Rando - Ganon & Ganondorf cutscene skips (#2321)
* Ganon(dorf) cutscene skips * Remove leftover code * Comment out the Ganondorf dying cutscene skip
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@@ -2180,9 +2180,8 @@ void Cutscene_HandleConditionalTriggers(PlayState* play) {
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gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_GANON_FINAL)) {
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Flags_SetEventChkInf(0xC7);
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gSaveContext.entranceIndex = 0x0517;
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// If we are rando and tower escape skip is on, then set the flag to say we saw the towers fall
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// and exit.
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if (bShouldTowerRandoSkip) {
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// In rando, skip the cutscene for the tower falling down after the escape.
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if (gSaveContext.n64ddFlag) {
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return;
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}
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gSaveContext.cutsceneIndex = 0xFFF0;
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