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@@ -10,9 +10,9 @@ void RegionTable_Init_WaterTemple() {
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---------------------------*/
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areaTable[RR_WATER_TEMPLE_ENTRYWAY] = Region("Water Temple Entryway", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
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//Exits
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Entrance(RR_WATER_TEMPLE_LOBBY, {[]{return logic->HasItem(RG_BRONZE_SCALE) && ctx->GetDungeon(WATER_TEMPLE)->IsVanilla();}}),
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Entrance(RR_WATER_TEMPLE_MQ_LOBBY, {[]{return logic->HasItem(RG_BRONZE_SCALE) && ctx->GetDungeon(WATER_TEMPLE)->IsMQ();}}),
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Entrance(RR_LAKE_HYLIA, {[]{return true;}}),
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Entrance(RR_WATER_TEMPLE_LOBBY, {[]{return logic->HasItem(RG_BRONZE_SCALE) && ctx->GetDungeon(WATER_TEMPLE)->IsVanilla();}}),
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Entrance(RR_WATER_TEMPLE_MQ_3F_CENTRAL, {[]{return logic->HasItem(RG_BRONZE_SCALE) && ctx->GetDungeon(WATER_TEMPLE)->IsMQ();}}),
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Entrance(RR_LAKE_HYLIA, {[]{return true;}}),
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});
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/*--------------------------
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@@ -23,29 +23,29 @@ void RegionTable_Init_WaterTemple() {
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areaTable[RR_WATER_TEMPLE_LOBBY] = Region("Water Temple Lobby", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
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//Exits
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Entrance(RR_WATER_TEMPLE_ENTRYWAY, {[]{return true;}}),
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Entrance(RR_WATER_TEMPLE_EAST_LOWER, {[]{return logic->WaterTempleLow || ((ctx->GetTrickOption(RT_FEWER_TUNIC_REQUIREMENTS) || logic->CanUse(RG_ZORA_TUNIC)) && (logic->CanUse(RG_IRON_BOOTS) || (logic->CanUse(RG_LONGSHOT) && ctx->GetTrickOption(RT_WATER_LONGSHOT_TORCH))));}}),
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Entrance(RR_WATER_TEMPLE_NORTH_LOWER, {[]{return logic->WaterTempleLow || ((ctx->GetTrickOption(RT_FEWER_TUNIC_REQUIREMENTS) || logic->CanUse(RG_ZORA_TUNIC)) && logic->CanUse(RG_IRON_BOOTS));}}),
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Entrance(RR_WATER_TEMPLE_SOUTH_LOWER, {[]{return logic->WaterTempleLow && logic->HasExplosives() && (logic->HasItem(RG_SILVER_SCALE) || logic->CanUse(RG_IRON_BOOTS)) && (ctx->GetTrickOption(RT_FEWER_TUNIC_REQUIREMENTS) || logic->CanUse(RG_ZORA_TUNIC));}}),
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Entrance(RR_WATER_TEMPLE_WEST_LOWER, {[]{return logic->WaterTempleLow && logic->HasItem(RG_GORONS_BRACELET) && (logic->IsChild || logic->HasItem(RG_SILVER_SCALE) || logic->CanUse(RG_IRON_BOOTS)) && (ctx->GetTrickOption(RT_FEWER_TUNIC_REQUIREMENTS) || logic->CanUse(RG_ZORA_TUNIC));}}),
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Entrance(RR_WATER_TEMPLE_CENTRAL_PILLAR_LOWER, {[]{return logic->WaterTempleLow && logic->SmallKeys(RR_WATER_TEMPLE, 5);}}),
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Entrance(RR_WATER_TEMPLE_CENTRAL_PILLAR_UPPER, {[]{return (logic->WaterTempleLow || logic->WaterTempleMiddle) && (logic->HasFireSourceWithTorch() || logic->CanUse(RG_FAIRY_BOW));}}),
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Entrance(RR_WATER_TEMPLE_EAST_MIDDLE, {[]{return (logic->WaterTempleLow || logic->WaterTempleMiddle || (logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16)) && logic->CanUse(RG_HOOKSHOT);}}),
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Entrance(RR_WATER_TEMPLE_WEST_MIDDLE, {[]{return logic->WaterTempleMiddle;}}),
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Entrance(RR_WATER_TEMPLE_EAST_LOWER, {[]{return logic->CanWaterTempleLowFromHigh || ((ctx->GetTrickOption(RT_FEWER_TUNIC_REQUIREMENTS) || logic->CanUse(RG_ZORA_TUNIC)) && (logic->CanUse(RG_IRON_BOOTS) || (logic->CanUse(RG_LONGSHOT) && ctx->GetTrickOption(RT_WATER_LONGSHOT_TORCH))));}}),
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Entrance(RR_WATER_TEMPLE_NORTH_LOWER, {[]{return logic->CanWaterTempleLowFromHigh || ((ctx->GetTrickOption(RT_FEWER_TUNIC_REQUIREMENTS) || logic->CanUse(RG_ZORA_TUNIC)) && logic->CanUse(RG_IRON_BOOTS));}}),
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Entrance(RR_WATER_TEMPLE_SOUTH_LOWER, {[]{return logic->CanWaterTempleLowFromHigh && logic->HasExplosives() && (logic->HasItem(RG_SILVER_SCALE) || logic->CanUse(RG_IRON_BOOTS)) && (ctx->GetTrickOption(RT_FEWER_TUNIC_REQUIREMENTS) || logic->CanUse(RG_ZORA_TUNIC));}}),
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Entrance(RR_WATER_TEMPLE_WEST_LOWER, {[]{return logic->CanWaterTempleLowFromHigh && logic->HasItem(RG_GORONS_BRACELET) && (logic->IsChild || logic->HasItem(RG_SILVER_SCALE) || logic->CanUse(RG_IRON_BOOTS)) && (ctx->GetTrickOption(RT_FEWER_TUNIC_REQUIREMENTS) || logic->CanUse(RG_ZORA_TUNIC));}}),
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Entrance(RR_WATER_TEMPLE_CENTRAL_PILLAR_LOWER, {[]{return logic->CanWaterTempleLowFromHigh && logic->SmallKeys(RR_WATER_TEMPLE, 5);}}),
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Entrance(RR_WATER_TEMPLE_CENTRAL_PILLAR_UPPER, {[]{return (logic->CanWaterTempleLowFromHigh || logic->CanWaterTempleMiddle) && (logic->HasFireSourceWithTorch() || logic->CanUse(RG_FAIRY_BOW));}}),
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Entrance(RR_WATER_TEMPLE_EAST_MIDDLE, {[]{return (logic->CanWaterTempleLowFromHigh || logic->CanWaterTempleMiddle || (logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16)) && logic->CanUse(RG_HOOKSHOT);}}),
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Entrance(RR_WATER_TEMPLE_WEST_MIDDLE, {[]{return logic->CanWaterTempleMiddle;}}),
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Entrance(RR_WATER_TEMPLE_HIGH_WATER, {[]{return logic->IsAdult && (logic->CanUse(RG_HOVER_BOOTS) || (ctx->GetTrickOption(RT_DAMAGE_BOOST) && logic->CanUse(RG_BOMB_BAG) && logic->TakeDamage()));}}),
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Entrance(RR_WATER_TEMPLE_BLOCK_CORRIDOR, {[]{return (logic->WaterTempleLow || logic->WaterTempleMiddle) && (logic->CanUse(RG_FAIRY_SLINGSHOT) || logic->CanUse(RG_FAIRY_BOW)) && (logic->CanUse(RG_LONGSHOT) || logic->CanUse(RG_HOVER_BOOTS) || (ctx->GetTrickOption(RT_WATER_CENTRAL_BOW) && (logic->IsAdult || logic->WaterTempleMiddle)));}}),
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Entrance(RR_WATER_TEMPLE_FALLING_PLATFORM_ROOM, {[]{return logic->WaterTempleHigh && logic->SmallKeys(RR_WATER_TEMPLE, 4);}}),
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Entrance(RR_WATER_TEMPLE_PRE_BOSS_ROOM, {[]{return logic->WaterTempleHigh && logic->CanUse(RG_LONGSHOT);}}),
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Entrance(RR_WATER_TEMPLE_BLOCK_CORRIDOR, {[]{return (logic->CanWaterTempleLowFromHigh || logic->CanWaterTempleMiddle) && (logic->CanUse(RG_FAIRY_SLINGSHOT) || logic->CanUse(RG_FAIRY_BOW)) && (logic->CanUse(RG_LONGSHOT) || logic->CanUse(RG_HOVER_BOOTS) || (ctx->GetTrickOption(RT_WATER_CENTRAL_BOW) && (logic->IsAdult || logic->CanWaterTempleMiddle)));}}),
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Entrance(RR_WATER_TEMPLE_FALLING_PLATFORM_ROOM, {[]{return logic->CanWaterTempleHigh && logic->SmallKeys(RR_WATER_TEMPLE, 4);}}),
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Entrance(RR_WATER_TEMPLE_PRE_BOSS_ROOM, {[]{return logic->CanWaterTempleHigh && logic->CanUse(RG_LONGSHOT);}}),
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});
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areaTable[RR_WATER_TEMPLE_EAST_LOWER] = Region("Water Temple East Lower", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
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//Events
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EventAccess(&logic->WaterTempleLow, {[]{return logic->WaterTempleLow || logic->CanUse(RG_ZELDAS_LULLABY);}}),
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EventAccess(&logic->CanWaterTempleLowFromHigh, {[]{return logic->CanWaterTempleLowFromHigh || logic->CanUse(RG_ZELDAS_LULLABY);}}),
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}, {}, {
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//Exits
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Entrance(RR_WATER_TEMPLE_LOBBY, {[]{return logic->WaterTempleLow || ((ctx->GetTrickOption(RT_FEWER_TUNIC_REQUIREMENTS) || logic->CanUse(RG_ZORA_TUNIC)) && logic->CanUse(RG_IRON_BOOTS));}}),
