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serprex
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Mar 4, 2025
| this->dyna.actor.room = | ||
| play->transiActorCtx.list[(u16)this->dyna.actor.params >> 0xA].sides[(vec.z < 0.0f) ? 0 : 1].room; | ||
| if (room != this->dyna.actor.room) { | ||
| /* |
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commented this out because doors were reacting to this & unloading the new destination
Need to replace this hack with VB
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Logic needs work:
Ganon's Castle is a bit interesting despite its boring layout because it effectively forces doing a couple trials even when trials skipped based on how many rooms it puts between entrance & lobby. That'll potentially make GC keys valuable outside trials / pots |
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serprex
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Mar 16, 2025
Split out a few fixes I've made while working on HarbourMasters#5105
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Split out a few fixes I've made while working on HarbourMasters#5105
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Split out a few fixes I've made while working on HarbourMasters#5105
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Mar 19, 2025
* Some location access fixes Split out a few fixes I've made while working on #5105 * assert false * IC feedback
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This was referenced Jan 21, 2026
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WIP
This implements a mechanism to reroute doors in dungeons. Sliding doors with bars can be weird, need to fix. Lots of jank. Needs testing
Mixing doors between dungeons still needs to sift out some FW like logic. Also gets messy with any cross room temp flags
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