Fix Nabooru despawning from spirit when collecting an unrelated check (#6751)

Fix nabooru cutscene skip setting the kidnapped flag too often
This commit is contained in:
Pepper0ni
2026-06-18 14:32:04 +01:00
committed by GitHub
parent ebdd2c34c7
commit 6e6fee8871
3 changed files with 36 additions and 26 deletions
@@ -14187,13 +14187,15 @@ s32 func_8084DFF4(PlayState* play, Player* this) {
play->msgCtx.msgMode = MSGMODE_TEXT_DONE;
} else {
if (Message_GetState(&play->msgCtx) == TEXT_STATE_CLOSING) {
if (GameInteractor_Should(VB_PLAY_NABOORU_CAPTURED_CS, this->getItemId == GI_GAUNTLETS_SILVER)) {
play->nextEntranceIndex = ENTR_DESERT_COLOSSUS_EAST_EXIT;
play->transitionTrigger = TRANS_TRIGGER_START;
gSaveContext.nextCutsceneIndex = 0xFFF1;
play->transitionType = TRANS_TYPE_SANDSTORM_END;
this->stateFlags1 &= ~PLAYER_STATE1_IN_CUTSCENE;
Player_TryCsAction(play, NULL, 8);
if (this->getItemId == GI_GAUNTLETS_SILVER) {
if (GameInteractor_Should(VB_PLAY_NABOORU_CAPTURED_CS, true)) {
play->nextEntranceIndex = ENTR_DESERT_COLOSSUS_EAST_EXIT;
play->transitionTrigger = TRANS_TRIGGER_START;
gSaveContext.nextCutsceneIndex = 0xFFF1;
play->transitionType = TRANS_TYPE_SANDSTORM_END;
this->stateFlags1 &= ~PLAYER_STATE1_IN_CUTSCENE;
Player_TryCsAction(play, NULL, 8);
}
}
// Set unk_862 to 0 early to not have the game draw non-custom colored models for a split second.