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Doorsanity #5105
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serprex
commented
Mar 4, 2025
@@ -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
…like new room number fixes sliding doors
measured large doors in DC being 122 units wide, tried to go center passage through sliding doors while recording
…ch other to gain more distance from door
…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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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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