From cb6876792e99f8420ca0626ac55a9b57c638bc13 Mon Sep 17 00:00:00 2001 From: briaguya <70942617+briaguya-ai@users.noreply.github.com> Date: Wed, 13 Jul 2022 22:04:48 -0400 Subject: [PATCH] don't spawn blocking mido after we've already shown him the sword/shield (#675) Co-authored-by: briaguya --- soh/src/overlays/actors/ovl_En_Md/z_en_md.c | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/soh/src/overlays/actors/ovl_En_Md/z_en_md.c b/soh/src/overlays/actors/ovl_En_Md/z_en_md.c index 86f07884a75..3bf4fcbb080 100644 --- a/soh/src/overlays/actors/ovl_En_Md/z_en_md.c +++ b/soh/src/overlays/actors/ovl_En_Md/z_en_md.c @@ -485,7 +485,10 @@ u8 EnMd_ShouldSpawn(EnMd* this, GlobalContext* globalCtx) { if (globalCtx->sceneNum == SCENE_SPOT04) { if (gSaveContext.n64ddFlag) { // if we have beaten deku tree or have open forest turned on - if (gSaveContext.dungeonsDone[1] || GetRandoSettingValue(RSK_FOREST) == 1) { + // or have already shown mido we have an equipped sword/shield + if (gSaveContext.dungeonsDone[1] || + GetRandoSettingValue(RSK_FOREST) == 1 || + gSaveContext.eventChkInf[0] & 0x10) { return 0; } return 1;