Migrate child stealth

This commit is contained in:
Garrett Cox 2024-04-21 09:38:53 -05:00
commit 5813b37415
3 changed files with 13 additions and 24 deletions

View file

@ -363,18 +363,6 @@ void Play_Init(GameState* thisx) {
u8 tempSetupIndex;
s32 pad[2];
// Skip Child Stealth when option is enabled, Zelda's Letter isn't obtained and Impa's reward hasn't been received
// eventChkInf[4] & 1 = Got Zelda's Letter
// eventChkInf[5] & 0x200 = Got Impa's reward
// entranceIndex 0x7A, ENTR_CASTLE_COURTYARD_GUARDS_DAY_0, Castle Courtyard - Day from crawlspace
// entranceIndex 0x400, ENTR_CASTLE_COURTYARD_ZELDA_0, Zelda's Courtyard
if (IS_RANDO && Randomizer_GetSettingValue(RSK_SKIP_CHILD_STEALTH) &&
!Flags_GetEventChkInf(EVENTCHKINF_OBTAINED_ZELDAS_LETTER) && !Flags_GetEventChkInf(EVENTCHKINF_LEARNED_ZELDAS_LULLABY)) {
if (gSaveContext.entranceIndex == ENTR_CASTLE_COURTYARD_GUARDS_DAY_0) {
gSaveContext.entranceIndex = ENTR_CASTLE_COURTYARD_ZELDA_0;
}
}
// Properly initialize the frame counter so it doesn't use garbage data
if (!firstInit) {
play->gameplayFrames = 0;