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Arrow cycle should check for sufficient magic (#6532)
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@@ -43,11 +43,11 @@ static bool HasArrowType(PlayerItemAction itemAction) {
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case PLAYER_IA_BOW:
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return true;
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case PLAYER_IA_BOW_FIRE:
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return INV_CONTENT(ITEM_ARROW_FIRE) == ITEM_ARROW_FIRE;
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return INV_CONTENT(ITEM_ARROW_FIRE) == ITEM_ARROW_FIRE && gSaveContext.magic >= sMagicArrowCosts[0];
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case PLAYER_IA_BOW_ICE:
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return INV_CONTENT(ITEM_ARROW_ICE) == ITEM_ARROW_ICE;
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return INV_CONTENT(ITEM_ARROW_ICE) == ITEM_ARROW_ICE && gSaveContext.magic >= sMagicArrowCosts[1];
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case PLAYER_IA_BOW_LIGHT:
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return INV_CONTENT(ITEM_ARROW_LIGHT) == ITEM_ARROW_LIGHT;
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return INV_CONTENT(ITEM_ARROW_LIGHT) == ITEM_ARROW_LIGHT && gSaveContext.magic >= sMagicArrowCosts[2];
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default:
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return false;
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}
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