Fix Boss Rush scene/cutscene setup after Bongo/Twinrova. (#5623)

Also prevent check tracker crash loading Boss Rush.
This commit is contained in:
Malkierian
2025-06-28 17:48:21 -07:00
committed by GitHub
parent 1161ce3546
commit a9b857469e
2 changed files with 7 additions and 2 deletions

View File

@@ -495,6 +495,9 @@ void SetShopSeen(uint32_t sceneNum, bool prices) {
}
void CheckTrackerLoadGame(int32_t fileNum) {
if (!IS_RANDO) {
return;
}
LoadSettings();
TrySetAreas();
for (auto& entry : Rando::StaticData::GetLocationTable()) {

View File

@@ -813,7 +813,8 @@ void DoorWarp1_AdultWarpOut(DoorWarp1* this, PlayState* play) {
gSaveContext.nextCutsceneIndex = 0;
}
} else if (play->sceneNum == SCENE_SPIRIT_TEMPLE_BOSS) {
if (GameInteractor_Should(VB_PLAY_BLUE_WARP_CS, !CHECK_QUEST_ITEM(QUEST_MEDALLION_SPIRIT),
if (GameInteractor_Should(VB_PLAY_BLUE_WARP_CS,
!Flags_GetRandomizerInf(RAND_INF_DUNGEONS_DONE_SPIRIT_TEMPLE),
RAND_INF_DUNGEONS_DONE_SPIRIT_TEMPLE)) {
Flags_SetRandomizerInf(RAND_INF_DUNGEONS_DONE_SPIRIT_TEMPLE);
if (GameInteractor_Should(VB_GIVE_ITEM_FROM_BLUE_WARP, true, ITEM_MEDALLION_SPIRIT)) {
@@ -831,7 +832,8 @@ void DoorWarp1_AdultWarpOut(DoorWarp1* this, PlayState* play) {
gSaveContext.nextCutsceneIndex = 0;
}
} else if (play->sceneNum == SCENE_SHADOW_TEMPLE_BOSS) {
if (GameInteractor_Should(VB_PLAY_BLUE_WARP_CS, !CHECK_QUEST_ITEM(QUEST_MEDALLION_SHADOW),
if (GameInteractor_Should(VB_PLAY_BLUE_WARP_CS,
!Flags_GetRandomizerInf(RAND_INF_DUNGEONS_DONE_SHADOW_TEMPLE),
RAND_INF_DUNGEONS_DONE_SHADOW_TEMPLE)) {
Flags_SetRandomizerInf(RAND_INF_DUNGEONS_DONE_SHADOW_TEMPLE);
if (GameInteractor_Should(VB_GIVE_ITEM_FROM_BLUE_WARP, true, ITEM_MEDALLION_SHADOW)) {