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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
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parent
824c203b97
commit
3807e5690a
2 changed files with 3 additions and 6 deletions
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@ -982,7 +982,7 @@ void RandomizerOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, va_l
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break;
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break;
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}
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}
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case VB_BIGGORON_CONSIDER_TRADE_COMPLETE: {
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case VB_BIGGORON_CONSIDER_TRADE_COMPLETE: {
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// This being true will prevent other biggoron trades, there are already safegaurds in place to prevent
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// This being true will prevent other biggoron trades, there are already safeguards in place to prevent
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// claim check from being traded multiple times, so we don't really need the quest to ever be considered
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// claim check from being traded multiple times, so we don't really need the quest to ever be considered
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// "complete"
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// "complete"
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*should = false;
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*should = false;
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@ -98,11 +98,8 @@ void EnGe1_Init(Actor* thisx, PlayState* play) {
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EnGe1* this = (EnGe1*)thisx;
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EnGe1* this = (EnGe1*)thisx;
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// When spawning the gate operator, also spawn an extra gate operator on the wasteland side
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// When spawning the gate operator, also spawn an extra gate operator on the wasteland side
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if (IS_RANDO &&
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if (IS_RANDO && (this->actor.params & 0xFF) == GE1_TYPE_GATE_OPERATOR) {
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(Randomizer_GetSettingValue(RSK_SHUFFLE_GERUDO_MEMBERSHIP_CARD) ||
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// Spawn the extra guard with params matching the custom type added (0x0300 + 0x02)
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Randomizer_GetSettingValue(RSK_SHUFFLE_OVERWORLD_ENTRANCES)) &&
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(this->actor.params & 0xFF) == GE1_TYPE_GATE_OPERATOR) {
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// Spawn the extra gaurd with params matching the custom type added (0x0300 + 0x02)
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_GE1, -1358.0f, 88.0f, -3018.0f, 0, 0x95B0, 0,
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_GE1, -1358.0f, 88.0f, -3018.0f, 0, 0x95B0, 0,
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0x0300 | GE1_TYPE_EXTRA_GATE_OPERATOR, true);
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0x0300 | GE1_TYPE_EXTRA_GATE_OPERATOR, true);
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}
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}
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