From 4cc979b419e63c61f98dad69a75855cc8706f1b0 Mon Sep 17 00:00:00 2001 From: baxlek <115663151+baxlek@users.noreply.github.com> Date: Mon, 10 Aug 2026 09:01:53 -0500 Subject: [PATCH] Simplify NPC check logic in d_a_midna.cpp Refactor NPC interaction checks for shadow mode and transformation settings. --- src/d/actor/d_a_midna.cpp | 7 +------ 1 file changed, 1 insertion(+), 6 deletions(-) diff --git a/src/d/actor/d_a_midna.cpp b/src/d/actor/d_a_midna.cpp index 84e61d20d4..907307927a 100644 --- a/src/d/actor/d_a_midna.cpp +++ b/src/d/actor/d_a_midna.cpp @@ -3300,12 +3300,7 @@ int daMidna_c::execute() { if (!checkStateFlg0(FLG0_UNK_8000)) { offStateFlg0((daMidna_FLG0)(FLG0_NPC_NEAR | FLG0_NPC_FAR)); BOOL far_; -#if TARGET_PC - if ((fopAcIt_Judge((fopAcIt_JudgeFunc)daMidna_searchNpc, &far_)) && - !dusk::getSettings().game.canTransformAnywhere) { -#else - if (fopAcIt_Judge((fopAcIt_JudgeFunc)daMidna_searchNpc, &far_)) { -#endif + if ((fopAcIt_Judge((fopAcIt_JudgeFunc)daMidna_searchNpc, &far_)) && IF_DUSK(!dusk::getSettings().game.canTransformAnywhere)) { if (!far_) { onStateFlg0(FLG0_NPC_NEAR); } else {