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https://github.com/HarbourMasters/Shipwright
synced 2026-06-02 02:09:57 -04:00
Fixes LACS/Prelude situation... again.
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@@ -1959,7 +1959,8 @@ s32 GiveItemWithoutActor(GlobalContext* globalCtx, s32 getItemId) {
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Player* player = GET_PLAYER(globalCtx);
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if (!(player->stateFlags1 & 0x3C7080) && Player_GetExplosiveHeld(player) < 0) {
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if (((player->heldActor != NULL) && (getItemId > GI_NONE) && (getItemId < GI_MAX)) ||
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if (((player->heldActor != NULL) && ((getItemId > GI_NONE) && (getItemId < GI_MAX)) ||
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(gSaveContext.n64ddFlag && (getItemId > RG_NONE) && (getItemId < RG_MAX))) ||
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(!(player->stateFlags1 & 0x20000800))) {
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if ((getItemId != GI_NONE)) {
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player->getItemId = getItemId;
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@@ -243,11 +243,11 @@ void GivePlayerRandoRewardZeldaLightArrowsGift(GlobalContext* globalCtx, Randomi
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!Flags_GetTreasure(globalCtx, 0x1E) && player != NULL && !Player_InBlockingCsMode(globalCtx, player) &&
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globalCtx->sceneLoadFlag == 0) {
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GetItemEntry getItem = Randomizer_GetItemFromKnownCheck(check, GI_ARROW_LIGHT);
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GetItemID getItemId = Randomizer_GetItemIdFromKnownCheck(check, GI_ARROW_LIGHT);
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GiveItemWithoutActor(globalCtx, getItemId);
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player->getItemEntry = getItem;
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player->pendingFlag.flagID = 0x1E;
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player->pendingFlag.flagType = FLAG_SCENE_TREASURE;
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if (player->pendingFlag.flagType == FLAG_NONE && GiveItemWithoutActor(globalCtx, getItem.getItemId)) {
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player->getItemEntry = getItem;
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player->pendingFlag.flagID = 0x1E;
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player->pendingFlag.flagType = FLAG_SCENE_TREASURE;
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}
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}
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}
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