forest well, plus pepperoni requested lobby eyes be combined

This commit is contained in:
Demur Rumed 2025-07-14 22:09:13 +00:00
commit b58f08f493
2 changed files with 15 additions and 8 deletions

View file

@ -288,12 +288,16 @@ void RandomizerOnSceneFlagSetHandler(int16_t sceneNum, int16_t flagType, int16_t
break; break;
case SCENE_FOREST_TEMPLE: case SCENE_FOREST_TEMPLE:
if (!isVanilla && flag == 0x21) { if (flag == 0x26) {
Flags_SetRandomizerInf(RAND_INF_FOREST_MQ_NORTH_WEST_EYE); Flags_SetRandomizerInf(RAND_INF_FOREST_DRAINED_WELL);
} else if (isVanilla && flag == 0x25) {
Flags_SetRandomizerInf(RAND_INF_FOREST_LOBBY_EYES);
} else if (!isVanilla && flag == 0x21) {
Flags_SetRandomizerInf(RAND_INF_FOREST_LOBBY_EYES);
} else if (!isVanilla && flag == 0x25) { } else if (!isVanilla && flag == 0x25) {
Flags_SetRandomizerInf(RAND_INF_FOREST_MQ_COURTYARD_WEB_BURNT); Flags_SetRandomizerInf(RAND_INF_FOREST_MQ_COURTYARD_WEB_BURNT);
} else if (!isVanilla && flag == 0x2a) { } else if (!isVanilla && flag == 0x2a) {
Flags_SetRandomizerInf(RAND_INF_FOREST_MQ_NORTH_EAST_EYE); Flags_SetRandomizerInf(RAND_INF_FOREST_LOBBY_EYES);
} }
break; break;
@ -1927,12 +1931,15 @@ void RandomizerOnActorInitHandler(void* actorRef) {
break; break;
case SCENE_FOREST_TEMPLE: case SCENE_FOREST_TEMPLE:
if (!isVanilla && Flags_GetRandomizerInf(RAND_INF_FOREST_MQ_NORTH_WEST_EYE)) { if (Flags_GetRandomizerInf(RAND_INF_FOREST_DRAINED_WELL)) {
Flags_SetSwitch(gPlayState, 0x26);
} else if (isVanilla && Flags_GetRandomizerInf(RAND_INF_FOREST_LOBBY_EYES)) {
Flags_SetSwitch(gPlayState, 0x25);
} else if (!isVanilla && Flags_GetRandomizerInf(RAND_INF_FOREST_LOBBY_EYES)) {
Flags_SetSwitch(gPlayState, 0x21); Flags_SetSwitch(gPlayState, 0x21);
Flags_SetSwitch(gPlayState, 0x2a);
} else if (!isVanilla && Flags_GetRandomizerInf(RAND_INF_FOREST_MQ_COURTYARD_WEB_BURNT)) { } else if (!isVanilla && Flags_GetRandomizerInf(RAND_INF_FOREST_MQ_COURTYARD_WEB_BURNT)) {
Flags_SetSwitch(gPlayState, 0x25); Flags_SetSwitch(gPlayState, 0x25);
} else if (!isVanilla && Flags_GetRandomizerInf(RAND_INF_FOREST_MQ_NORTH_EAST_EYE)) {
Flags_SetSwitch(gPlayState, 0x2a);
} }
break; break;

View file

@ -1094,8 +1094,8 @@ DEFINE_RAND_INF(RAND_INF_GF_GTG_GATE_PERMANENTLY_OPEN)
DEFINE_RAND_INF(RAND_INF_DEKU_TREE_MQ_TORCH_SWITCH) DEFINE_RAND_INF(RAND_INF_DEKU_TREE_MQ_TORCH_SWITCH)
DEFINE_RAND_INF(RAND_INF_DODONGOS_CAVERN_MQ_SILVER_RUPEES) DEFINE_RAND_INF(RAND_INF_DODONGOS_CAVERN_MQ_SILVER_RUPEES)
DEFINE_RAND_INF(RAND_INF_JABU_JABUS_BELLY_FIRST_SWITCH) DEFINE_RAND_INF(RAND_INF_JABU_JABUS_BELLY_FIRST_SWITCH)
DEFINE_RAND_INF(RAND_INF_FOREST_MQ_NORTH_WEST_EYE) DEFINE_RAND_INF(RAND_INF_FOREST_LOBBY_EYES)
DEFINE_RAND_INF(RAND_INF_FOREST_MQ_NORTH_EAST_EYE) DEFINE_RAND_INF(RAND_INF_FOREST_DRAINED_WELL)
DEFINE_RAND_INF(RAND_INF_FOREST_MQ_COURTYARD_WEB_BURNT) DEFINE_RAND_INF(RAND_INF_FOREST_MQ_COURTYARD_WEB_BURNT)
DEFINE_RAND_INF(RAND_INF_FIRE_MQ_LOBBY_TORCHES) DEFINE_RAND_INF(RAND_INF_FIRE_MQ_LOBBY_TORCHES)
DEFINE_RAND_INF(RAND_INF_SPIRIT_SUN_ON_FLOOR_ON) DEFINE_RAND_INF(RAND_INF_SPIRIT_SUN_ON_FLOOR_ON)