diff --git a/soh/soh/Enhancements/accessible-actors/AccessibleActorList.cpp b/soh/soh/Enhancements/accessible-actors/AccessibleActorList.cpp index f4b9990e8..0cbbd4071 100644 --- a/soh/soh/Enhancements/accessible-actors/AccessibleActorList.cpp +++ b/soh/soh/Enhancements/accessible-actors/AccessibleActorList.cpp @@ -1001,6 +1001,10 @@ void ActorAccessibility_InitActors() { policy.volume = 1.5; policy.distance = 2000; ActorAccessibility_AddSupportedActor(VA_CRAWLSPACE, policy); + ActorAccessibility_InitPolicy(&policy, "Void", NA_SE_OC_ABYSS); + policy.distance = 500; + policy.ydist = 500; + ActorAccessibility_AddSupportedActor(VA_VOID, policy); ActorAccessibility_InitPolicy(&policy, "Ladder/climable", [](AccessibleActor* actor) { Player* player = GET_PLAYER(actor->play); f32 waterLoc = player->actor.yDistToWater + player->actor.world.pos.y; diff --git a/soh/soh/Enhancements/accessible-actors/ActorAccessibility.cpp b/soh/soh/Enhancements/accessible-actors/ActorAccessibility.cpp index 34b9ad5b7..9d574809b 100644 --- a/soh/soh/Enhancements/accessible-actors/ActorAccessibility.cpp +++ b/soh/soh/Enhancements/accessible-actors/ActorAccessibility.cpp @@ -680,6 +680,10 @@ void ActorAccessibility_InterpretCurrentScene(PlayState* play) { func_80041DB8(&play->colCtx, poly, BGCHECK_SCENE) == 3)) { ActorAccessibility_PolyToVirtualActor(play, poly, VA_CLIMB, list); } + s32 bgId; + if (func_80041EA4(&play->colCtx, poly, BGCHECK_SCENE) == 12) { + ActorAccessibility_PolyToVirtualActor(play, poly, VA_VOID, list); + } if (SurfaceType_GetSceneExitIndex(&play->colCtx, poly, BGCHECK_SCENE) != 0) { ActorAccessibility_PolyToVirtualActor(play, poly, VA_AREA_CHANGE, list); } diff --git a/soh/soh/Enhancements/accessible-actors/ActorAccessibility.h b/soh/soh/Enhancements/accessible-actors/ActorAccessibility.h index 7f3728d12..c5872be12 100644 --- a/soh/soh/Enhancements/accessible-actors/ActorAccessibility.h +++ b/soh/soh/Enhancements/accessible-actors/ActorAccessibility.h @@ -147,6 +147,7 @@ typedef enum { VA_CRAWLSPACE, VA_TERRAIN_CUE, VA_WALL_CUE, + VA_VOID, VA_CLIMB, VA_DOOR, VA_AREA_CHANGE,