diff --git a/soh/soh/Enhancements/randomizer/location_access/dungeons/spirit_temple.cpp b/soh/soh/Enhancements/randomizer/location_access/dungeons/spirit_temple.cpp index 4b82d3251..6016074a4 100644 --- a/soh/soh/Enhancements/randomizer/location_access/dungeons/spirit_temple.cpp +++ b/soh/soh/Enhancements/randomizer/location_access/dungeons/spirit_temple.cpp @@ -581,7 +581,8 @@ void RegionTable_Init_SpiritTemple() { areaTable[RR_SPIRIT_TEMPLE_MQ_1F_GIBDO_ROOM_SOUTH] = Region("Spirit Temple MQ 1F Gibdo Room South", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, { //Events - EventAccess(&logic->MQSpiritGibdosCleared, []{return logic->CanUse(RG_BOMBCHU_5) && logic->CanHitEyeTargets() && logic->CanKillEnemy(RE_GIBDO, ED_CLOSE, true, 3);}), + EventAccess(&logic->MQSpiritGibdosCleared, []{return logic->CanUse(RG_BOMBCHU_5) && logic->CanHitEyeTargets() + && logic->CanKillEnemy(RE_GIBDO, ED_CLOSE, true, 3) /* && str0*/;}), }, {}, { //Exits Entrance(RR_SPIRIT_TEMPLE_MQ_1F_WEST, []{return true;}), @@ -853,7 +854,7 @@ void RegionTable_Init_SpiritTemple() { //Continuing from above, if we also have a longshot, we can go from the East hand to the West hand, meaning we always have access to East Hand /* logic->CanAvoidEnemy(RE_BEAMOS, true, 4) && logic->CanUse(RG_SONG_OF_TIME) && - logic->CanJumpslash() && /*(str0 || SunlightArrows) && + logic->CanJumpslash() && (str0 || SunlightArrows) && (ctx->GetTrickOption(RT_LENS_SPIRIT_MQ) || logic->CanUse(RG_LENS_OF_TRUTH)) && logic->CanKillEnemy(RE_IRON_KNUCKLE) && logic->CanUse(RG_LONGSHOT) */