rando: always spawn guard behind gate (also fix gaurd typos)

someone had seed where they had card so couldn't be caught to pass gate in reverse wasteland
This commit is contained in:
Demur Rumed 2025-04-13 20:49:53 +00:00
commit 3807e5690a
2 changed files with 3 additions and 6 deletions

View file

@ -982,7 +982,7 @@ void RandomizerOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, va_l
break;
}
case VB_BIGGORON_CONSIDER_TRADE_COMPLETE: {
// This being true will prevent other biggoron trades, there are already safegaurds in place to prevent
// This being true will prevent other biggoron trades, there are already safeguards in place to prevent
// claim check from being traded multiple times, so we don't really need the quest to ever be considered
// "complete"
*should = false;

View file

@ -98,11 +98,8 @@ void EnGe1_Init(Actor* thisx, PlayState* play) {
EnGe1* this = (EnGe1*)thisx;
// When spawning the gate operator, also spawn an extra gate operator on the wasteland side
if (IS_RANDO &&
(Randomizer_GetSettingValue(RSK_SHUFFLE_GERUDO_MEMBERSHIP_CARD) ||
Randomizer_GetSettingValue(RSK_SHUFFLE_OVERWORLD_ENTRANCES)) &&
(this->actor.params & 0xFF) == GE1_TYPE_GATE_OPERATOR) {
// Spawn the extra gaurd with params matching the custom type added (0x0300 + 0x02)
if (IS_RANDO && (this->actor.params & 0xFF) == GE1_TYPE_GATE_OPERATOR) {
// Spawn the extra guard with params matching the custom type added (0x0300 + 0x02)
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_GE1, -1358.0f, 88.0f, -3018.0f, 0, 0x95B0, 0,
0x0300 | GE1_TYPE_EXTRA_GATE_OPERATOR, true);
}