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Entrance(RR_WATER_TEMPLE_MAP_ROOM, {[]{return logic->WaterTempleHigh;}}),
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Entrance(RR_WATER_TEMPLE_CRACKED_WALL, {[]{return logic->WaterTempleMiddle || (logic->WaterTempleHigh && logic->WaterTempleLow && ((logic->CanUse(RG_HOVER_BOOTS) && ctx->GetTrickOption(RT_WATER_CRACKED_WALL_HOVERS)) || ctx->GetTrickOption(RT_WATER_CRACKED_WALL)));}}),
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Entrance(RR_WATER_TEMPLE_TORCH_ROOM, {[]{return logic->WaterTempleLow && (logic->HasFireSourceWithTorch() || logic->CanUse(RG_FAIRY_BOW));}}),
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Entrance(RR_WATER_TEMPLE_LOBBY, {[]{return logic->CanWaterTempleLowFromHigh || ((ctx->GetTrickOption(RT_FEWER_TUNIC_REQUIREMENTS) || logic->CanUse(RG_ZORA_TUNIC)) && logic->CanUse(RG_IRON_BOOTS));}}),
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Entrance(RR_WATER_TEMPLE_MAP_ROOM, {[]{return logic->CanWaterTempleHigh;}}),
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Entrance(RR_WATER_TEMPLE_CRACKED_WALL, {[]{return logic->CanWaterTempleMiddle || (logic->CanWaterTempleHigh && logic->CanWaterTempleLowFromHigh && ((logic->CanUse(RG_HOVER_BOOTS) && ctx->GetTrickOption(RT_WATER_CRACKED_WALL_HOVERS)) || ctx->GetTrickOption(RT_WATER_CRACKED_WALL)));}}),
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Entrance(RR_WATER_TEMPLE_TORCH_ROOM, {[]{return logic->CanWaterTempleLowFromHigh && (logic->HasFireSourceWithTorch() || logic->CanUse(RG_FAIRY_BOW));}}),
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});
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areaTable[RR_WATER_TEMPLE_MAP_ROOM] = Region("Water Temple Map Room", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
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@@ -145,15 +145,15 @@ void RegionTable_Init_WaterTemple() {
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//Exits
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Entrance(RR_WATER_TEMPLE_LOBBY, {[]{return logic->SmallKeys(RR_WATER_TEMPLE, 5);}}),
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Entrance(RR_WATER_TEMPLE_CENTRAL_PILLAR_UPPER, {[]{return logic->CanUse(RG_HOOKSHOT);}}),
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Entrance(RR_WATER_TEMPLE_CENTRAL_PILLAR_BASEMENT, {[]{return logic->WaterTempleMiddle && logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 40;}}),
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Entrance(RR_WATER_TEMPLE_CENTRAL_PILLAR_BASEMENT, {[]{return logic->CanWaterTempleMiddle && logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 40;}}),
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});
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areaTable[RR_WATER_TEMPLE_CENTRAL_PILLAR_UPPER] = Region("Water Temple Central Pillar Upper", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
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//Events
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EventAccess(&logic->WaterTempleMiddle, {[]{return logic->WaterTempleMiddle || logic->CanUse(RG_ZELDAS_LULLABY);}}),
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EventAccess(&logic->CanWaterTempleMiddle, {[]{return logic->CanWaterTempleMiddle || logic->CanUse(RG_ZELDAS_LULLABY);}}),
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}, {
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//Locations
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LOCATION(RC_WATER_TEMPLE_GS_CENTRAL_PILLAR, logic->CanUse(RG_LONGSHOT) || (((ctx->GetTrickOption(RT_WATER_FW_CENTRAL_GS) && logic->CanUse(RG_FARORES_WIND) && (logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_DINS_FIRE) || logic->SmallKeys(RR_WATER_TEMPLE, 5))) || (ctx->GetTrickOption(RT_WATER_IRONS_CENTRAL_GS) && logic->CanUse(RG_IRON_BOOTS) && ((logic->CanUse(RG_HOOKSHOT) && logic->CanUse(RG_FAIRY_BOW)) || (logic->CanUse(RG_DINS_FIRE))))) && logic->WaterTempleHigh && logic->HookshotOrBoomerang())),
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LOCATION(RC_WATER_TEMPLE_GS_CENTRAL_PILLAR, logic->CanUse(RG_LONGSHOT) || (((ctx->GetTrickOption(RT_WATER_FW_CENTRAL_GS) && logic->CanUse(RG_FARORES_WIND) && (logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_DINS_FIRE) || logic->SmallKeys(RR_WATER_TEMPLE, 5))) || (ctx->GetTrickOption(RT_WATER_IRONS_CENTRAL_GS) && logic->CanUse(RG_IRON_BOOTS) && ((logic->CanUse(RG_HOOKSHOT) && logic->CanUse(RG_FAIRY_BOW)) || (logic->CanUse(RG_DINS_FIRE))))) && logic->CanWaterTempleHigh && logic->HookshotOrBoomerang())),
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}, {
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//Exits
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Entrance(RR_WATER_TEMPLE_LOBBY, {[]{return true;}}),
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@@ -184,7 +184,7 @@ void RegionTable_Init_WaterTemple() {
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areaTable[RR_WATER_TEMPLE_HIGH_WATER] = Region("Water Temple High Water", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
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//Events
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EventAccess(&logic->WaterTempleHigh, {[]{return logic->WaterTempleHigh || logic->CanUse(RG_ZELDAS_LULLABY);}}),
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EventAccess(&logic->CanWaterTempleHigh, {[]{return logic->CanWaterTempleHigh || logic->CanUse(RG_ZELDAS_LULLABY);}}),
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}, {}, {
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//Exits
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Entrance(RR_WATER_TEMPLE_LOBBY, {[]{return true;}}),
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@@ -192,7 +192,7 @@ void RegionTable_Init_WaterTemple() {
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areaTable[RR_WATER_TEMPLE_BLOCK_CORRIDOR] = Region("Water Temple Block Corridor", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
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//Locations
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LOCATION(RC_WATER_TEMPLE_CENTRAL_BOW_TARGET_CHEST, logic->HasItem(RG_GORONS_BRACELET) && (logic->WaterTempleLow || logic->WaterTempleMiddle)),
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LOCATION(RC_WATER_TEMPLE_CENTRAL_BOW_TARGET_CHEST, logic->HasItem(RG_GORONS_BRACELET) && (logic->CanWaterTempleLowFromHigh || logic->CanWaterTempleMiddle)),
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}, {
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//Exits
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Entrance(RR_WATER_TEMPLE_LOBBY, {[]{return logic->CanUse(RG_HOOKSHOT);}}),
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@@ -251,53 +251,407 @@ void RegionTable_Init_WaterTemple() {
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| MASTER QUEST DUNGEON |
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---------------------------*/
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if (ctx->GetDungeon(WATER_TEMPLE)->IsMQ()) {
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areaTable[RR_WATER_TEMPLE_MQ_LOBBY] = Region("Water Temple MQ Lobby", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
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areaTable[RR_WATER_TEMPLE_MQ_3F_SOUTH_LEDGE] = Region("Water Temple MQ 3F South Ledge", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
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//Exits
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Entrance(RR_WATER_TEMPLE_ENTRYWAY, {[]{return true;}}),
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Entrance(RR_WATER_TEMPLE_MQ_DIVE, {[]{return logic->IsAdult && logic->WaterTimer() >= 24 && logic->CanUse(RG_IRON_BOOTS);}}),
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Entrance(RR_WATER_TEMPLE_MQ_DARK_LINK_REGION, {[]{return logic->SmallKeys(RR_WATER_TEMPLE, 1) && logic->IsAdult && logic->CanUse(RG_LONGSHOT) && logic->CanJumpslashExceptHammer();}}),
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Entrance(RR_WATER_TEMPLE_BOSS_ENTRYWAY, {[]{return logic->HasItem(RG_WATER_TEMPLE_BOSS_KEY) && logic->IsAdult && logic->CanJumpslashExceptHammer() && logic->CanUse(RG_LONGSHOT);}}),
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Entrance(RR_WATER_TEMPLE_ENTRYWAY, {[]{return logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_IRON_BOOTS);}}),
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Entrance(RR_WATER_TEMPLE_MQ_MAIN, {[]{return true;}}),
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//If we are not on WL_HIGH, we reach RR_WATER_TEMPLE_MQ_3F_MAIN with hookshot via 2F, otherwise we can reach the platform
