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#include <libultraship/bridge.h>
#include "Enhancements/GameInteractor/GameInteractor.h"
extern "C" {
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#include "z64.h"
extern PlayState* gPlayState;
extern SaveContext gSaveContext;
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}
void RegisterSkipIntroSequence() {
REGISTER_VB_SHOULD(GI_VB_PLAY_TRANSITION_CS, {
// Intro cutscene
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if (!(gSaveContext.save.entrance == ENTRANCE(CUTSCENE, 0) && gSaveContext.save.cutsceneIndex == 0))
return;
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if (CVarGetInteger("gEnhancements.Cutscenes.SkipIntroSequence", 0)) {
gSaveContext.save.entrance = ENTRANCE(SOUTH_CLOCK_TOWN, 0);
gSaveContext.save.hasTatl = true;
gSaveContext.cycleSceneFlags[SCENE_INSIDETOWER].switch0 |= (1 << 0);
gSaveContext.cycleSceneFlags[SCENE_OPENINGDAN].switch0 |= (1 << 2);
gSaveContext.cycleSceneFlags[SCENE_OPENINGDAN].switch0 |= (1 << 0);
gSaveContext.save.playerForm = PLAYER_FORM_DEKU;
// Mark chest as opened and give the player the Deku Nuts
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gSaveContext.cycleSceneFlags[SCENE_OPENINGDAN].chest |= (1 << 0);
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Item_Give(gPlayState, ITEM_DEKU_NUTS_10);
}
});
}