diff --git a/soh/soh/Enhancements/randomizer/location_access/dungeons/forest_temple.cpp b/soh/soh/Enhancements/randomizer/location_access/dungeons/forest_temple.cpp index 76e2af7ef..7aeadac7d 100644 --- a/soh/soh/Enhancements/randomizer/location_access/dungeons/forest_temple.cpp +++ b/soh/soh/Enhancements/randomizer/location_access/dungeons/forest_temple.cpp @@ -452,7 +452,7 @@ void RegionTable_Init_ForestTemple() { LOCATION(RC_FOREST_TEMPLE_MQ_REDEAD_CHEST, logic->CanKillEnemy(RE_REDEAD)), }, { //Exits - Entrance(RR_FOREST_TEMPLE_MQ_NW_COURTYARD_LEDGE, []{return logic->CanKillEnemy(RE_REDEAD);}), + Entrance(RR_FOREST_TEMPLE_MQ_NW_COURTYARD_LEDGE, []{return Here(RR_FOREST_TEMPLE_MQ_REDEAD_ROOM, []{return logic->CanKillEnemy(RE_REDEAD);});}), }); areaTable[RR_FOREST_TEMPLE_MQ_NW_COURTYARD] = Region("Forest Temple MQ NW Courtyard", SCENE_FOREST_TEMPLE, {}, { @@ -469,7 +469,7 @@ void RegionTable_Init_ForestTemple() { }, { //Exits Entrance(RR_FOREST_TEMPLE_MQ_NE_COURTYARD, []{return (((logic->CanUse(RG_IRON_BOOTS) || logic->CanUse(RG_LONGSHOT) || (ctx->GetTrickOption(RT_FOREST_MQ_WELL_SWIM) && logic->CanUse(RG_HOOKSHOT))) && logic->HasItem(RG_BRONZE_SCALE)) || logic->HasItem(RG_GOLDEN_SCALE)) && logic->WaterTimer() >= 16;}), - Entrance(RR_FOREST_TEMPLE_MQ_NORTH_PASSAGE, []{return logic->CanUse(RG_FIRE_ARROWS);}), // TODO event access with north passage? + Entrance(RR_FOREST_TEMPLE_MQ_NORTH_PASSAGE, []{return logic->CanUse(RG_FIRE_ARROWS);}), // temp flag, can't be event Entrance(RR_FOREST_TEMPLE_MQ_NW_COURTYARD_LEDGE, []{return ctx->GetTrickOption(RT_HOVER_BOOST_SIMPLE) && ctx->GetTrickOption(RT_DAMAGE_BOOST_SIMPLE) && logic->HasExplosives() && logic->CanUse(RG_HOVER_BOOTS);}), }); @@ -571,9 +571,7 @@ void RegionTable_Init_ForestTemple() { Entrance(RR_FOREST_TEMPLE_MQ_3_STALFOS_ROOM, []{return true;}), }); - //This room exists to show the actual map layout, and for when the crates get added to logic - areaTable[RR_FOREST_TEMPLE_MQ_TORCH_SHOT_ROOM] = Region("Forest Temple MQ Torch Shot Room", SCENE_FOREST_TEMPLE, {}, - { + areaTable[RR_FOREST_TEMPLE_MQ_TORCH_SHOT_ROOM] = Region("Forest Temple MQ Torch Shot Room", SCENE_FOREST_TEMPLE, {}, { // Locations LOCATION(RC_FOREST_TEMPLE_MQ_FROZEN_EYE_SWITCH_SMALL_CRATE_1, logic->CanBreakSmallCrates()), LOCATION(RC_FOREST_TEMPLE_MQ_FROZEN_EYE_SWITCH_SMALL_CRATE_2, logic->CanBreakSmallCrates()),