Fix Naborru fight CS for child and with entrance skips (#4821)
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@@ -2176,7 +2176,7 @@ void Cutscene_HandleEntranceTriggers(PlayState* play) {
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for (i = 0; i < ARRAY_COUNT(sEntranceCutsceneTable); i++) {
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entranceCutscene = &sEntranceCutsceneTable[i];
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requiredAge = entranceCutscene->ageRestriction;
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if (requiredAge == 2) {
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if (GameInteractor_Should(VB_ALLOW_ENTRANCE_CS_FOR_EITHER_AGE, requiredAge == 2, entranceCutscene->entrance)) {
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requiredAge = gSaveContext.linkAge;
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}
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@@ -2185,7 +2185,7 @@ void Cutscene_HandleEntranceTriggers(PlayState* play) {
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(gSaveContext.cutsceneIndex < 0xFFF0) && ((u8)gSaveContext.linkAge == requiredAge) &&
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(gSaveContext.respawnFlag <= 0)) {
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Flags_SetEventChkInf(entranceCutscene->flag);
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if (GameInteractor_Should(VB_PLAY_ENTRANCE_CS, true, &entranceCutscene->flag)) {
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if (GameInteractor_Should(VB_PLAY_ENTRANCE_CS, true, entranceCutscene->flag, entranceCutscene->entrance)) {
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Cutscene_SetSegment(play, entranceCutscene->segAddr);
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gSaveContext.cutsceneTrigger = 2;
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gSaveContext.showTitleCard = false;
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@@ -302,8 +302,8 @@ void BgBreakwall_Wait(BgBreakwall* this, PlayState* play) {
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if ((wallType == BWALL_DC_ENTRANCE) && (!Flags_GetEventChkInf(EVENTCHKINF_ENTERED_DODONGOS_CAVERN))) {
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Flags_SetEventChkInf(EVENTCHKINF_ENTERED_DODONGOS_CAVERN);
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s32 flag = EVENTCHKINF_ENTERED_DODONGOS_CAVERN;
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if (GameInteractor_Should(VB_PLAY_ENTRANCE_CS, true, &flag)) {
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if (GameInteractor_Should(VB_PLAY_ENTRANCE_CS, true, EVENTCHKINF_ENTERED_DODONGOS_CAVERN,
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gSaveContext.entranceIndex)) {
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Cutscene_SetSegment(play, gDcOpeningCs);
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gSaveContext.cutsceneTrigger = 1;
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Player_SetCsActionWithHaltedActors(play, NULL, 0x31);
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@@ -117,8 +117,8 @@ void func_808BAF40(BgTokiSwd* this, PlayState* play) {
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if (((Flags_GetEventChkInf(EVENTCHKINF_ENTERED_MASTER_SWORD_CHAMBER)) == 0) && (gSaveContext.sceneSetupIndex < 4) &&
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Actor_IsFacingAndNearPlayer(&this->actor, 800.0f, 0x7530) && !Play_InCsMode(play)) {
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Flags_SetEventChkInf(EVENTCHKINF_ENTERED_MASTER_SWORD_CHAMBER);
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s32 flag = EVENTCHKINF_ENTERED_MASTER_SWORD_CHAMBER;
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if (GameInteractor_Should(VB_PLAY_ENTRANCE_CS, true, &flag)) {
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if (GameInteractor_Should(VB_PLAY_ENTRANCE_CS, true, EVENTCHKINF_ENTERED_MASTER_SWORD_CHAMBER,
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gSaveContext.entranceIndex)) {
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play->csCtx.segment = D_808BBD90;
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gSaveContext.cutsceneTrigger = 1;
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}
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