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Rando - Fix ice traps & get item logic (#2210)
* Fix ice traps & get item logic * Fix shop keepers & more draw logic cleanup
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@@ -78,6 +78,9 @@
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static CollisionPoly* sCurCeilingPoly;
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static s32 sCurCeilingBgId;
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// Used for animating the ice trap on the "Get Item" model.
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f32 iceTrapScale;
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void ActorShape_Init(ActorShape* shape, f32 yOffset, ActorShadowFunc shadowDraw, f32 shadowScale) {
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shape->yOffset = yOffset;
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shape->shadowDraw = shadowDraw;
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@@ -2030,6 +2033,7 @@ s32 GiveItemEntryFromActor(Actor* actor, PlayState* play, GetItemEntry getItemEn
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s32 absYawDiff = ABS(yawDiff);
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if ((getItemEntry.getItemId != GI_NONE) || (player->getItemDirection < absYawDiff)) {
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iceTrapScale = 0.0f;
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player->getItemEntry = getItemEntry;
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player->getItemId = getItemEntry.getItemId;
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player->interactRangeActor = actor;
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