Improve forest temple poe cutscene hack (#6185)

ACTOR_EN_ST isn't reliable in enemy randomizer,
& in doorsanity it's desirable to trigger in first room
This commit is contained in:
Philip Dubé
2026-01-21 19:50:23 +00:00
committed by GitHub
parent 6b160fac1c
commit 2da233c40b

View File

@@ -1059,8 +1059,8 @@ void TimeSaverOnActorInitHandler(void* actorRef) {
// This is a bit of a hack, we can't effectively override the behavior of the torches
// or poes from which the cutscene is triggered until we can have a "BeforeActorInit" hook.
// So for now we're just going to set the flag before they get to the room the cutscene is in
if (gPlayState->sceneNum == SCENE_FOREST_TEMPLE && actor->id == ACTOR_EN_ST && !Flags_GetSwitch(gPlayState, 0x1B) &&
!Flags_GetSwitch(gPlayState, 0x1C)) {
if (gPlayState->sceneNum == SCENE_FOREST_TEMPLE && actor->id == ACTOR_EN_DOOR &&
!Flags_GetSwitch(gPlayState, 0x1B) && !Flags_GetSwitch(gPlayState, 0x1C)) {
if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO) &&
!CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.GlitchAiding"), 0)) {
Flags_SetSwitch(gPlayState, 0x1B);