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fix spirit MQ south child climb chest logic (#4850)
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2 changed files with 2 additions and 2 deletions
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@ -49,7 +49,7 @@ void RegionTable_Init_BottomOfTheWell() {
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LOCATION(RC_BOTTOM_OF_THE_WELL_FRONT_LEFT_FAKE_WALL_CHEST, true),
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LOCATION(RC_BOTTOM_OF_THE_WELL_FRONT_LEFT_FAKE_WALL_CHEST, true),
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LOCATION(RC_BOTTOM_OF_THE_WELL_RIGHT_BOTTOM_FAKE_WALL_CHEST, true),
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LOCATION(RC_BOTTOM_OF_THE_WELL_RIGHT_BOTTOM_FAKE_WALL_CHEST, true),
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LOCATION(RC_BOTTOM_OF_THE_WELL_COMPASS_CHEST, true),
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LOCATION(RC_BOTTOM_OF_THE_WELL_COMPASS_CHEST, true),
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//N64 has no extra check here, but I can't get past without dealing with the spider or taking a hit
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//N64 has no extra check here, but I can't get past without dealing with the spider or taking a hit, they probably assume sticks
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LOCATION(RC_BOTTOM_OF_THE_WELL_CENTER_SKULLTULA_CHEST, logic->CanPassEnemy(RE_BIG_SKULLTULA) || logic->TakeDamage()),
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LOCATION(RC_BOTTOM_OF_THE_WELL_CENTER_SKULLTULA_CHEST, logic->CanPassEnemy(RE_BIG_SKULLTULA) || logic->TakeDamage()),
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//Not technically behind a wall, but still logically needs lens due to pits
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//Not technically behind a wall, but still logically needs lens due to pits
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LOCATION(RC_BOTTOM_OF_THE_WELL_BACK_LEFT_BOMBABLE_CHEST, logic->HasExplosives()),
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LOCATION(RC_BOTTOM_OF_THE_WELL_BACK_LEFT_BOMBABLE_CHEST, logic->HasExplosives()),
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@ -267,7 +267,7 @@ void RegionTable_Init_SpiritTemple() {
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LOCATION(RC_SPIRIT_TEMPLE_MQ_CHILD_CLIMB_NORTH_CHEST, MQSpiritSharedBrokenWallRoom(RR_SPIRIT_TEMPLE_MQ_BROKEN_WALL_ROOM, []{return logic->CanKillEnemy(RE_BEAMOS);})),
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LOCATION(RC_SPIRIT_TEMPLE_MQ_CHILD_CLIMB_NORTH_CHEST, MQSpiritSharedBrokenWallRoom(RR_SPIRIT_TEMPLE_MQ_BROKEN_WALL_ROOM, []{return logic->CanKillEnemy(RE_BEAMOS);})),
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//Sunlights only temp spawn this chest, which is unintuitive/a bug.
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//Sunlights only temp spawn this chest, which is unintuitive/a bug.
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//chest is only reachable as adult glitchlessly, so we can skip the shared in favour of IsAdult as adult access is always Certain
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//chest is only reachable as adult glitchlessly, so we can skip the shared in favour of IsAdult as adult access is always Certain
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LOCATION(RC_SPIRIT_TEMPLE_MQ_CHILD_CLIMB_SOUTH_CHEST, logic->IsAdult && logic->HasExplosives() && (ctx->GetOption(RSK_SUNLIGHT_ARROWS) && logic->CanUse(RG_LIGHT_ARROWS)) && logic->CanUse(RG_HOOKSHOT)),
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LOCATION(RC_SPIRIT_TEMPLE_MQ_CHILD_CLIMB_SOUTH_CHEST, logic->IsAdult && (logic->HasExplosives() || (ctx->GetOption(RSK_SUNLIGHT_ARROWS) && logic->CanUse(RG_LIGHT_ARROWS))) && logic->CanUse(RG_HOOKSHOT)),
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}, {
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}, {
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//Exits
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//Exits
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Entrance(RR_SPIRIT_TEMPLE_MQ_UNDER_LIKE_LIKE, []{return logic->CanHitSwitch();}),
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Entrance(RR_SPIRIT_TEMPLE_MQ_UNDER_LIKE_LIKE, []{return logic->CanHitSwitch();}),
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