Old Man House bunny spawn
Cutoff bounding box implemented Added a couple more lobby possibilities
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@@ -443,10 +443,16 @@ def choose_portals(world, player):
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if not hc_south.entranceFlag:
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world.get_room(0x61, player).delete(6)
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world.get_room(0x61, player).change(4, DoorKind.NormalLow)
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else:
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world.get_room(0x61, player).change(4, DoorKind.DungeonEntrance)
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world.get_room(0x61, player).change(6, DoorKind.CaveEntranceLow)
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sanctuary_door = world.get_door('Sanctuary S', player)
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if not sanctuary_door.entranceFlag:
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world.get_room(0x12, player).delete(3)
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world.get_room(0x12, player).change(2, DoorKind.NormalLow)
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else:
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world.get_room(0x12, player).change(2, DoorKind.DungeonEntrance)
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world.get_room(0x12, player).change(3, DoorKind.CaveEntranceLow)
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hera_door = world.get_door('Hera Lobby S', player)
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if not hera_door.entranceFlag:
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world.get_room(0x77, player).change(0, DoorKind.NormalLow2)
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@@ -580,7 +586,12 @@ def assign_portal(candidates, possible_portals, world, player):
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world.get_room(old_door.roomIndex, player).change(old_door.doorListPos, old_door_kind)
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portal.change_door(candidate)
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if candidate.name not in ['Hyrule Castle Lobby S', 'Sanctuary S']:
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new_door_kind = DoorKind.DungeonEntranceLow if candidate.layer or candidate.pseudo_bg else DoorKind.DungeonEntrance
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if candidate.name == 'Swamp Hub S':
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new_door_kind = DoorKind.CaveEntranceLow
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elif candidate.layer or candidate.pseudo_bg:
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new_door_kind = DoorKind.DungeonEntranceLow
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else:
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new_door_kind = DoorKind.DungeonEntrance
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world.get_room(candidate.roomIndex, player).change(candidate.doorListPos, new_door_kind)
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candidate.entranceFlag = True
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return candidate, portal
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