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fix oversight on rising target ledge > pillar high water (#6818)
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@@ -628,7 +628,7 @@ void RegionTable_Init_WaterTemple() {
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ENTRANCE(RR_WATER_TEMPLE_3F_CENTRAL_H, logic->WaterRisingTargetTo3FCentral() && logic->WaterLevel(WL_HIGH)),
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ENTRANCE(RR_WATER_TEMPLE_3F_CENTRAL_LM, logic->WaterRisingTargetTo3FCentral() && logic->WaterLevel(WL_LOW_OR_MID)),
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//Assumes RR_WATER_TEMPLE_3F_CENTRAL, RR_WATER_TEMPLE_HIGH_EMBLEM and RR_WATER_TEMPLE_2F_CENTRAL access
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ENTRANCE(RR_WATER_TEMPLE_PILLAR_H, ctx->GetTrickOption(RT_WATER_IRONS_CENTRAL_GS) && logic->CanUse(RG_FIRE_ARROWS) && logic->WaterRisingTargetTo3FCentral()),
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ENTRANCE(RR_WATER_TEMPLE_PILLAR_H, logic->WaterLevel(WL_LOW_OR_MID) && ctx->GetTrickOption(RT_WATER_IRONS_CENTRAL_GS) && logic->CanUse(RG_FIRE_ARROWS) && logic->WaterRisingTargetTo3FCentral()),
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ENTRANCE(RR_WATER_TEMPLE_TRAPPED_SLOPE, true),
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});
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