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Fix Kokiri Forest Quest State Animations#6614

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Fix Kokiri Forest Quest State Animations#6614
unreference wants to merge 1 commit into
HarbourMasters:develop-ackbarfrom
unreference:fix/kokiri-animation-quest-state

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@unreference unreference commented May 13, 2026

This fixes #6599.

Since 9.2.0, all Kokiri play their column-0 (initial state) animations regardless of quest progress. The backflipping Kokiri cuts invisible grass, the rock-lifter keeps lifting after he should have stopped, etc.

The regression was introduced when EnKo_GetForestQuestState2 was wrapped in a GameInteractor_Should hook with false as the vanilla default:

if (GameInteractor_Should(VB_KOKIRI_GET_FOREST_QUEST_STATE2, false, this)) {
this->forestQuestState = EnKo_GetForestQuestState2(this);
}

The false default prevents the vanilla quest state calculation from running. forestQuestState stays at 0 (ENKO_FQS_CHILD_START), so sOsAnimeLookup[ENKO_TYPE][0] is used for every Kokiri regardless of whether the player has Kokiri Emerald, Zelda's Letter, or the Forest Medallion. The fix is simply to change it from false to true.

As an aside, the FixKokiriForestQuestState enhancement is valid for its purpose, but the CVar is not auto-enabled by the randomizer or any preset. Randomizer players need to manually find the checkbox under Enhancements to get correct Kokiri animations when items are obtained out of vanilla order. I figured that this was a separate issue from the regression fixed here, so it is deferred from this PR.

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Thank you for working on this, hope works and gets merged.

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