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Split Gerudo Fortress and fix break room logic errors #5338
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Contributor
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With #5390 getting captured by guards can be in logic |
Contributor
Author
|
re-pointed to develop |
Malkierian
reviewed
May 2, 2025
Malkierian
approved these changes
Jun 19, 2025
Contributor
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Has a few conflicts now. |
Contributor
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Sorry, one more conflict resolution. I'll get it right in this time. |
krazyjakee
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Sep 6, 2025
…#5338) * Separate HBA range * Separate 4 rooftop regions * Rest of rooftops * Small cleanup * Whoops * Create `thieves_hideout.cpp` & move `gerudo_fortress.cpp` * Ground and some inside * More outside cleanup and more inside * Kitchen * Final tweaks * Use `TH_` prefix for Thieves' Hideout locations * Add clarifying images (+ `.xcf` source) * Thieves' Hideout is overworld * Fix `RC_GF_GS_TOP_FLOOR` & blue -> violet entrance * Address review * Update gerudo_fortress.cpp * Address review * Split "CarpenterRescue" * Rename events * Update logic.cpp * Move from function to event * Rename most of the regions * Address review * Add new conections * update logic, get it working * apply clang format * undo clang format in logic files * final reordering * remove additions to .gitIgnore * Fix some jump trick logic * clean up ShufflePots * fix submodules * update for review and talk to jail and always gate PRs * change thieves hideout to scene handling * final fixes and update enum names and hint text --------- Co-authored-by: Pepe20129 <[email protected]>
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Built upon and obsoletes #5099, currently pointed at Blair to fix logic issues in Break Room and with one of the HBA crates but if there's a Blair > develop merge I can target this to develop instead and quick patch break room.
This PR splits up Gerudo Fortress and Thieves Hideout into regions while cleaning up the logic and renaming checks to rely less on arbitrary numbers. Compared to #5099 I no longer use colour names and thus don't need a map. This change also prepares the logic for Thieve's Hideout Entrance Shuffle.
The GF Kitchen trick has also changed to passing all mobile guards itemless. The Break Room guard that looks over the pots has different AI and is thus separated from the other guards in logic.
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