Water Temple: fix waterfall GS logic (#6251)

This commit is contained in:
Philip Dubé
2026-02-12 02:40:04 +00:00
committed by GitHub
parent 92cb7f1594
commit 1e1ba54cf6

View File

@@ -520,7 +520,7 @@ void RegionTable_Init_WaterTemple() {
//This is specifically the initial entrance alcove and platform directly underneath
areaTable[RR_WATER_TEMPLE_WATERFALL] = Region("Water Temple Waterfall", SCENE_WATER_TEMPLE, {}, {
//Locations
LOCATION(RC_WATER_TEMPLE_GS_FALLING_PLATFORM_ROOM, logic->CanKillEnemy(RE_GOLD_SKULLTULA, ED_LONGSHOT) ||
LOCATION(RC_WATER_TEMPLE_GS_FALLING_PLATFORM_ROOM, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_LONGSHOT) ||
(ctx->GetTrickOption(RT_WATER_RANG_FALLING_PLATFORM_GS) && logic->CanUse(RG_BOOMERANG)) ||
(ctx->GetTrickOption(RT_WATER_HOOKSHOT_FALLING_PLATFORM_GS) && logic->IsAdult && logic->CanUse(RG_HOOKSHOT))),
}, {
@@ -1007,7 +1007,7 @@ void RegionTable_Init_WaterTemple() {
//Assumes WL_LOW_OR_MID is checked on entry
areaTable[RR_WATER_TEMPLE_MQ_LIZALFOS_CAGE] = Region("Water Temple MQ Lizalfos Cage", SCENE_WATER_TEMPLE, {}, {
//Locations
//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
//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
LOCATION(RC_WATER_TEMPLE_MQ_GS_LIZALFOS_HALLWAY, logic->CanKillEnemy(RE_GOLD_SKULLTULA)),
LOCATION(RC_WATER_TEMPLE_MQ_LIZALFOS_CAGE_SOUTH_POT, logic->CanBreakPots()),
LOCATION(RC_WATER_TEMPLE_MQ_LIZALFOS_CAGE_NORTH_POT, logic->CanBreakPots()),