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Rename events
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3 changed files with 20 additions and 20 deletions
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@ -6,7 +6,7 @@ using namespace Rando;
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void RegionTable_Init_ThievesHideout() {
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areaTable[RR_TH_NORTH_F1_CARPENTER_AREA] = Region("Thieves Hideout North F1 Carpenter Area", "Thieves Hideout", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {
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//Events
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EventAccess(&logic->TH_RescuedF1NorthCarpenter, []{return logic->CanKillEnemy(RE_GERUDO_WARRIOR);}),
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EventAccess(&logic->TH_CouldRescueF1NorthCarpenter, []{return logic->CanKillEnemy(RE_GERUDO_WARRIOR);}),
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}, {
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//Locations
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LOCATION(RC_TH_NORTH_F1_CARPENTER, logic->CanKillEnemy(RE_GERUDO_WARRIOR)),
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@ -22,7 +22,7 @@ void RegionTable_Init_ThievesHideout() {
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areaTable[RR_TH_SOUTH_F1_CARPENTER_AREA] = Region("Thieves Hideout South F1 Carpenter Area", "Thieves Hideout", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {
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//Events
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EventAccess(&logic->TH_RescuedF1SouthCarpenter, []{return logic->CanKillEnemy(RE_GERUDO_WARRIOR);}),
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EventAccess(&logic->TH_CouldRescueF1SouthCarpenter, []{return logic->CanKillEnemy(RE_GERUDO_WARRIOR);}),
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}, {
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//Locations
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LOCATION(RC_TH_SOUTH_F1_CARPENTER, logic->CanKillEnemy(RE_GERUDO_WARRIOR)),
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@ -42,7 +42,7 @@ void RegionTable_Init_ThievesHideout() {
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areaTable[RR_TH_NORTH_F2_CARPENTER_AREA] = Region("Thieves Hideout North F2 Carpenter Area", "Thieves Hideout", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {
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//Events
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EventAccess(&logic->TH_RescuedF2NorhCarpenter, []{return logic->CanKillEnemy(RE_GERUDO_WARRIOR);}),
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EventAccess(&logic->TH_CouldRescueF2NorhCarpenter, []{return logic->CanKillEnemy(RE_GERUDO_WARRIOR);}),
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}, {
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//Locations
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LOCATION(RC_TH_NORTH_F2_CARPENTER, logic->CanKillEnemy(RE_GERUDO_WARRIOR)),
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@ -56,7 +56,7 @@ void RegionTable_Init_ThievesHideout() {
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areaTable[RR_TH_SOUTH_F2_CARPENTER_AREA] = Region("Thieves Hideout South F2 Carpenter Area", "Thieves Hideout", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {
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//Events
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EventAccess(&logic->TH_RescuedF2SouthCarpenter, []{return logic->CanKillEnemy(RE_GERUDO_WARRIOR);}),
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EventAccess(&logic->TH_CouldRescueF2SouthCarpenter, []{return logic->CanKillEnemy(RE_GERUDO_WARRIOR);}),
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}, {
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//Locations
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LOCATION(RC_TH_SOUTH_F2_CARPENTER, logic->CanKillEnemy(RE_GERUDO_WARRIOR)),
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@ -1220,17 +1220,17 @@ namespace Rando {
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switch (ctx->GetOption(RSK_GERUDO_FORTRESS).Get()) {
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case RO_GF_CARPENTERS_NORMAL:
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return SmallKeys(RR_GF_GROUND_BOTTOM, 4) &&
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TH_RescuedF1NorthCarpenter &&
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TH_RescuedF1SouthCarpenter &&
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TH_RescuedF2NorthCarpenter &&
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TH_RescuedF2SouthCarpenter;
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TH_CouldRescueF1NorthCarpenter &&
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TH_CouldRescueF1SouthCarpenter &&
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TH_CouldRescueF2NorthCarpenter &&
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TH_CouldRescueF2SouthCarpenter;
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case RO_GF_CARPENTERS_FAST:
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return SmallKeys(RR_GF_GROUND_BOTTOM, 1) &&
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(
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TH_RescuedF1NorthCarpenter ||
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TH_RescuedF1SouthCarpenter ||
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TH_RescuedF2NorthCarpenter ||
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TH_RescuedF2SouthCarpenter
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TH_CouldRescueF1NorthCarpenter ||
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TH_CouldRescueF1SouthCarpenter ||
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TH_CouldRescueF2NorthCarpenter ||
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TH_CouldRescueF2SouthCarpenter
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);
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case RO_GF_CARPENTERS_FREE:
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return true;
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@ -2302,10 +2302,10 @@ namespace Rando {
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//Events
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ShowedMidoSwordAndShield = false;
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TH_RescuedF1NorthCarpenter = false;
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TH_RescuedF1SouthCarpenter = false;
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TH_RescuedF2NorthCarpenter = false;
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TH_RescuedF2SouthCarpenter = false;
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TH_CouldRescueF1NorthCarpenter = false;
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TH_CouldRescueF1SouthCarpenter = false;
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TH_CouldRescueF2NorthCarpenter = false;
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TH_CouldRescueF2SouthCarpenter = false;
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GF_GateOpen = false;
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GtG_GateOpen = false;
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DampesWindmillAccess = false;
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@ -112,10 +112,10 @@ class Logic {
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// Events
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bool ShowedMidoSwordAndShield = false;
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bool TH_RescuedF1NorthCarpenter = false;
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bool TH_RescuedF1SouthCarpenter = false;
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bool TH_RescuedF2NorthCarpenter = false;
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bool TH_RescuedF2SouthCarpenter = false;
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bool TH_CouldRescueF1NorthCarpenter = false;
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bool TH_CouldRescueF1SouthCarpenter = false;
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bool TH_CouldRescueF2NorthCarpenter = false;
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bool TH_CouldRescueF2SouthCarpenter = false;
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bool GF_GateOpen = false;
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bool GtG_GateOpen = false;
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bool DampesWindmillAccess = false;
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