstInit) { play->gameplayFrames = 0; -- cgit v1.2.3