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Entrance(RR_WATER_TEMPLE_MQ_3F_CENTRAL, {[]{return logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_HOVER_BOOTS);}}),
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Entrance(RR_WATER_TEMPLE_MQ_2F_CENTRAL, {[]{return logic->MQWaterLevel(WL_LOW_OR_MID);}}),
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});
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areaTable[RR_WATER_TEMPLE_MQ_DIVE] = Region("Water Temple MQ Dive", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
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//Locations
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LOCATION(RC_WATER_TEMPLE_MQ_MAP_CHEST, logic->HasFireSource() && logic->IsAdult && logic->CanUse(RG_HOOKSHOT)),
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LOCATION(RC_WATER_TEMPLE_MQ_CENTRAL_PILLAR_CHEST, logic->IsAdult && logic->CanUse(RG_ZORA_TUNIC) && logic->CanUse(RG_HOOKSHOT) && ((ctx->GetTrickOption(RT_WATER_MQ_CENTRAL_PILLAR) && logic->CanUse(RG_FIRE_ARROWS)) || (logic->CanUse(RG_DINS_FIRE) && logic->CanUse(RG_SONG_OF_TIME)))),
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//Trick: logic->IsAdult && logic->CanUse(RG_ZORA_TUNIC) && logic->CanUse(RG_HOOKSHOT) && ((LogicWaterMQCentralPillar && logic->CanUse(RG_FIRE_ARROWS)) || (logic->CanUse(RG_DINS_FIRE) && logic->CanUse(RG_SONG_OF_TIME)))
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//This region covers simply existing in the area around the central pillar without being on a specific platform, either swimming or walking on the lakebed
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//Entry should only include being in the correct area, taking any possible fall damage, and floating up to the surface of WL_HIGH if coming from below
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//This area then leads to others based on level and worst-case water timers for follow-up exits from the water's surface
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//remember that any solution that works for any level doesn't need to be given a level, even if that solution is overkill for a lower level
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areaTable[RR_WATER_TEMPLE_MQ_MAIN] = Region("Water Temple MQ Main", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
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//Exits
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Entrance(RR_WATER_TEMPLE_MQ_3F_SOUTH_LEDGE, {[]{return logic->HasItem(RG_BRONZE_SCALE) && logic->MQWaterLevel(WL_HIGH);}}),
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//Jumping across is possible but a trick due to the janky ledge
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Entrance(RR_WATER_TEMPLE_MQ_EAST_TOWER, {[]{return (logic->WaterTimer() >= 24 && logic->CanUse(RG_IRON_BOOTS)) ||
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(logic->MQWaterLevel(WL_MID) && logic->HasItem(RG_GOLDEN_SCALE) && logic->WaterTimer() >= 16) ||
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logic->MQWaterLevel(WL_LOW);}}),
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Entrance(RR_WATER_TEMPLE_MQ_3F_CENTRAL, {[]{return logic->MQWaterLevel(WL_HIGH) && logic->HasItem(RG_BRONZE_SCALE);}}),
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//First water timer uses the hook to go from the top of center to storage room/central pillar as coming from the bottom
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//Second water timer is simply diving down and entering the door as fast as possible from the surface
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Entrance(RR_WATER_TEMPLE_MQ_2F_CENTRAL, {[]{return ((logic->MQWaterLevel(WL_LOW) || (logic->CanUse(RG_IRON_BOOTS) && (logic->MQWaterLevel(WL_MID) || logic->WaterTimer() >= 16))) && logic->CanUse(RG_LONGSHOT)) ||
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((logic->MQWaterLevel(WL_MID) || (logic->MQWaterLevel(WL_HIGH_OR_MID) && logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 8)) && logic->HasItem(RG_BRONZE_SCALE));}}),
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Entrance(RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_1F, {[]{return logic->MQWaterLevel(WL_LOW);}}),
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//A special entry as we can't set it to high after entering at a lower height
|
|
|
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|
Entrance(RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_HIGH, {[]{return logic->MQWaterLevel(WL_HIGH) && logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16 && (logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_LONGSHOT));}}),
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|
Entrance(RR_WATER_TEMPLE_MQ_2F_SOUTH, {[]{return (logic->MQWaterLevel(WL_MID) || (logic->MQWaterLevel(WL_HIGH_OR_MID) && logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16)) && logic->HasItem(RG_BRONZE_SCALE);}}),
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|
Entrance(RR_WATER_TEMPLE_MQ_B1_GATE_SWITCH, {[]{return logic->MQWaterB1Switch && (logic->MQWaterLevel(WL_LOW) || ((logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 24) && logic->HasItem(RG_BRONZE_SCALE)));}}),
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|
Entrance(RR_WATER_TEMPLE_MQ_TRIANGLE_TORCH_ROOM, {[]{return logic->MQWaterB1Switch &&
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|
|
((logic->MQWaterLevel(WL_LOW) && logic->HasItem(RG_SILVER_SCALE)) ||
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|
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|
|
(logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16 && (logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_LONGSHOT))));}}),
|
|
|
|
|
//Adult needs to jump in instead of dive for swim access, but you just hold forward. RT_WATER_BK_REGION Isn't relevant unless the Dark Link loop can be done without longshot with other tricks
|
|
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|
Entrance(RR_WATER_TEMPLE_MQ_CRATES_WHIRLPOOLS_ROOM, {[]{return logic->MQWaterB1Switch &&
|
|
|
|
|
((logic->MQWaterLevel(WL_LOW) && logic->HasItem(RG_BRONZE_SCALE)) || (logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16 && logic->CanUse(RG_HOOKSHOT))) &&
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|
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|
(logic->CanUse(RG_LONGSHOT) || (ctx->GetTrickOption(RT_WATER_BK_REGION) && logic->CanUse(RG_HOVER_BOOTS)));}}),
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|
|
|
});
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//This region specifically covers the topmost platform around central pillar
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areaTable[RR_WATER_TEMPLE_MQ_3F_CENTRAL] = Region("Water Temple MQ 3F Central", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
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//Exits
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Entrance(RR_WATER_TEMPLE_MQ_MAIN, {[]{return true;}}),
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Entrance(RR_WATER_TEMPLE_MQ_3F_SOUTH_LEDGE, {[]{return logic->CanUse(RG_LONGSHOT) || logic->CanUse(RG_HOVER_BOOTS);}}),
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Entrance(RR_WATER_TEMPLE_MQ_2F_CENTRAL, {[]{return (logic->MQWaterLevel(WL_LOW_OR_MID) || (logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16)) && logic->CanUse(RG_HOOKSHOT);}}),
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Entrance(RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_HIGH, {[]{return logic->MQWaterLevel(WL_HIGH) && logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16 && logic->CanUse(RG_HOOKSHOT);}}),
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Entrance(RR_WATER_TEMPLE_MQ_3F_NORTH_LEDGE, {[]{return logic->MQWaterLevel(WL_HIGH) && logic->CanUse(RG_LONGSHOT);}}),
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//Jumping across is possible but a trick due to the janky ledge
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Entrance(RR_WATER_TEMPLE_MQ_HIGH_EMBLEM, {[]{return logic->CanUse(RG_HOOKSHOT) || (logic->IsAdult && logic->CanUse(RG_HOVER_BOOTS));}}),
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//room access is (logic->IsAdult || (logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_HOVER_BOOTS) || logic->CanUse(RG_HOOKSHOT)))
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Entrance(RR_WATER_TEMPLE_MQ_WATERFALL, {[]{return logic->SmallKeys(RR_WATER_TEMPLE, 1) && logic->MQWaterLevel(WL_HIGH) && logic->CanUse(RG_LONGSHOT);}}),
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|
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//this swimless jump with irons may be a trick as you have to put irons on quite late.
