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remove redundent entrance logic check when adding a region to the pool.
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1 changed files with 8 additions and 7 deletions
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@ -219,17 +219,18 @@ void ProcessExits(Region* region, GetAccessibleLocationsStruct& gals, Randomizer
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}
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}
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ValidateSphereZero(gals);
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ValidateSphereZero(gals);
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}
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}
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// If the exit is accessible and hasn't been added yet, add it to the pool
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// RANDOTODO do we want to add the region after the loop now, considering we
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// are processing the new region immediately. Maybe a reverse for loop in ProcessRegion?
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if (!exitRegion->addedToPool) {
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exitRegion->addedToPool = true;
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gals.regionPool.push_back(exit.GetConnectedRegionKey());
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}
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// process the region we just expanded to, to reduce looping
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// process the region we just expanded to, to reduce looping
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ProcessRegion(exitRegion, gals, ignore, stopOnBeatable, addToPlaythrough);
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ProcessRegion(exitRegion, gals, ignore, stopOnBeatable, addToPlaythrough);
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}
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}
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// If the exit is accessible and hasn't been added yet, add it to the pool
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// RANDOTODO do we want to add the region after the loop now, considering we
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// are processing the new region immediately. Maybe a reverse for loop in ProcessRegion?
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if (!exitRegion->addedToPool && exit.ConditionsMet()) {
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exitRegion->addedToPool = true;
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gals.regionPool.push_back(exit.GetConnectedRegionKey());
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}
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if (addToPlaythrough) {
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if (addToPlaythrough) {
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// RANDOTODO Should this match the regular spheres?
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// RANDOTODO Should this match the regular spheres?
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