remove castle moat spawn override (#6284)
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@@ -701,14 +701,6 @@ void Entrance_OverrideSpawnScene(s32 sceneNum, s32 spawn) {
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modifiedLinkActorEntry.params = gPlayState->linkActorEntry->params;
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modifiedLinkActorEntry.params = gPlayState->linkActorEntry->params;
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if (Randomizer_GetSettingValue(RSK_SHUFFLE_DUNGEON_ENTRANCES) == RO_DUNGEON_ENTRANCE_SHUFFLE_ON_PLUS_GANON) {
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if (Randomizer_GetSettingValue(RSK_SHUFFLE_DUNGEON_ENTRANCES) == RO_DUNGEON_ENTRANCE_SHUFFLE_ON_PLUS_GANON) {
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// Move Hyrule's Castle Courtyard exit spawn to be before the crates so players don't skip Talon
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if (sceneNum == SCENE_HYRULE_CASTLE && spawn == 1) {
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modifiedLinkActorEntry.pos.x = 0x033A;
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modifiedLinkActorEntry.pos.y = 0x0623;
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modifiedLinkActorEntry.pos.z = 0xFF22;
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gPlayState->linkActorEntry = &modifiedLinkActorEntry;
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}
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// Move Ganon's Castle exit spawn to be on the small ledge near the castle and not over the void
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// Move Ganon's Castle exit spawn to be on the small ledge near the castle and not over the void
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// to prevent Link from falling if the bridge isn't spawned
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// to prevent Link from falling if the bridge isn't spawned
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if (sceneNum == SCENE_OUTSIDE_GANONS_CASTLE && spawn == 1) {
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if (sceneNum == SCENE_OUTSIDE_GANONS_CASTLE && spawn == 1) {
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