Fixed some wrong ER code in Insanity
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@@ -1400,7 +1400,6 @@ def link_entrances(world, player):
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caves.append(('Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)'))
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caves.append(('Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)'))
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else:
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else:
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doors.append('Hyrule Castle Entrance (South)')
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doors.append('Hyrule Castle Entrance (South)')
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entrances.append('Hyrule Castle Entrance (South)')
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caves.append(('Hyrule Castle Exit (South)', 'Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)'))
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caves.append(('Hyrule Castle Exit (South)', 'Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)'))
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if not world.shufflelinks[player]:
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if not world.shufflelinks[player]:
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@@ -1420,7 +1419,7 @@ def link_entrances(world, player):
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exit_pool.remove(links_house)
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exit_pool.remove(links_house)
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if not invFlag:
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if not invFlag:
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sanc_doors = [door for door in Sanctuary_Doors if door in exit_pool]
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sanc_doors = [door for door in exit_pool] #[door for door in Sanctuary_Doors if door in exit_pool]
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else:
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else:
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sanc_doors = [door for door in Inverted_Dark_Sanctuary_Doors if door in exit_pool]
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sanc_doors = [door for door in Inverted_Dark_Sanctuary_Doors if door in exit_pool]
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sanc_door = random.choice(sanc_doors)
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sanc_door = random.choice(sanc_doors)
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@@ -1472,17 +1471,7 @@ def link_entrances(world, player):
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connect_entrance(world, doors.pop(), 'Old Man Cave Exit (East)', player)
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connect_entrance(world, doors.pop(), 'Old Man Cave Exit (East)', player)
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caves.append('Old Man Cave Exit (West)')
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caves.append('Old Man Cave Exit (West)')
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# handle remaining caves
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for cave in caves:
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if isinstance(cave, str):
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cave = (cave,)
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for exit in cave:
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connect_exit(world, exit, entrances.pop(), player)
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connect_entrance(world, doors.pop(), exit, player)
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# handle simple doors
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# handle simple doors
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single_doors = list(Single_Cave_Doors)
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single_doors = list(Single_Cave_Doors)
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bomb_shop_doors = list(Bomb_Shop_Single_Cave_Doors)
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bomb_shop_doors = list(Bomb_Shop_Single_Cave_Doors)
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blacksmith_doors = list(Blacksmith_Single_Cave_Doors)
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blacksmith_doors = list(Blacksmith_Single_Cave_Doors)
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