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Entrance(RR_WATER_TEMPLE_MQ_2F_SOUTH, {[]{return (logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16) || logic->MQWaterLevel(WL_LOW_OR_MID);}}),
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|
});
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//This region specifically covers walking on the lower platform around central pillar. This is underwater when WL_HIGH
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//RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_HIGH should be accessed directly to use the central pillar door while at WL_HIGH
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areaTable[RR_WATER_TEMPLE_MQ_2F_CENTRAL] = Region("Water Temple MQ 2F Central", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
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//Exits
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Entrance(RR_WATER_TEMPLE_MQ_MAIN, {[]{return true;}}),
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Entrance(RR_WATER_TEMPLE_MQ_3F_CENTRAL, {[]{return logic->CanUse(RG_HOOKSHOT);}}),
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Entrance(RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_2F, {[]{return logic->MQWaterLevel(WL_LOW_OR_MID);}}),
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Entrance(RR_WATER_TEMPLE_MQ_STORAGE_ROOM, {[]{return logic->CanUse(RG_HOOKSHOT);}}),
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|
Entrance(RR_WATER_TEMPLE_MQ_BEHIND_BLUE_SWITCH_2F, {[]{return logic->MQWaterLevel(WL_LOW_OR_MID) && (logic->IsAdult || logic->CanUse(RG_HOVER_BOOTS)) && logic->CanUse(RG_HOOKSHOT);}}),
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|
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|
|
Entrance(RR_WATER_TEMPLE_MQ_2F_SOUTH, {[]{return logic->MQWaterLevel(WL_LOW_OR_MID) && logic->CanUse(RG_HOVER_BOOTS);}}),
|
|
|
|
|
});
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|
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|
|
areaTable[RR_WATER_TEMPLE_MQ_HIGH_EMBLEM] = Region("Water Temple MQ High Emblem", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
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|
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|
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//Events
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|
|
EventAccess(&logic->ReachedWaterHighEmblem, {[]{return true;}}),
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|
|
EventAccess(&logic->CanWaterTempleHigh, {[]{return logic->CanUse(RG_ZELDAS_LULLABY);}}),
|
|
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|
|
}, {}, {
|
|
|
|
|
//Exits
|
|
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|
|
Entrance(RR_WATER_TEMPLE_MQ_3F_CENTRAL, {[]{return true;}}),
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|
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|
|
Entrance(RR_WATER_TEMPLE_MQ_MAIN, {[]{return true;}}),
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|
|
|
|
});
|
|
|
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|
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|
|
areaTable[RR_WATER_TEMPLE_MQ_3F_NORTH_LEDGE] = Region("Water Temple MQ 3F North Ledge", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
|
|
|
|
|
//Exits
|
|
|
|
|
//what we need if WL_LOW, we can't guarantee repeated access otherwise.
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_MAIN, {[]{return logic->HasItem(RG_BRONZE_SCALE) || logic->TakeDamage();}}),
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_3F_CENTRAL, {[]{return logic->CanUse(RG_LONGSHOT);}}),
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_BOSS_DOOR, {[]{return logic->CanUse(RG_LONGSHOT) || logic->CanUse(RG_ICE_ARROWS) || logic->CanUse(RG_NAYRUS_LOVE);}}),
|
|
|
|
|
});
|
|
|
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|
|
|
|
|
|
areaTable[RR_WATER_TEMPLE_MQ_BOSS_DOOR] = Region("Water Temple MQ Main", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
|
|
|
|
|
//Exits
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_3F_NORTH_LEDGE, {[]{return logic->CanUse(RG_ICE_ARROWS) || logic->TakeDamage();}}),
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_BOSS_ENTRYWAY, {[]{return logic->HasItem(RG_WATER_TEMPLE_BOSS_KEY);}}),
|
|
|
|
|
});
|
|
|
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|
|
|
|
|
|
areaTable[RR_WATER_TEMPLE_MQ_EAST_TOWER] = Region("Water Temple MQ East Tower", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
|
|
|
|
|
//Events
|
|
|
|
|
//if we can't reach these, we can't move the water at all, so no need to specify level or account for WL_LOW access here
|
|
|
|
|
//review is some way to play ocarina underwater exists
|
|
|
|
|
EventAccess(&logic->CouldWaterTempleLow, {[]{return true;}}),
|
|
|
|
|
EventAccess(&logic->CanWaterTempleLowFromHigh, {[]{return logic->CanUse(RG_ZELDAS_LULLABY);}}),
|
|
|
|
|
//Reserved for glitches/tricks that could do this
|
|
|
|
|
//EventAccess(&logic->CanWaterTempleLowFromMid, {[]{return false;}}),
|
|
|
|
|
}, {
|
|
|
|
|
//Exits
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_LOWERED_WATER_LEVELS, {[]{return logic->CanUse(RG_ZELDAS_LULLABY);}}),
|
|
|
|
|
//Locations
|
|
|
|
|
LOCATION(RC_WATER_TEMPLE_MQ_MAP_CHEST, logic->MQWaterLevel(WL_HIGH) && logic->HasFireSource() && logic->CanUse(RG_HOOKSHOT)),
|
|
|
|
|
//easy to get at WL_HIGH with the hook-the-underwater-chest glitch
|
|
|
|
|
LOCATION(RC_WATER_TEMPLE_MQ_LONGSHOT_CHEST, logic->MQWaterLevel(WL_MID) && logic->CanUse(RG_HOOKSHOT)),
|
|
|
|
|
}, {
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_EAST_TOWER_1F_ROOM, {[]{return logic->MQWaterLevel(WL_LOW) && (logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_DINS_FIRE) || logic->CanUse(RG_STICKS));}}),
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
areaTable[RR_WATER_TEMPLE_MQ_LOWERED_WATER_LEVELS] = Region("Water Temple MQ Lowered Water Levels", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
|
|
|
|
|
//Raising the targets by clearing this room achieves nothing logically because it requires WL_LOW to do and hookshot to use, which implies access to WL_MID and WL_HIGH already
|
|
|
|
|
areaTable[RR_WATER_TEMPLE_MQ_EAST_TOWER_1F_ROOM] = Region("Water Temple MQ East Tower 1F Room", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
|
|
|
|
|
//Locations
|
|
|
|
|
LOCATION(RC_WATER_TEMPLE_MQ_COMPASS_CHEST, ((logic->IsAdult && logic->CanUse(RG_FAIRY_BOW)) || logic->CanUse(RG_DINS_FIRE) || Here(RR_WATER_TEMPLE_MQ_LOBBY, []{return logic->IsChild && logic->CanUse(RG_STICKS) && logic->HasExplosives();})) &&
|
|
|
|
|
(logic->CanJumpslashExceptHammer() || logic->CanUseProjectile())),
|
|
|
|
|
LOCATION(RC_WATER_TEMPLE_MQ_LONGSHOT_CHEST, logic->IsAdult && logic->CanUse(RG_HOOKSHOT)),
|
|
|
|
|
LOCATION(RC_WATER_TEMPLE_MQ_GS_LIZALFOS_HALLWAY, logic->CanUse(RG_DINS_FIRE)),
|
|
|
|
|
LOCATION(RC_WATER_TEMPLE_MQ_GS_BEFORE_UPPER_WATER_SWITCH, logic->IsAdult && logic->CanUse(RG_LONGSHOT)),
|
|
|
|
|
LOCATION(RC_WATER_TEMPLE_MQ_COMPASS_CHEST, logic->CanKillEnemy(RE_LIZALFOS) && logic->CanKillEnemy(RE_SPIKE)),
|
|
|
|
|
}, {
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_EAST_TOWER, {[]{return true;}}),
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
//This area assumes we entered through the lower door, so water is low and cannot be changed without leaving.
