fix oversight on rising target ledge > pillar high water (#6818)

This commit is contained in:
Pepper0ni
2026-06-27 01:17:02 +01:00
committed by GitHub
parent 4b6678b82c
commit 210c5d5885
@@ -628,7 +628,7 @@ void RegionTable_Init_WaterTemple() {
ENTRANCE(RR_WATER_TEMPLE_3F_CENTRAL_H, logic->WaterRisingTargetTo3FCentral() && logic->WaterLevel(WL_HIGH)),
ENTRANCE(RR_WATER_TEMPLE_3F_CENTRAL_LM, logic->WaterRisingTargetTo3FCentral() && logic->WaterLevel(WL_LOW_OR_MID)),
//Assumes RR_WATER_TEMPLE_3F_CENTRAL, RR_WATER_TEMPLE_HIGH_EMBLEM and RR_WATER_TEMPLE_2F_CENTRAL access
ENTRANCE(RR_WATER_TEMPLE_PILLAR_H, ctx->GetTrickOption(RT_WATER_IRONS_CENTRAL_GS) && logic->CanUse(RG_FIRE_ARROWS) && logic->WaterRisingTargetTo3FCentral()),
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()),
ENTRANCE(RR_WATER_TEMPLE_TRAPPED_SLOPE, true),
});