Water Temple: fix waterfall GS logic (#6251)
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@@ -520,7 +520,7 @@ void RegionTable_Init_WaterTemple() {
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//This is specifically the initial entrance alcove and platform directly underneath
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areaTable[RR_WATER_TEMPLE_WATERFALL] = Region("Water Temple Waterfall", SCENE_WATER_TEMPLE, {}, {
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//Locations
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LOCATION(RC_WATER_TEMPLE_GS_FALLING_PLATFORM_ROOM, logic->CanKillEnemy(RE_GOLD_SKULLTULA, ED_LONGSHOT) ||
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LOCATION(RC_WATER_TEMPLE_GS_FALLING_PLATFORM_ROOM, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_LONGSHOT) ||
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(ctx->GetTrickOption(RT_WATER_RANG_FALLING_PLATFORM_GS) && logic->CanUse(RG_BOOMERANG)) ||
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(ctx->GetTrickOption(RT_WATER_HOOKSHOT_FALLING_PLATFORM_GS) && logic->IsAdult && logic->CanUse(RG_HOOKSHOT))),
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}, {
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@@ -1007,7 +1007,7 @@ void RegionTable_Init_WaterTemple() {
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//Assumes WL_LOW_OR_MID is checked on entry
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areaTable[RR_WATER_TEMPLE_MQ_LIZALFOS_CAGE] = Region("Water Temple MQ Lizalfos Cage", SCENE_WATER_TEMPLE, {}, {
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//Locations
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//Technically hidden within a crate, but the act of opening the cage kills it and spawns the token on top so it's except from RT_VISUAL_COLLISION
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//Technically hidden within a crate, but the act of opening the cage kills it and spawns the token on top so it's exempt from RT_VISUAL_COLLISION
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LOCATION(RC_WATER_TEMPLE_MQ_GS_LIZALFOS_HALLWAY, logic->CanKillEnemy(RE_GOLD_SKULLTULA)),
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LOCATION(RC_WATER_TEMPLE_MQ_LIZALFOS_CAGE_SOUTH_POT, logic->CanBreakPots()),
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LOCATION(RC_WATER_TEMPLE_MQ_LIZALFOS_CAGE_NORTH_POT, logic->CanBreakPots()),
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