|
|
|
|
|
areaTable[RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_1F] = Region("Water Temple MQ Central Pillar 1F", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
|
|
|
|
|
//Events
|
|
|
|
|
//This is harder than the other possibilities as you have to move between shots on top of the extra range, but there's basically no universe this should matter.
|
|
|
|
|
EventAccess(&logic->MQWaterB1Switch, {[]{return ctx->GetTrickOption(RT_WATER_MQ_CENTRAL_PILLAR) && logic->CanUse(RG_FIRE_ARROWS);}}),
|
|
|
|
|
}, {}, {
|
|
|
|
|
//Exits
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_HIGH, {[]{return logic->MQWaterLevel(WL_HIGH) && ctx->GetTrickOption(RT_WATER_FW_CENTRAL_GS) && logic->CanUse(RG_FARORES_WIND) && logic->HasItem(RG_BRONZE_SCALE);}}),
|
|
|
|
|
//I don't know if this FW trick can ever matter but maybe it's needed to get child to CENTRAL_2F or something
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_2F, {[]{return logic->CanUse(RG_HOOKSHOT) ||
|
|
|
|
|
(logic->MQWaterLevel(WL_MID) && ctx->GetTrickOption(RT_WATER_FW_CENTRAL_GS) && logic->CanUse(RG_FARORES_WIND) && logic->HasItem(RG_BRONZE_SCALE));}}),
|
|
|
|
|
//if the gate is open, you sink straight in, so you can't climb up this way in logic without swimming
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_B1, {[]{return logic->MQWaterOpenedPillarB1 && logic->MQWaterLevel(WL_HIGH_OR_MID) &&
|
|
|
|
|
ctx->GetTrickOption(RT_WATER_FW_CENTRAL_GS) && logic->CanUse(RG_FARORES_WIND) &&
|
|
|
|
|
logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_ZORA_TUNIC);}}),
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
//If we enter here in WL_HIGH, go to RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_HIGH instead, Assumes WL_MID_OR_LOW
|
|
|
|
|
areaTable[RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_2F] = Region("Water Temple MQ Central Pillar 2F", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
|
|
|
|
|
//Events
|
|
|
|
|
EventAccess(&logic->CouldWaterTempleMiddle, {[]{return true;}}),
|
|
|
|
|
EventAccess(&logic->CanWaterTempleMiddle, {[]{return logic->CanUse(RG_ZELDAS_LULLABY);}}),
|
|
|
|
|
//It's possible to do this even on low water, but more awkward. I'm not sure if it's even possible for it to be relevant though.
|
|
|
|
|
EventAccess(&logic->MQWaterOpenedPillarB1, {[]{return ctx->GetTrickOption(RT_WATER_MQ_CENTRAL_PILLAR) && logic->CanUse(RG_FIRE_ARROWS);}}),
|
|
|
|
|
//this could theoretically matter once OI and equip swap is in logic, as one age may be able to get here dry and not wet, and the other may not be able to OI, but as you can OI with hookshot it probably never happens
|
|
|
|
|
//EventAccess(&logic->MQWaterPillarSoTBlock, {[]{return logic->CanUse(RG_HOOKSHOT) && logic->CanUse(RG_SONG_OF_TIME);}}),
|
|
|
|
|
}, {}, {
|
|
|
|
|
//Exits
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_HIGH, {[]{return logic->MQWaterLevel(WL_HIGH) && logic->CanUse(RG_FARORES_WIND) && (logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_IRON_BOOTS));}}),
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_B1, {[]{return logic->MQWaterOpenedPillarB1 && logic->MQWaterLevel(WL_MID) && logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_ZORA_TUNIC);}}),
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
areaTable[RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_HIGH] = Region("Water Temple MQ Central Pillar High", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
|
|
|
|
|
//Events
|
|
|
|
|
EventAccess(&logic->MQWaterOpenedPillarB1, {[]{return ((logic->CanUse(RG_SONG_OF_TIME) && logic->CanUse(RG_DINS_FIRE)) || (ctx->GetTrickOption(RT_WATER_MQ_CENTRAL_PILLAR) && logic->CanUse(RG_FIRE_ARROWS))) &&
|
|
|
|
|
(logic->HasItem(RG_BRONZE_SCALE) || (logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_LONGSHOT) && logic->CanJumpslash()));}}),
|
|
|
|
|
}, {}, {
|
|
|
|
|
//Exits
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_B1, {[]{return logic->MQWaterB1Switch && logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_ZORA_TUNIC);}}),
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
//Assuming tunic and irons was checked on entry
|
|
|
|
|
areaTable[RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_B1] = Region("Water Temple MQ Central Pillar B1", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
|
|
|
|
|
//Exits
|
|
|
|
|
//Can't know water level, so we'll just assume any possibility and skip to MAIN
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_MAIN, {[]{return logic->MQWaterOpenedPillarB1 && logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_BRONZE_SCALE);}}),
|
|
|
|
|
//Child needs to release irons for height to push down the larger "peg", however they can push the lower one down by climbing and then hit the switch through the larger peg, but it's a trick
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_B1_FINAL, {[]{return ((logic->IsAdult && logic->CanUse(RG_LONGSHOT)) || (logic->CanUse(RG_HOOKSHOT) && logic->HasItem(RG_BRONZE_SCALE)));}}),
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
areaTable[RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_B1_FINAL] = Region("Water Temple MQ Central Pillar B1 Final", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
|
|
|
|
|
//Locations
|
|
|
|
|
LOCATION(RC_WATER_TEMPLE_MQ_CENTRAL_PILLAR_CHEST, logic->CanUse(RG_HOOKSHOT)),
|
|
|
|
|
}, {});
|
|
|
|
|
|
|
|
|
|
areaTable[RR_WATER_TEMPLE_MQ_DARK_LINK_REGION] = Region("Water Temple MQ Dark Link Region", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
|
|
|
|
|
//Region exists to add crate/pot/box locations
|
|
|
|
|
areaTable[RR_WATER_TEMPLE_MQ_STORAGE_ROOM] = Region("Water Temple MQ Storage Room", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
|
|
|
|
|
//Exits
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_MAIN, {[]{return logic->MQWaterLevel(WL_LOW_OR_MID) || (logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 8);}}),
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
areaTable[RR_WATER_TEMPLE_MQ_BEHIND_BLUE_SWITCH_2F] = Region("Water Temple MQ Behind Blue Switch 2F", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
|
|
|
|
|
//Exits
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_MAIN, {[]{return true;}}),
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_BEHIND_BLUE_SWITCH_3F, {[]{return logic->CanUse(RG_LONGSHOT);}}),
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
areaTable[RR_WATER_TEMPLE_MQ_BEHIND_BLUE_SWITCH_3F] = Region("Water Temple MQ Behind Blue Switch 2F", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
|
|
|
|
|
//Locations
|
|
|
|
|
LOCATION(RC_WATER_TEMPLE_MQ_GS_BEFORE_UPPER_WATER_SWITCH, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA)),
|
|
|
|
|
}, {
|
|
|
|
|
//Exits
|
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|
Entrance(RR_WATER_TEMPLE_MQ_BEHIND_BLUE_SWITCH_2F, {[]{return true;}}),
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|
Entrance(RR_WATER_TEMPLE_MQ_HIGH_EMBLEM, {[]{return true;}}),
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});
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areaTable[RR_WATER_TEMPLE_MQ_2F_SOUTH] = Region("Water Temple MQ Lowered Water Levels", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
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//Exits
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Entrance(RR_WATER_TEMPLE_MQ_2F_SOUTH_CAGE, {[]{return logic->MQWaterLevel(WL_LOW_OR_MID) && logic->CanUse(RG_DINS_FIRE);}}),
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//this technically exists, but only complicates things, uncomment if some edge case/glitch can use RR_WATER_TEMPLE_MQ_2F_SOUTH to reach RR_WATER_TEMPLE_MQ_3F_CENTRAL, or if a void warp goes here
|
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/*Entrance(RR_WATER_TEMPLE_MQ_3F_EAST_LEDGE, {[]{return (logic->CanUse(RG_HOOKSHOT) && (logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_IRON_BOOTS))) ||
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|
|
(logic->MQWaterLevel(WL_LOW_OR_MID) && logic->CanUse(RG_HOOKSHOT)) ||
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logic->MQWaterLevel(WL_HIGH) && (logic->HasItem(RG_BRONZE_SCALE));}}),
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|
});
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areaTable[RR_WATER_TEMPLE_MQ_3F_EAST_LEDGE] = Region("Water Temple MQ 3F East Ledge", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
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//Exits
