Remove redundent entrance logic check when adding a region to the pool. (#5413)

* remove redundent entrance logic check when adding a region to the pool.

* how did this trigger clang...
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Pepper0ni 2025-05-02 03:00:31 +01:00 committed by GitHub
commit 4c9063caa7
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@ -219,18 +219,18 @@ void ProcessExits(Region* region, GetAccessibleLocationsStruct& gals, Randomizer
} }
ValidateSphereZero(gals); ValidateSphereZero(gals);
} }
// process the region we just expanded to, to reduce looping
ProcessRegion(exitRegion, gals, ignore, stopOnBeatable, addToPlaythrough);
}
// If the exit is accessible and hasn't been added yet, add it to the pool // If the exit is accessible and hasn't been added yet, add it to the pool
// RANDOTODO do we want to add the region after the loop now, considering we // RANDOTODO do we want to add the region after the loop now, considering we
// are processing the new region immediately. Maybe a reverse for loop in ProcessRegion? // are processing the new region immediately. Maybe a reverse for loop in ProcessRegion?
if (!exitRegion->addedToPool && exit.ConditionsMet()) { if (!exitRegion->addedToPool) {
exitRegion->addedToPool = true; exitRegion->addedToPool = true;
gals.regionPool.push_back(exit.GetConnectedRegionKey()); gals.regionPool.push_back(exit.GetConnectedRegionKey());
} }
// process the region we just expanded to, to reduce looping
ProcessRegion(exitRegion, gals, ignore, stopOnBeatable, addToPlaythrough);
}
if (addToPlaythrough) { if (addToPlaythrough) {
// RANDOTODO Should this match the regular spheres? // RANDOTODO Should this match the regular spheres?
// Add shuffled entrances to the entrance playthrough // Add shuffled entrances to the entrance playthrough