diff --git a/soh/src/overlays/actors/ovl_Bg_Spot06_Objects/z_bg_spot06_objects.c b/soh/src/overlays/actors/ovl_Bg_Spot06_Objects/z_bg_spot06_objects.c index ccb189ee7..7b7030ef4 100644 --- a/soh/src/overlays/actors/ovl_Bg_Spot06_Objects/z_bg_spot06_objects.c +++ b/soh/src/overlays/actors/ovl_Bg_Spot06_Objects/z_bg_spot06_objects.c @@ -605,7 +605,7 @@ void BgSpot06Objects_WaterPlaneCutsceneRise(BgSpot06Objects* this, PlayState* pl play->roomCtx.unk_74[0] = 0; // Apply the moving under water texture to lake hylia ground } } else { - Math_SmoothStepToF(&this->lakeHyliaWaterLevel, 1.0f, 0.1f, 1.0f, 0.001f); + Math_SmoothStepToF(&this->lakeHyliaWaterLevel, 1.0f, 0.1f, IS_RANDO ? 10.0f : 1.0f, 0.001f); play->colCtx.colHeader->waterBoxes[LHWB_GERUDO_VALLEY_RIVER_LOWER].ySurface = WATER_LEVEL_RIVER_LOWERED; play->colCtx.colHeader->waterBoxes[LHWB_MAIN_1].ySurface = this->dyna.actor.world.pos.y; play->colCtx.colHeader->waterBoxes[LHWB_MAIN_2].ySurface = this->dyna.actor.world.pos.y; @@ -635,7 +635,7 @@ void BgSpot06Objects_WaterPlaneCutsceneLower(BgSpot06Objects* this, PlayState* p this->actionFunc = BgSpot06Objects_DoNothing; } else { // Go slightly beyond -681 so the smoothing doesn't slow down too much (matches the reverse of water rise func) - Math_SmoothStepToF(&this->lakeHyliaWaterLevel, -682.0f, 0.1f, 1.0f, 0.001f); + Math_SmoothStepToF(&this->lakeHyliaWaterLevel, -682.0f, 0.1f, 10.0f, 0.01f); play->colCtx.colHeader->waterBoxes[LHWB_GERUDO_VALLEY_RIVER_LOWER].ySurface = WATER_LEVEL_RIVER_LOWERED; play->colCtx.colHeader->waterBoxes[LHWB_GERUDO_VALLEY_RIVER_LOWER].zMin = WATER_LEVEL_RIVER_LOWER_Z - 50; play->colCtx.colHeader->waterBoxes[LHWB_MAIN_1].ySurface = yPos;