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Fixed all possible ice trap scenarios
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@@ -1981,6 +1981,9 @@ s32 GiveItemWithoutActor(GlobalContext* globalCtx, s32 getItemId) {
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player->getItemId = getItemId;
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player->interactRangeActor = &player->actor;
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player->getItemDirection = player->actor.shape.rot.y;
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if (player->stateFlags1 & (PLAYER_STATE1_26)) {
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player->iceTrapped = 0;
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}
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return true;
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}
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}
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