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Entrance(RR_WATER_TEMPLE_MQ_MAIN, {[]{return true;}}),
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Entrance(RR_WATER_TEMPLE_MQ_3F_CENTRAL, {[]{return logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_HOVER_BOOTS);}}),*/
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|
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|
});
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areaTable[RR_WATER_TEMPLE_MQ_2F_SOUTH_CAGE] = Region("Water Temple MQ Lowered Water Levels", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
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//Locations
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LOCATION(RC_WATER_TEMPLE_MQ_GS_LIZALFOS_HALLWAY, logic->CanKillEnemy(RE_GOLD_SKULLTULA)),
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}, {});
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//This room exists to hold the wonderitems that drop from the emblems here. Specifically this assumes you are standing on the final ledge
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areaTable[RR_WATER_TEMPLE_MQ_WATERFALL] = Region("Water Temple Waterfall", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
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//Exits
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Entrance(RR_WATER_TEMPLE_MQ_3F_CENTRAL, {[]{return logic->SmallKeys(RR_WATER_TEMPLE, 1) && logic->CanUse(RG_LONGSHOT);}}),
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Entrance(RR_WATER_TEMPLE_MQ_STALFOS_PIT, {[]{return true;}}),
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Entrance(RR_WATER_TEMPLE_MQ_STALFOS_PIT_POTS, {[]{return (logic->MQWaterStalfosPit && logic->IsAdult && logic->CanUse(RG_HOOKSHOT)) || logic->CanUse(RG_HOVER_BOOTS);}}),
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Entrance(RR_WATER_TEMPLE_MQ_STALFOS_PIT_UPPER, {[]{return logic->MQWaterStalfosPit && logic->CanUse(RG_LONGSHOT);}}),
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|
});
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areaTable[RR_WATER_TEMPLE_MQ_STALFOS_PIT] = Region("Water Temple MQ Stalfos Pit", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
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//Events
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|
EventAccess(&logic->MQWaterStalfosPit, {[]{return ((logic->IsAdult && logic->CanKillEnemy(RE_STALFOS, ED_CLOSE, true, 3, false, true)) ||
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|
|
(logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_HOOKSHOT) && logic->CanKillEnemy(RE_STALFOS, ED_BOOMERANG, true, 3, false, true)));}}),
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|
}, {}, {
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|
//Exits
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|
Entrance(RR_WATER_TEMPLE_MQ_WATERFALL, {[]{return logic->MQWaterStalfosPit && logic->CanUse(RG_HOOKSHOT) && (logic->IsAdult || logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 8);}}),
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|
Entrance(RR_WATER_TEMPLE_MQ_STALFOS_PIT_POTS, {[]{return (logic->IsAdult && logic->CanUse(RG_HOOKSHOT)) ||
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|
|
(logic->CanUse(RG_HOOKSHOT) && (logic->IsAdult || logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 8) && (logic->CanUse(RG_HOVER_BOOTS) || logic->MQWaterStalfosPit));}}),
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|
Entrance(RR_WATER_TEMPLE_MQ_STALFOS_PIT_UPPER, {[]{return logic->MQWaterStalfosPit && (logic->IsAdult || logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 8) && logic->CanUse(RG_HOOKSHOT);}}),
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|
|
});
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|
//also includes the suns fairy in the middle
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|
|
areaTable[RR_WATER_TEMPLE_MQ_STALFOS_PIT_POTS] = Region("Water Temple MQ Stalfos Pit Pots", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
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//Events
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|
|
EventAccess(&logic->FairyPot, {[]{return true;}}),
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|
|
EventAccess(&logic->NutPot, {[]{return true;}}),
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|
|
}, {
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|
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|
|
//Locations
|
|
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|
|
LOCATION(RC_WATER_TEMPLE_MQ_BOSS_KEY_CHEST, logic->IsAdult && logic->WaterTimer() >= 24 && logic->CanUse(RG_DINS_FIRE) && (ctx->GetTrickOption(RT_WATER_DRAGON_JUMP_DIVE) || logic->HasItem(RG_SILVER_SCALE) || logic->CanUse(RG_IRON_BOOTS))),
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|
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|
|
LOCATION(RC_WATER_TEMPLE_MQ_GS_RIVER, true),
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|
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|
|
}, {
|
|
|
|
|
}, {}, {
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|
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|
|
//Exits
|
|
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|
|
Entrance(RR_WATER_TEMPLE_MQ_BASEMENT_GATED_AREAS, {[]{return logic->IsAdult && logic->WaterTimer() >= 24 && logic->CanUse(RG_DINS_FIRE) && logic->CanUse(RG_IRON_BOOTS);}}),
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|
Entrance(RR_WATER_TEMPLE_MQ_WATERFALL, {[]{return logic->MQWaterStalfosPit && (logic->CanUse(RG_HOVER_BOOTS) || logic->CanUse(RG_LONGSHOT));}}),
|
|
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|
|
Entrance(RR_WATER_TEMPLE_MQ_STALFOS_PIT, {[]{return true;}}),
|
|
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|
|
Entrance(RR_WATER_TEMPLE_MQ_STALFOS_PIT_UPPER, {[]{return logic->MQWaterStalfosPit && logic->CanUse(RG_HOOKSHOT);}}),
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
areaTable[RR_WATER_TEMPLE_MQ_BASEMENT_GATED_AREAS] = Region("Water Temple MQ Basement Gated Areas", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
|
|
|
|
|
//specifically the area past the spikes
|
|
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|
|
areaTable[RR_WATER_TEMPLE_MQ_STALFOS_PIT_UPPER] = Region("Water Temple MQ Stalfos Pit Upper", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
|
|
|
|
|
//Exits
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_STALFOS_PIT, {[]{return logic->IsAdult || logic->TakeDamage();}}),
|
|
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|
|
Entrance(RR_WATER_TEMPLE_MQ_STALFOS_PIT_POTS, {[]{return logic->IsAdult || logic->TakeDamage();}}),
|
|
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|
|
Entrance(RR_WATER_TEMPLE_MQ_AFTER_DARK_LINK, {[]{return logic->CanKillEnemy(RE_DARK_LINK);}}),
|
|
|
|
|
});
|
|
|
|
|
|
|
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|
|
areaTable[RR_WATER_TEMPLE_MQ_AFTER_DARK_LINK] = Region("Water Temple MQ After Dark Link", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
|
|
|
|
|
//Events
|
|
|
|
|
EventAccess(&logic->FairyPot, {[]{return true;}}),
|
|
|
|
|
}, {}, {
|
|
|
|
|
//Exits
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_STALFOS_PIT_UPPER, {[]{return logic->CanKillEnemy(RE_DARK_LINK);}}),
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_RIVER_SKULL, {[]{return logic->CanUse(RG_HOOKSHOT) && (logic->HasItem(RG_BRONZE_SCALE) || (logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 8) || logic->CanUse(RG_LONGSHOT));}}),
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
//if we can use hookshot, we are standing on the targets, otherwise assume we're in the water
|
|
|
|
|
areaTable[RR_WATER_TEMPLE_MQ_RIVER_SKULL] = Region("Water Temple MQ River Skull", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
|
|
|
|
|
//Locations
|
|
|
|
|
LOCATION(RC_WATER_TEMPLE_MQ_FREESTANDING_KEY, logic->CanUse(RG_HOVER_BOOTS) || logic->CanUse(RG_SCARECROW) || ctx->GetTrickOption(RT_WATER_NORTH_BASEMENT_LEDGE_JUMP)),
|
|
|
|
|
LOCATION(RC_WATER_TEMPLE_MQ_GS_TRIPLE_WALL_TORCH, logic->CanUse(RG_FIRE_ARROWS) && (logic->CanUse(RG_HOVER_BOOTS) || logic->CanUse(RG_SCARECROW))),
|
|
|
|
|
LOCATION(RC_WATER_TEMPLE_MQ_GS_FREESTANDING_KEY_AREA, ctx->GetTrickOption(RT_WATER_MQ_LOCKED_GS) || (logic->SmallKeys(RR_WATER_TEMPLE, 2) && (logic->CanUse(RG_HOVER_BOOTS) || logic->CanUse(RG_SCARECROW) || ctx->GetTrickOption(RT_WATER_NORTH_BASEMENT_LEDGE_JUMP)) && logic->CanJumpslashExceptHammer())),
