diff --git a/soh/src/overlays/actors/ovl_En_Kusa/z_en_kusa.c b/soh/src/overlays/actors/ovl_En_Kusa/z_en_kusa.c index 86e1f77652..9f8af9c7b9 100644 --- a/soh/src/overlays/actors/ovl_En_Kusa/z_en_kusa.c +++ b/soh/src/overlays/actors/ovl_En_Kusa/z_en_kusa.c @@ -266,7 +266,7 @@ void EnKusa_Init(Actor* thisx, PlayState* play) { return; } - if (gPlayState->sceneNum == SCENE_KAKARIKO_VILLAGE) { + if (gPlayState->sceneNum == SCENE_KAKARIKO_VILLAGE && this->actor.world.pos.z < 600.0) { Actor_Kill(this); } else { EnKusa_SetupWaitObject(this); diff --git a/soh/src/overlays/actors/ovl_En_Wood02/z_en_wood02.c b/soh/src/overlays/actors/ovl_En_Wood02/z_en_wood02.c index e41c0f1fd9..e257a184d8 100644 --- a/soh/src/overlays/actors/ovl_En_Wood02/z_en_wood02.c +++ b/soh/src/overlays/actors/ovl_En_Wood02/z_en_wood02.c @@ -173,10 +173,16 @@ void EnWood02_Init(Actor* thisx, PlayState* play2) { f32 floorY; s16 extraRot; - if (gPlayState->sceneNum == SCENE_KAKARIKO_VILLAGE && this->actor.params >= 0 || this->actor.params <= WOOD_TREE_KAKARIKO_ADULT) { + if (gPlayState->sceneNum == SCENE_KAKARIKO_VILLAGE && this->actor.params <= WOOD_TREE_KAKARIKO_ADULT) { Actor_Kill(this); } + if (gPlayState->sceneNum == SCENE_KAKARIKO_VILLAGE && this->actor.params >= 0) { + this->actor.world.pos.x = 754.051; + this->actor.world.pos.y = 80.0; + this->actor.world.pos.z = 1429.908; + } + // The tree in Kakariko's day scene does not have the same params to spawn the GS // as the night scene, For the always spawn GS enhancement we apply the needed // params to have the GS drop when bonking