prevent remember save location in dungeons/boss rooms (#3983)
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@@ -59,65 +59,68 @@ void Sram_OpenSave() {
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Save_LoadFile();
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if (!CVarGetInteger("gRememberSaveLocation", 0) || gSaveContext.savedSceneNum == SCENE_FAIRYS_FOUNTAIN ||
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gSaveContext.savedSceneNum == SCENE_GROTTOS) {
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switch (gSaveContext.savedSceneNum) {
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case SCENE_DEKU_TREE:
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case SCENE_DODONGOS_CAVERN:
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case SCENE_JABU_JABU:
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case SCENE_FOREST_TEMPLE:
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case SCENE_FIRE_TEMPLE:
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case SCENE_WATER_TEMPLE:
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case SCENE_SPIRIT_TEMPLE:
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case SCENE_SHADOW_TEMPLE:
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case SCENE_BOTTOM_OF_THE_WELL:
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case SCENE_ICE_CAVERN:
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case SCENE_GANONS_TOWER:
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case SCENE_GERUDO_TRAINING_GROUND:
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case SCENE_THIEVES_HIDEOUT:
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case SCENE_INSIDE_GANONS_CASTLE:
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gSaveContext.entranceIndex = dungeonEntrances[gSaveContext.savedSceneNum];
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break;
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case SCENE_DEKU_TREE_BOSS:
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gSaveContext.entranceIndex = 0;
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break;
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case SCENE_DODONGOS_CAVERN_BOSS:
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gSaveContext.entranceIndex = 4;
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break;
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case SCENE_JABU_JABU_BOSS:
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gSaveContext.entranceIndex = 0x28;
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break;
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case SCENE_FOREST_TEMPLE_BOSS:
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gSaveContext.entranceIndex = 0x169;
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break;
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case SCENE_FIRE_TEMPLE_BOSS:
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gSaveContext.entranceIndex = 0x165;
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break;
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case SCENE_WATER_TEMPLE_BOSS:
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gSaveContext.entranceIndex = 0x10;
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break;
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case SCENE_SPIRIT_TEMPLE_BOSS:
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gSaveContext.entranceIndex = 0x82;
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break;
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case SCENE_SHADOW_TEMPLE_BOSS:
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gSaveContext.entranceIndex = 0x37;
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break;
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case SCENE_GANONS_TOWER_COLLAPSE_INTERIOR:
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case SCENE_INSIDE_GANONS_CASTLE_COLLAPSE:
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case SCENE_GANONDORF_BOSS:
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case SCENE_GANONS_TOWER_COLLAPSE_EXTERIOR:
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case SCENE_GANON_BOSS:
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gSaveContext.entranceIndex = 0x41B;
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break;
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switch (gSaveContext.savedSceneNum) {
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case SCENE_DEKU_TREE:
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case SCENE_DODONGOS_CAVERN:
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case SCENE_JABU_JABU:
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case SCENE_FOREST_TEMPLE:
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case SCENE_FIRE_TEMPLE:
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case SCENE_WATER_TEMPLE:
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case SCENE_SPIRIT_TEMPLE:
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case SCENE_SHADOW_TEMPLE:
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case SCENE_BOTTOM_OF_THE_WELL:
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case SCENE_ICE_CAVERN:
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case SCENE_GANONS_TOWER:
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case SCENE_GERUDO_TRAINING_GROUND:
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case SCENE_THIEVES_HIDEOUT:
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case SCENE_INSIDE_GANONS_CASTLE:
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gSaveContext.entranceIndex = dungeonEntrances[gSaveContext.savedSceneNum];
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break;
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case SCENE_DEKU_TREE_BOSS:
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gSaveContext.entranceIndex = 0;
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break;
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case SCENE_DODONGOS_CAVERN_BOSS:
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gSaveContext.entranceIndex = 4;
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break;
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case SCENE_JABU_JABU_BOSS:
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gSaveContext.entranceIndex = 0x28;
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break;
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case SCENE_FOREST_TEMPLE_BOSS:
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gSaveContext.entranceIndex = 0x169;
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break;
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case SCENE_FIRE_TEMPLE_BOSS:
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gSaveContext.entranceIndex = 0x165;
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break;
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case SCENE_WATER_TEMPLE_BOSS:
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gSaveContext.entranceIndex = 0x10;
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break;
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case SCENE_SPIRIT_TEMPLE_BOSS:
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gSaveContext.entranceIndex = 0x82;
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break;
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case SCENE_SHADOW_TEMPLE_BOSS:
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gSaveContext.entranceIndex = 0x37;
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break;
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case SCENE_GANONS_TOWER_COLLAPSE_INTERIOR:
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case SCENE_INSIDE_GANONS_CASTLE_COLLAPSE:
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case SCENE_GANONDORF_BOSS:
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case SCENE_GANONS_TOWER_COLLAPSE_EXTERIOR:
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case SCENE_GANON_BOSS:
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gSaveContext.entranceIndex = 0x41B;
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break;
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default:
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if (gSaveContext.savedSceneNum != SCENE_LINKS_HOUSE) {
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gSaveContext.entranceIndex = (LINK_AGE_IN_YEARS == YEARS_CHILD) ? 0xBB : 0x5F4;
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} else {
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gSaveContext.entranceIndex = 0xBB;
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}
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default:
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// Use the saved entrance value with remember save location, except when in grottos/fairy fountains
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if (CVarGetInteger("gRememberSaveLocation", 0) && gSaveContext.savedSceneNum != SCENE_FAIRYS_FOUNTAIN &&
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gSaveContext.savedSceneNum != SCENE_GROTTOS) {
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break;
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}
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}
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if (gSaveContext.savedSceneNum != SCENE_LINKS_HOUSE) {
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gSaveContext.entranceIndex = (LINK_AGE_IN_YEARS == YEARS_CHILD) ? 0xBB : 0x5F4;
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} else {
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gSaveContext.entranceIndex = 0xBB;
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}
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break;
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}
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osSyncPrintf("scene_no = %d\n", gSaveContext.entranceIndex);
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