def connect_exit(world, exitname, entrancename, player):
    entrance = world.get_entrance(entrancename, player)
    exit = world.get_entrance(exitname, player)
    if (exit.connected_region is not None):
        exit.connected_region.entrances.remove(exit)
    exit.connect(entrance.parent_region, door_addresses[entrance.name][1], exit_ids[exit.name][1])
    world.spoiler.set_entrance(entrance.name, exit.name, 'exit', player)
def connect_exit(world, exitname, entrancename, player):
    entrance = world.get_entrance(entrancename, player)
    exit = world.get_entrance(exitname, player)
    if (exit.connected_region is not None):
        exit.connected_region.entrances.remove(exit)
    exit.connect(entrance.parent_region, door_addresses[entrance.name][1], exit_ids[exit.name][1])
    world.spoiler.set_entrance(entrance.name, exit.name, 'exit', player)