Restore previous state of z_door_warp1.c, and reimplement boss rush blue warp bypass. This also fixes the issue with shadow and spirit medallions not being given in vanilla without cutscene skips on. (#5763)
Ensure shadow and spirit medallions get queued when skipping story cutscenes in vanilla.
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@@ -813,8 +813,7 @@ void DoorWarp1_AdultWarpOut(DoorWarp1* this, PlayState* play) {
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gSaveContext.nextCutsceneIndex = 0;
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}
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} else if (play->sceneNum == SCENE_SPIRIT_TEMPLE_BOSS) {
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if (GameInteractor_Should(VB_PLAY_BLUE_WARP_CS,
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!Flags_GetRandomizerInf(RAND_INF_DUNGEONS_DONE_SPIRIT_TEMPLE),
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if (GameInteractor_Should(VB_PLAY_BLUE_WARP_CS, !CHECK_QUEST_ITEM(QUEST_MEDALLION_SPIRIT),
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RAND_INF_DUNGEONS_DONE_SPIRIT_TEMPLE)) {
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Flags_SetRandomizerInf(RAND_INF_DUNGEONS_DONE_SPIRIT_TEMPLE);
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if (GameInteractor_Should(VB_GIVE_ITEM_FROM_BLUE_WARP, true, ITEM_MEDALLION_SPIRIT)) {
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@@ -832,8 +831,7 @@ void DoorWarp1_AdultWarpOut(DoorWarp1* this, PlayState* play) {
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gSaveContext.nextCutsceneIndex = 0;
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}
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} else if (play->sceneNum == SCENE_SHADOW_TEMPLE_BOSS) {
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if (GameInteractor_Should(VB_PLAY_BLUE_WARP_CS,
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!Flags_GetRandomizerInf(RAND_INF_DUNGEONS_DONE_SHADOW_TEMPLE),
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if (GameInteractor_Should(VB_PLAY_BLUE_WARP_CS, !CHECK_QUEST_ITEM(QUEST_MEDALLION_SHADOW),
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RAND_INF_DUNGEONS_DONE_SHADOW_TEMPLE)) {
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Flags_SetRandomizerInf(RAND_INF_DUNGEONS_DONE_SHADOW_TEMPLE);
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if (GameInteractor_Should(VB_GIVE_ITEM_FROM_BLUE_WARP, true, ITEM_MEDALLION_SHADOW)) {
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