Arrow cycle should check for sufficient magic (#6532)

This commit is contained in:
Chris
2026-04-19 11:04:13 -04:00
committed by GitHub
parent 39dcc0a73c
commit 3be7eff02c
+3 -3
View File
@@ -43,11 +43,11 @@ static bool HasArrowType(PlayerItemAction itemAction) {
case PLAYER_IA_BOW:
return true;
case PLAYER_IA_BOW_FIRE:
return INV_CONTENT(ITEM_ARROW_FIRE) == ITEM_ARROW_FIRE;
return INV_CONTENT(ITEM_ARROW_FIRE) == ITEM_ARROW_FIRE && gSaveContext.magic >= sMagicArrowCosts[0];
case PLAYER_IA_BOW_ICE:
return INV_CONTENT(ITEM_ARROW_ICE) == ITEM_ARROW_ICE;
return INV_CONTENT(ITEM_ARROW_ICE) == ITEM_ARROW_ICE && gSaveContext.magic >= sMagicArrowCosts[1];
case PLAYER_IA_BOW_LIGHT:
return INV_CONTENT(ITEM_ARROW_LIGHT) == ITEM_ARROW_LIGHT;
return INV_CONTENT(ITEM_ARROW_LIGHT) == ITEM_ARROW_LIGHT && gSaveContext.magic >= sMagicArrowCosts[2];
default:
return false;
}