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Fix skull kill issues
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parent
1995bde6ef
commit
dc45d7a2cb
2 changed files with 4 additions and 1 deletions
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@ -432,6 +432,8 @@ bool IsEnemyFoundToRandomize(int16_t sceneNum, int8_t roomNum, int16_t actorId,
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case ACTOR_EN_SB:
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case ACTOR_EN_SB:
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case ACTOR_EN_NY:
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case ACTOR_EN_NY:
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return (!(!isMQ && sceneNum == SCENE_WATER_TEMPLE && roomNum == 2));
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return (!(!isMQ && sceneNum == SCENE_WATER_TEMPLE && roomNum == 2));
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case ACTOR_EN_SKJ:
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return !(sceneNum == SCENE_LOST_WOODS && LINK_IS_CHILD);
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default:
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default:
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return 1;
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return 1;
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}
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}
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@ -1,6 +1,7 @@
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#include "z_en_skj.h"
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#include "z_en_skj.h"
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#include "overlays/actors/ovl_En_Skjneedle/z_en_skjneedle.h"
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#include "overlays/actors/ovl_En_Skjneedle/z_en_skjneedle.h"
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#include "objects/object_skj/object_skj.h"
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#include "objects/object_skj/object_skj.h"
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#include "soh/Enhancements/enhancementTypes.h"
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#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
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#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
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#include "soh/OTRGlobals.h"
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#include "soh/OTRGlobals.h"
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#include "soh/ResourceManagerHelpers.h"
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#include "soh/ResourceManagerHelpers.h"
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@ -404,7 +405,7 @@ void EnSkj_Init(Actor* thisx, PlayState* play2) {
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default:
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default:
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this->actor.params = type;
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this->actor.params = type;
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if (((this->actor.params != 0) && (this->actor.params != 1)) && (this->actor.params != 2)) {
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if (((this->actor.params != 0) && (this->actor.params != 1)) && (this->actor.params != 2)) {
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if (INV_CONTENT(ITEM_TRADE_ADULT) < ITEM_SAW) {
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if (INV_CONTENT(ITEM_TRADE_ADULT) < ITEM_SAW && CVarGetInteger(CVAR_ENHANCEMENT("RandomizedEnemies"), ENEMY_RANDOMIZER_OFF) == ENEMY_RANDOMIZER_OFF) {
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Actor_Kill(&this->actor);
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Actor_Kill(&this->actor);
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return;
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return;
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}
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}
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