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Pepper0ni 2025-04-22 20:27:06 +01:00 committed by GitHub
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@ -219,18 +219,18 @@ void ProcessExits(Region* region, GetAccessibleLocationsStruct& gals, Randomizer
}
ValidateSphereZero(gals);
}
// If the exit is accessible and hasn't been added yet, add it to the pool
// RANDOTODO do we want to add the region after the loop now, considering we
// are processing the new region immediately. Maybe a reverse for loop in ProcessRegion?
if (!exitRegion->addedToPool) {
exitRegion->addedToPool = true;
gals.regionPool.push_back(exit.GetConnectedRegionKey());
}
// process the region we just expanded to, to reduce looping
ProcessRegion(exitRegion, gals, ignore, stopOnBeatable, addToPlaythrough);
}
// If the exit is accessible and hasn't been added yet, add it to the pool
// RANDOTODO do we want to add the region after the loop now, considering we
// are processing the new region immediately. Maybe a reverse for loop in ProcessRegion?
if (!exitRegion->addedToPool && exit.ConditionsMet()) {
exitRegion->addedToPool = true;
gals.regionPool.push_back(exit.GetConnectedRegionKey());
}
if (addToPlaythrough) {
// RANDOTODO Should this match the regular spheres?
// Add shuffled entrances to the entrance playthrough