diff --git a/soh/soh/Enhancements/timesaver_hook_handlers.cpp b/soh/soh/Enhancements/timesaver_hook_handlers.cpp index d6444c210..2ac7cc3c1 100644 --- a/soh/soh/Enhancements/timesaver_hook_handlers.cpp +++ b/soh/soh/Enhancements/timesaver_hook_handlers.cpp @@ -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);