|
|
|
|
|
//Trick: LogicWaterMQLockedGS || (logic->SmallKeys(RR_WATER_TEMPLE, 2) && (logic->CanUse(RG_HOVER_BOOTS) || logic->CanUse(RG_SCARECROW) || LogicWaterNorthBasementLedgeJump))
|
|
|
|
|
LOCATION(RC_WATER_TEMPLE_MQ_GS_RIVER, logic->CanUse(RG_LONGSHOT) || (logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_HOOKSHOT))),
|
|
|
|
|
}, {
|
|
|
|
|
//Exits
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_RIVER_POTS, {[]{return logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_LONGSHOT);}}),
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
areaTable[RR_WATER_TEMPLE_MQ_RIVER_POTS] = Region("Water Temple MQ River Pots", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
|
|
|
|
|
//Events
|
|
|
|
|
EventAccess(&logic->FairyPot, {[]{return true;}}),
|
|
|
|
|
}, {}, {
|
|
|
|
|
//Exits
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_RIVER_SKULL, {[]{return logic->CanUse(RG_LONGSHOT) || (logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 8 && logic->CanUse(RG_HOOKSHOT));}}),
|
|
|
|
|
//You don't need to swim for this if you put irons on in midair and hold forward while aiming for the tunnel with a tight angle, but if you miss you have to void unless you have a hook. It's only relevant with glitches anyway
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_DRAGON_ROOM_TUNNEL, {[]{return logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16;}}),
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_DRAGON_ROOM_ALCOVE, {[]{return logic->HasItem(RG_SILVER_SCALE) || (logic->IsAdult && logic->HasItem(RG_BRONZE_SCALE) && ctx->GetTrickOption(RT_WATER_DRAGON_JUMP_DIVE));}}),
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_DRAGON_ROOM_DOOR, {[]{return logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_LONGSHOT) || (logic->CanUse(RG_HOVER_BOOTS) && logic->CanJumpslash());}}),
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
//This region assumes Iron boots to access
|
|
|
|
|
areaTable[RR_WATER_TEMPLE_MQ_DRAGON_ROOM_TUNNEL] = Region("Water Temple MQ Dragon Room Tunnel", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
|
|
|
|
|
//Exits
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_RIVER_POTS, {[]{return logic->CanUse(RG_LONGSHOT);}}),
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_DRAGON_ROOM_ALCOVE, {[]{return logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_HOOKSHOT);}}),
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_DRAGON_ROOM_DOOR, {[]{return logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_LONGSHOT);}}),
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
areaTable[RR_WATER_TEMPLE_MQ_DRAGON_ROOM_ALCOVE] = Region("Water Temple MQ Dragon Room Alcove", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
|
|
|
|
|
//Events
|
|
|
|
|
EventAccess(&logic->MQWaterDragonTorches, {[]{return true;}}),
|
|
|
|
|
}, {}, {
|
|
|
|
|
//Exits
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_DRAGON_ROOM_TUNNEL, {[]{return logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16;}}),
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_DRAGON_ROOM_DOOR, {[]{return logic->HasItem(RG_SILVER_SCALE);}}),
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
areaTable[RR_WATER_TEMPLE_MQ_DRAGON_ROOM_DOOR] = Region("Water Temple MQ Dragon Room Door", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
|
|
|
|
|
//Exits
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_RIVER_POTS, {[]{return logic->CanUse(RG_LONGSHOT);}}),
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_DRAGON_ROOM_TUNNEL, {[]{return logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16 && logic->CanUse(RG_HOOKSHOT);}}),
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_DRAGON_ROOM_ALCOVE, {[]{return logic->HasItem(RG_SILVER_SCALE);}}),
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_SWITCH, {[]{return logic->MQWaterDragonTorches;}}),
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
areaTable[RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_SWITCH] = Region("Water Temple MQ Boss Key Room Switch", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
|
|
|
|
|
//Exits
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_DRAGON_ROOM_DOOR, {[]{return true;}}),
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_PIT, {[]{return true;}}),
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_CHEST, {[]{return logic->CanHitSwitch() && Here(RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_SWITCH, []{return logic->CanUse(RG_DINS_FIRE);});}}),
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
//this exists for the crates in preparation for clips through the grate
|
|
|
|
|
areaTable[RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_PIT] = Region("Water Temple MQ Boss Key Room Pit", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
|
|
|
|
|
//Exits
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_SWITCH, {[]{return logic->CanHitSwitch(ED_BOOMERANG);}}),
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
areaTable[RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_CHEST] = Region("Water Temple MQ Boss Key Room Chest", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
|
|
|
|
|
//Locations
|
|
|
|
|
LOCATION(RC_WATER_TEMPLE_MQ_BOSS_KEY_CHEST, true),
|
|
|
|
|
}, {
|
|
|
|
|
//Exits
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_SWITCH, {[]{return logic->CanHitSwitch(ED_BOOMERANG) || logic->CanUse(RG_HOVER_BOOTS);}}),
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_PIT, {[]{return true;}}),
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_B1_GATE_SWITCH, {[]{return logic->HasItem(RG_SILVER_SCALE) || (logic->CanUse(RG_IRON_BOOTS) && (logic->HasItem(RG_BRONZE_SCALE) || (logic->WaterTimer() >= 24 && logic->CanUse(RG_LONGSHOT))));}}),
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
areaTable[RR_WATER_TEMPLE_MQ_B1_GATE_SWITCH] = Region("Water Temple MQ B1 Gate Switch", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
|
|
|
|
|
//Events
|
|
|
|
|
//If the water is low, the switch is underwater and needs irons to press, otherwise, the water is too low to climb up and you need irons to hookshot a target
|
|
|
|
|
//If a glitch clips through the gate on low, have it logically press the switch and let entrance logic enter
|
|
|
|
|
EventAccess(&logic->MQWaterB1Switch, {[]{return logic->CanUse(RG_IRON_BOOTS);}}),
|
|
|
|
|
}, {}, {
|
|
|
|
|
//Exits
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_MAIN, {[]{return logic->MQWaterB1Switch && (logic->MQWaterLevel(WL_LOW) || (logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16));}}),
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_CHEST, {[]{return logic->CanUse(RG_IRON_BOOTS) && logic->HasItem(RG_BRONZE_SCALE) && (logic->MQWaterLevel(WL_LOW) || logic->WaterTimer() >= 24);}})
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
areaTable[RR_WATER_TEMPLE_MQ_TRIANGLE_TORCH_ROOM] = Region("Water Temple MQ Triangle Torch Room", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
|
|
|
|
|
//Exits
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_MAIN, {[]{return logic->MQWaterB1Switch &&
|
|
|
|
|
((logic->MQWaterLevel(WL_LOW) && logic->HasItem(RG_GOLDEN_SCALE)) ||
|
|
|
|
|
(logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 40 && (logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_LONGSHOT))));}}),
|
|
|
|
|
Entrance(RR_WATER_TEMPLE_MQ_TRIANGLE_TORCH_CAGE, {[]{return logic->CanUse(RG_FIRE_ARROWS) &&
|
|
|
|
|
((logic->IsAdult && logic->CanUse(RG_HOVER_BOOTS)) || (logic->CanUse(RG_LONGSHOT) && Here(RR_WATER_TEMPLE_MQ_TRIANGLE_TORCH_CAGE, []{return logic->ScarecrowsSong();})));}})
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
areaTable[RR_WATER_TEMPLE_MQ_TRIANGLE_TORCH_CAGE] = Region("Water Temple MQ Triangle Torch Cage", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
|
|
|
|
|
//Locations
|
|
|
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LOCATION(RC_WATER_TEMPLE_MQ_GS_TRIPLE_WALL_TORCH, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_BOOMERANG)),
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}, {});
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areaTable[RR_WATER_TEMPLE_MQ_CRATES_WHIRLPOOLS_ROOM] = Region("Water Temple MQ Crates Whirlpools Room", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
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//Exits
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//we can backflip over the spikes, but land in water.
