Fix: MQ logic for Ganons Castle main area#3275
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aMannus merged 5 commits intoHarbourMasters:developfrom Nov 4, 2023
Merged
Fix: MQ logic for Ganons Castle main area#3275aMannus merged 5 commits intoHarbourMasters:developfrom
aMannus merged 5 commits intoHarbourMasters:developfrom
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inspectredc
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soh/soh/Enhancements/randomizer/3drando/location_access/locacc_ganons_castle.cpp
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soh/soh/Enhancements/randomizer/3drando/location_access/locacc_ganons_castle.cpp
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The logic for Ganon's Castle did not distinguish between the first hallway and the main area. For vanilla this is basically fine as you can just go through the door, but in MQ there is an enemy clear requirement for the door to open. Additionally the enemy clear logic was placed on the "exit" of Ganon's Castle back to the overworld. This meant that logic was improperlly assuming you could get to the deku scrubs and other trials without weapons to defeat the enemies.
This PR breaks up the logic to have separate areas for the hallway and the main room and moves the enemy clear condition to the right door. The naming of these areas match with n64 logic.
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