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https://github.com/HarbourMasters/Shipwright
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Bugfix, grotto boulder block respawn from water voidout (#6854)
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@@ -2790,7 +2790,8 @@ f32 triforcePieceScale;
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void RandomizerOnPlayerUpdateHandler() {
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if ((GET_PLAYER(gPlayState)->stateFlags1 & PLAYER_STATE1_IN_WATER) && !Flags_GetRandomizerInf(RAND_INF_CAN_SWIM) &&
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CUR_EQUIP_VALUE(EQUIP_TYPE_BOOTS) != EQUIP_VALUE_BOOTS_IRON) {
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CUR_EQUIP_VALUE(EQUIP_TYPE_BOOTS) != EQUIP_VALUE_BOOTS_IRON &&
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gPlayState->transitionTrigger == TRANS_TRIGGER_OFF) {
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// if you void out in water temple without swim you get instantly kicked out to prevent softlocks
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if (gPlayState->sceneNum == SCENE_WATER_TEMPLE) {
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GameInteractor::RawAction::TeleportPlayer(
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@@ -2816,6 +2817,7 @@ void RandomizerOnPlayerUpdateHandler() {
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gSaveContext.respawnFlag = 0;
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} else {
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Play_TriggerVoidOut(gPlayState);
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Grotto_ForceGrottoReturnOnSpecialEntrance();
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}
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}
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}
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@@ -10677,6 +10677,10 @@ void Player_StartMode_Door(PlayState* play, Player* this) {
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}
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void Player_StartMode_Grotto(PlayState* play, Player* this) {
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// If can respawn from water to grotto, need to set normal speed factor for the jump
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if (IS_RANDO) {
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sWaterSpeedFactor = 1.0f;
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}
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func_808389E8(this, &gPlayerAnim_link_normal_jump, 12.0f, play);
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Player_SetupAction(play, this, Player_Action_8084F9C0, 0);
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this->stateFlags1 |= PLAYER_STATE1_IN_CUTSCENE;
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