From 23fe55fdcacf766da6a75a520030d50be5afebd2 Mon Sep 17 00:00:00 2001 From: gymnast86 Date: Fri, 17 Apr 2026 09:27:23 -0700 Subject: [PATCH] Add Yeta door patch for SPR --- src/d/actor/d_a_door_shutter.cpp | 13 +++++++++++++ 1 file changed, 13 insertions(+) diff --git a/src/d/actor/d_a_door_shutter.cpp b/src/d/actor/d_a_door_shutter.cpp index a481762132..adbc96d528 100644 --- a/src/d/actor/d_a_door_shutter.cpp +++ b/src/d/actor/d_a_door_shutter.cpp @@ -10,6 +10,9 @@ #include "d/actor/d_a_midna.h" #include "d/d_door_param2.h" #include "d/actor/d_a_player.h" +#if TARGET_PC +#include "d/actor/d_a_alink.h" +#endif #include "d/d_com_inf_game.h" #include "d/d_msg_object.h" #include "d/d_map_path_dmap.h" @@ -307,7 +310,17 @@ int daDoor20_c::checkOpenMsgDoor(int* param_1) { return 1; } field_0x624.init(NULL, msgNo, 0, NULL); +#if TARGET_PC + int rv = 1; + + // If we are in SPR, we don't want Yeta's msg flow to prevent us from opening the door if we haven't talked to her. + if (randomizer_IsActive() && !daAlink_c::checkStageName("D_MN11")) + { + rv = field_0x624.checkOpenDoor(this, param_1); + } +#else int rv = field_0x624.checkOpenDoor(this, param_1); +#endif dMsgObject_endFlowGroup(); return rv; }