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Fix Platform Failing to Lower After Defeating Big Octo #6622
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does this only happen due to cutscene skips?
code should be made as a timesaver hook
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Investigated this angle a bit. The
VB_PLAY_ONEPOINT_ACTOR_CShook fires identically in both successful and failed rando runs. Vanilla runs without the timesaver show the same flag sequence, so the timesaver does not seem to be a factor.OnePointCutscene_Attentiondoes route throughOnePointCutscene_Init, so theACTOR_BG_BDAN_SWITCHskip in the timesave handler does fire after Big Octo dies, but the Bdan switch isACTORCAT_SWITCH(cat 0) and the platform isACTORCAT_BG(cat 1). The switch skip happens one frame after the platform has already transitioned toSinkToFloorHeight, so it can't interfere.Failed run 1:
Failed run 2:
No fail, rando:
No fail, vanilla:
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why doesn't this show up on console?
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A little suspect in general that this actually happens without the cutscene skip, as this bug definitely didn't exist in Ship before we had those.