Fix temp flags transfering in dungeon chains and various issues with voidouts in mixed entrances (#4637)
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@@ -5145,9 +5145,9 @@ s32 Player_HandleExitsAndVoids(PlayState* play, Player* this, CollisionPoly* pol
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Scene_SetTransitionForNextEntrance(play);
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} else {
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// In Entrance rando, if our respawnFlag is set for a grotto return, we don't want the void out to happen
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if (SurfaceType_GetSlope(&play->colCtx, poly, bgId) == 2 &&
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(!IS_RANDO || (Randomizer_GetSettingValue(RSK_SHUFFLE_ENTRANCES) && gSaveContext.respawnFlag != 2))) {
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if (GameInteractor_Should(VB_SET_VOIDOUT_FROM_SURFACE,
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SurfaceType_GetSlope(&play->colCtx, poly, bgId) == 2,
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play->setupExitList[exitIndex - 1])) {
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gSaveContext.respawn[RESPAWN_MODE_DOWN].entranceIndex = play->nextEntranceIndex;
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Play_TriggerVoidOut(play);
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gSaveContext.respawnFlag = -2;
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