From 03e9331d7ef51b4e17c8bf67dbbcc5f19bad366b Mon Sep 17 00:00:00 2001 From: Pepper0ni <93387759+Pepper0ni@users.noreply.github.com> Date: Wed, 18 Dec 2024 22:01:42 +0000 Subject: [PATCH] Fix forest temple lift softlock (#4713) --- soh/soh/Enhancements/timesaver_hook_handlers.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) 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); }