From 6009db23ef39e9dc7f12133f95f56c0f6dc2a11e Mon Sep 17 00:00:00 2001 From: baxlek <115663151+baxlek@users.noreply.github.com> Date: Mon, 10 Aug 2026 15:05:38 -0500 Subject: [PATCH] Fix conditional check in Midna's NPC interaction --- src/d/actor/d_a_midna.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/d/actor/d_a_midna.cpp b/src/d/actor/d_a_midna.cpp index 907307927a..a50753cdf0 100644 --- a/src/d/actor/d_a_midna.cpp +++ b/src/d/actor/d_a_midna.cpp @@ -3300,7 +3300,7 @@ int daMidna_c::execute() { if (!checkStateFlg0(FLG0_UNK_8000)) { offStateFlg0((daMidna_FLG0)(FLG0_NPC_NEAR | FLG0_NPC_FAR)); BOOL far_; - if ((fopAcIt_Judge((fopAcIt_JudgeFunc)daMidna_searchNpc, &far_)) && IF_DUSK(!dusk::getSettings().game.canTransformAnywhere)) { + if (fopAcIt_Judge((fopAcIt_JudgeFunc)daMidna_searchNpc, &far_) IF_DUSK(&& !dusk::getSettings().game.canTransformAnywhere)) { if (!far_) { onStateFlg0(FLG0_NPC_NEAR); } else {