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Entrance(RR_WATER_TEMPLE_MQ_MAIN, {[]{return logic->MQWaterB1Switch && logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 24 && (logic->CanUse(RG_LONGSHOT) || logic->HasItem(RG_BRONZE_SCALE));}}),
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//Child can use the crate to get the height to make it with hovers, but it's annoyingly tight so would be a trick
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Entrance(RR_WATER_TEMPLE_MQ_SINGLE_STALFOS_ROOM, {[]{return logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 8 &&
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//We're putting the requirement to get out of the water here as the scarecrow method in includes hook which satisfies it
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((logic->IsAdult && (logic->CanUse(RG_HOVER_BOOTS) || ctx->GetTrickOption(RT_WATER_NORTH_BASEMENT_LEDGE_JUMP)) && (logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_BRONZE_SCALE))) ||
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(Here(RR_WATER_TEMPLE_MQ_CRATES_WHIRLPOOLS_ROOM, []{return logic->ScarecrowsSong();}) && logic->CanUse(RG_HOOKSHOT)));}}),
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Entrance(RR_WATER_TEMPLE_MQ_4_TORCH_ROOM, {[]{return logic->IsAdult &&
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(logic->CanUse(RG_HOVER_BOOTS) || ctx->GetTrickOption(RT_WATER_NORTH_BASEMENT_LEDGE_JUMP) ||
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(Here(RR_WATER_TEMPLE_MQ_CRATES_WHIRLPOOLS_ROOM, []{return logic->ScarecrowsSong();}) && logic->CanUse(RG_HOOKSHOT)));}}),
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Entrance(RR_WATER_TEMPLE_MQ_CRATES_WHIRLPOOLS_CAGE, {[]{return ctx->GetTrickOption(RT_WATER_MQ_LOCKED_GS) && (logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_HOOKSHOT));}}),
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});
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areaTable[RR_WATER_TEMPLE_MQ_SINGLE_STALFOS_ROOM] = Region("Water Temple MQ Single Stalfos Room", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
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//Locations
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LOCATION(RC_WATER_TEMPLE_MQ_FREESTANDING_KEY, true),
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}, {
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//Exits
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Entrance(RR_WATER_TEMPLE_MQ_CRATES_WHIRLPOOLS_ROOM, {[]{return logic->HasItem(RG_SILVER_SCALE) || (logic->IsChild && logic->HasItem(RG_BRONZE_SCALE)) ||
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(logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 8 && (logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_HOOKSHOT)));}})
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});
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areaTable[RR_WATER_TEMPLE_MQ_4_TORCH_ROOM] = Region("Water Temple MQ 4 Torch Room", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
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//Exits
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Entrance(RR_WATER_TEMPLE_MQ_CRATES_WHIRLPOOLS_ROOM, {[]{return (logic->IsAdult && (logic->CanUse(RG_HOVER_BOOTS) || logic->CanJumpslash())) ||
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(logic->HasItem(RG_BRONZE_SCALE) || (logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 8 && logic->CanUse(RG_HOOKSHOT) ));}}),
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Entrance(RR_WATER_TEMPLE_MQ_DODONGO_ROOM, {[]{return logic->CanHitSwitch() && logic->HasFireSource();}})
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});
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areaTable[RR_WATER_TEMPLE_MQ_DODONGO_ROOM] = Region("Water Temple MQ Dodongo Room", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
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//Exits
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Entrance(RR_WATER_TEMPLE_MQ_4_TORCH_ROOM, {[]{return (logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_HOVER_BOOTS)) &&
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Here(RR_WATER_TEMPLE_MQ_DODONGO_ROOM, []{return logic->CanKillEnemy(RE_DODONGO, ED_CLOSE, true, 5);});}}),
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Entrance(RR_WATER_TEMPLE_MQ_CRATES_WHIRLPOOLS_CAGE, {[]{return (logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_HOVER_BOOTS)) &&
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Here(RR_WATER_TEMPLE_MQ_DODONGO_ROOM, []{return logic->CanKillEnemy(RE_DODONGO, ED_CLOSE, true, 5);});}})
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});
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areaTable[RR_WATER_TEMPLE_MQ_CRATES_WHIRLPOOLS_CAGE] = Region("Water Temple MQ Basement Gated Areas", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
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//Locations
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LOCATION(RC_WATER_TEMPLE_MQ_GS_FREESTANDING_KEY_AREA, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA)),
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}, {
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Entrance(RR_WATER_TEMPLE_MQ_DODONGO_ROOM, {[]{return true;}})
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});
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}
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/*---------------------------
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@@ -307,9 +661,9 @@ void RegionTable_Init_WaterTemple() {
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Region("Water Temple Boss Entryway", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {},
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{
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// Exits
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Entrance(RR_WATER_TEMPLE_PRE_BOSS_ROOM, { [] { return ctx->GetDungeon(WATER_TEMPLE)->IsVanilla() && false; } }),
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Entrance(RR_WATER_TEMPLE_MQ_LOBBY, { [] { return ctx->GetDungeon(WATER_TEMPLE)->IsMQ() && false; } }),
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Entrance(RR_WATER_TEMPLE_BOSS_ROOM, { [] { return true; } }),
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Entrance(RR_WATER_TEMPLE_PRE_BOSS_ROOM, {[]{return ctx->GetDungeon(WATER_TEMPLE)->IsVanilla() && false;}}),
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Entrance(RR_WATER_TEMPLE_MQ_BOSS_DOOR, {[]{return ctx->GetDungeon(WATER_TEMPLE)->IsMQ() && false;}}),
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Entrance(RR_WATER_TEMPLE_BOSS_ROOM, {[]{return true;}}),
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});
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areaTable[RR_WATER_TEMPLE_BOSS_ROOM] = Region("Water Temple Boss Room", "Water Temple", {}, NO_DAY_NIGHT_CYCLE,
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