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Prevent Big Octo one point cutscene from playing twice. (#5113)
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5b622683f4
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1 changed files with 6 additions and 1 deletions
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@ -65,7 +65,12 @@ void SkipChildRutoInteractions_Register() {
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enRu1->action = 42;
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enRu1->action = 42;
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Animation_Change(&enRu1->skelAnime, (AnimationHeader*)&gRutoChildWait2Anim, 1.0f, 0,
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Animation_Change(&enRu1->skelAnime, (AnimationHeader*)&gRutoChildWait2Anim, 1.0f, 0,
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Animation_GetLastFrame((void*)&gRutoChildWait2Anim), ANIMMODE_LOOP, -8.0f);
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Animation_GetLastFrame((void*)&gRutoChildWait2Anim), ANIMMODE_LOOP, -8.0f);
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enRu1->unk_28C->cameraSetting = 1;
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// If we aren't skipping one point cutscenes and BgBdan objects has set the camera setting
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// to CAM_SET_NORMAL1 (2), don't reset the camera setting to 1. This prevents the One Point
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// Cutscene of Ruto getting lifted up from getting queued up twice.
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if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.OnePoint"), IS_RANDO) || enRu1->unk_28C->cameraSetting != 2) {
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enRu1->unk_28C->cameraSetting = 1;
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}
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Actor* sapphire = func_80AEB124(gPlayState);
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Actor* sapphire = func_80AEB124(gPlayState);
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if (sapphire != NULL) {
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if (sapphire != NULL) {
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Actor_Kill(sapphire);
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Actor_Kill(sapphire);
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