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Doorsanity #5105

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Doorsanity #5105

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serprex
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@serprex serprex commented Mar 4, 2025

Very WIP

This implements a mechanism to reroute doors in dungeons. Still testing out, expect soft locks

Probably should be integrated into entrance manager. Need to split apart areas in logic which span multiple rooms

Mixing doors between dungeons still needs to sift out some FW like logic. Would also get messy with any cross room temp flags

Goal for initial logic will be to require keyrings to be enabled. Allowing keys would require generalized key logic, or severe limitations to shuffling

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@@ -547,11 +547,13 @@ void func_80997220(DoorShutter* this, PlayState* play) {
this->dyna.actor.room =
play->transiActorCtx.list[(u16)this->dyna.actor.params >> 0xA].sides[(vec.z < 0.0f) ? 0 : 1].room;
if (room != this->dyna.actor.room) {
/*
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commented this out because doors were reacting to this & unloading the new destination

Need to replace this hack with VB

serprex added 12 commits March 7, 2025 00:08
measured large doors in DC being 122 units wide, tried to go center passage through sliding doors while recording
…itself

(latter was causing duplicate actors)
now sliding doors are sometimes invisible..
fix indexing so shuffle matches what logic was intending

force poe cutscene off since the poe rooms are bugged if cutscene hasn't happened yet
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