diff --git a/soh/soh/Enhancements/accessible-actors/AccessibleActorList.cpp b/soh/soh/Enhancements/accessible-actors/AccessibleActorList.cpp index be111f514..ab58cd85c 100644 --- a/soh/soh/Enhancements/accessible-actors/AccessibleActorList.cpp +++ b/soh/soh/Enhancements/accessible-actors/AccessibleActorList.cpp @@ -591,12 +591,17 @@ void ActorAccessibility_InitActors() { ActorAccessibility_AddSupportedActor(ACTOR_EN_GO2, policy); policy.englishName = "Saria"; ActorAccessibility_AddSupportedActor(ACTOR_EN_SA, policy); + policy.englishName = "King Zora"; + ActorAccessibility_AddSupportedActor(ACTOR_EN_KZ, policy); policy.englishName = "Graveyard Kid"; ActorAccessibility_AddSupportedActor(ACTOR_EN_CS, policy); policy.englishName = "Dampe (Alive)"; ActorAccessibility_AddSupportedActor(ACTOR_EN_TK, policy); policy.englishName = "Happy Mask Shop Customer"; ActorAccessibility_AddSupportedActor(ACTOR_EN_GUEST, policy); + policy.englishName = "Running Man"; + ActorAccessibility_AddSupportedActor(ACTOR_EN_MM, policy); + ActorAccessibility_AddSupportedActor(ACTOR_EN_MM2, policy); policy.englishName = "Market Npc"; ActorAccessibility_AddSupportedActor(ACTOR_EN_HY, policy); policy.englishName = "Girl Chassing Cucco"; @@ -708,7 +713,7 @@ void ActorAccessibility_InitActors() { policy.n = 40; policy.pitch = 1.4; ActorAccessibility_AddSupportedActor(ACTOR_EN_ITEM00, policy); - + ActorAccessibility_InitPolicy(&policy, "big poe spawn", NA_SE_EN_PO_BIG_GET); policy.distance = 1500; policy.n = 60; @@ -821,6 +826,9 @@ void ActorAccessibility_InitActors() { ActorAccessibility_AddSupportedActor(ACTOR_EN_HINTNUTS, policy); ActorAccessibility_InitPolicy(&policy, "Flame Circle", NA_SE_EV_FIRE_PILLAR); ActorAccessibility_AddSupportedActor(ACTOR_BG_HIDAN_CURTAIN, policy); + ActorAccessibility_InitPolicy(&policy, "Iceberg", NA_SE_EV_ICE_FREEZE); + policy.distance = 1500; + ActorAccessibility_AddSupportedActor(ACTOR_BG_SPOT08_ICEBLOCK, policy); ActorAccessibility_InitPolicy(&policy, "uninteractable rocks in kokiri forest", [](AccessibleActor* actor) { if (actor->actor->params == 1) { ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EN_OCTAROCK_ROCK, false);