diff --git a/soh/src/overlays/actors/ovl_Bg_Breakwall/z_bg_breakwall.c b/soh/src/overlays/actors/ovl_Bg_Breakwall/z_bg_breakwall.c index bead453d10..e25e80751e 100644 --- a/soh/src/overlays/actors/ovl_Bg_Breakwall/z_bg_breakwall.c +++ b/soh/src/overlays/actors/ovl_Bg_Breakwall/z_bg_breakwall.c @@ -105,7 +105,7 @@ void BgBreakwall_Init(Actor* thisx, GlobalContext* globalCtx) { s32 pad; s32 wallType = ((this->dyna.actor.params >> 13) & 3) & 0xFF; - blueFireArrowsDC = (gSaveContext.n64ddFlag && (CVar_GetS32("gBlueFireArrows", 0) != 0)); + blueFireArrowsDC = (CVar_GetS32("gBlueFireArrows", 0) != 0); Actor_ProcessInitChain(&this->dyna.actor, sInitChain); DynaPolyActor_Init(&this->dyna, DPM_UNK); diff --git a/soh/src/overlays/actors/ovl_Bg_Ice_Shelter/z_bg_ice_shelter.c b/soh/src/overlays/actors/ovl_Bg_Ice_Shelter/z_bg_ice_shelter.c index 52200ac3ed..3d7bd114fa 100644 --- a/soh/src/overlays/actors/ovl_Bg_Ice_Shelter/z_bg_ice_shelter.c +++ b/soh/src/overlays/actors/ovl_Bg_Ice_Shelter/z_bg_ice_shelter.c @@ -103,7 +103,7 @@ void func_80890740(BgIceShelter* this, GlobalContext* globalCtx) { s32 pad; s32 type = (this->dyna.actor.params >> 8) & 7; - blueFireArrows = (gSaveContext.n64ddFlag && (CVar_GetS32("gBlueFireArrows", 0) != 0)); + blueFireArrows = (CVar_GetS32("gBlueFireArrows", 0) != 0); Collider_InitCylinder(globalCtx, &this->cylinder1); // If "Blue Fire Arrows" is enabled, set up a collider on the red ice that responds to them diff --git a/soh/src/overlays/actors/ovl_Obj_Lightswitch/z_obj_lightswitch.c b/soh/src/overlays/actors/ovl_Obj_Lightswitch/z_obj_lightswitch.c index 4791f186d8..56da32b83f 100644 --- a/soh/src/overlays/actors/ovl_Obj_Lightswitch/z_obj_lightswitch.c +++ b/soh/src/overlays/actors/ovl_Obj_Lightswitch/z_obj_lightswitch.c @@ -121,7 +121,7 @@ static InitChainEntry sInitChain[] = { void ObjLightswitch_InitCollider(ObjLightswitch* this, GlobalContext* globalCtx) { s32 pad; - sunLightArrows = (gSaveContext.n64ddFlag && (CVar_GetS32("gSunLightArrows", 0) != 0)); + sunLightArrows = (CVar_GetS32("gSunLightArrows", 0) != 0); Collider_InitJntSph(globalCtx, &this->collider); // If "Sunlight Arrows" is enabled, set up the collider to allow Light Arrow hits