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forest well, plus pepperoni requested lobby eyes be combined
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24749d8866
commit
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2 changed files with 15 additions and 8 deletions
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@ -288,12 +288,16 @@ void RandomizerOnSceneFlagSetHandler(int16_t sceneNum, int16_t flagType, int16_t
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break;
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case SCENE_FOREST_TEMPLE:
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if (!isVanilla && flag == 0x21) {
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Flags_SetRandomizerInf(RAND_INF_FOREST_MQ_NORTH_WEST_EYE);
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if (flag == 0x26) {
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Flags_SetRandomizerInf(RAND_INF_FOREST_DRAINED_WELL);
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} else if (isVanilla && flag == 0x25) {
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Flags_SetRandomizerInf(RAND_INF_FOREST_LOBBY_EYES);
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} else if (!isVanilla && flag == 0x21) {
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Flags_SetRandomizerInf(RAND_INF_FOREST_LOBBY_EYES);
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} else if (!isVanilla && flag == 0x25) {
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Flags_SetRandomizerInf(RAND_INF_FOREST_MQ_COURTYARD_WEB_BURNT);
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} else if (!isVanilla && flag == 0x2a) {
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Flags_SetRandomizerInf(RAND_INF_FOREST_MQ_NORTH_EAST_EYE);
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Flags_SetRandomizerInf(RAND_INF_FOREST_LOBBY_EYES);
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}
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break;
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@ -1927,12 +1931,15 @@ void RandomizerOnActorInitHandler(void* actorRef) {
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break;
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case SCENE_FOREST_TEMPLE:
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if (!isVanilla && Flags_GetRandomizerInf(RAND_INF_FOREST_MQ_NORTH_WEST_EYE)) {
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if (Flags_GetRandomizerInf(RAND_INF_FOREST_DRAINED_WELL)) {
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Flags_SetSwitch(gPlayState, 0x26);
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} else if (isVanilla && Flags_GetRandomizerInf(RAND_INF_FOREST_LOBBY_EYES)) {
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Flags_SetSwitch(gPlayState, 0x25);
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} else if (!isVanilla && Flags_GetRandomizerInf(RAND_INF_FOREST_LOBBY_EYES)) {
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Flags_SetSwitch(gPlayState, 0x21);
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Flags_SetSwitch(gPlayState, 0x2a);
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} else if (!isVanilla && Flags_GetRandomizerInf(RAND_INF_FOREST_MQ_COURTYARD_WEB_BURNT)) {
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Flags_SetSwitch(gPlayState, 0x25);
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} else if (!isVanilla && Flags_GetRandomizerInf(RAND_INF_FOREST_MQ_NORTH_EAST_EYE)) {
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Flags_SetSwitch(gPlayState, 0x2a);
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}
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break;
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@ -1094,8 +1094,8 @@ DEFINE_RAND_INF(RAND_INF_GF_GTG_GATE_PERMANENTLY_OPEN)
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DEFINE_RAND_INF(RAND_INF_DEKU_TREE_MQ_TORCH_SWITCH)
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DEFINE_RAND_INF(RAND_INF_DODONGOS_CAVERN_MQ_SILVER_RUPEES)
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DEFINE_RAND_INF(RAND_INF_JABU_JABUS_BELLY_FIRST_SWITCH)
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DEFINE_RAND_INF(RAND_INF_FOREST_MQ_NORTH_WEST_EYE)
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DEFINE_RAND_INF(RAND_INF_FOREST_MQ_NORTH_EAST_EYE)
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DEFINE_RAND_INF(RAND_INF_FOREST_LOBBY_EYES)
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DEFINE_RAND_INF(RAND_INF_FOREST_DRAINED_WELL)
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DEFINE_RAND_INF(RAND_INF_FOREST_MQ_COURTYARD_WEB_BURNT)
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DEFINE_RAND_INF(RAND_INF_FIRE_MQ_LOBBY_TORCHES)
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DEFINE_RAND_INF(RAND_INF_SPIRIT_SUN_ON_FLOOR_ON)
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