diff --git a/mm/2s2h/Enhancements/Cutscenes/StoryCutscenes/SkipClockTowerOpen.cpp b/mm/2s2h/Enhancements/Cutscenes/StoryCutscenes/SkipClockTowerOpen.cpp index 9ee722275..ca31cef09 100644 --- a/mm/2s2h/Enhancements/Cutscenes/StoryCutscenes/SkipClockTowerOpen.cpp +++ b/mm/2s2h/Enhancements/Cutscenes/StoryCutscenes/SkipClockTowerOpen.cpp @@ -10,7 +10,7 @@ extern SaveContext gSaveContext; void RegisterSkipClockTowerOpen() { REGISTER_VB_SHOULD(GI_VB_PLAY_TRANSITION_CS, { // Cutscene where clock tower opens. Will only show if the player is in Clock Town - if (ENTRANCE(SOUTH_CLOCK_TOWN, 0) && gSaveContext.save.cutsceneIndex == 0xFFF1 && + if (gSaveContext.save.entrance == ENTRANCE(SOUTH_CLOCK_TOWN, 0) && gSaveContext.save.cutsceneIndex == 0xFFF1 && CVarGetInteger("gEnhancements.Cutscenes.SkipStoryCutscenes", 0)) { // Setting the respawn flag to 2 will respawn the player where they were before the cutscene, consistent // with the normal behavior