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Fixes sold out items not getting overwritten by the randomized info.
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@@ -1206,7 +1206,7 @@ void EnGirlA_InitializeItemAction(EnGirlA* this, GlobalContext* globalCtx) {
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this->yRotation = 0;
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this->yRotationInit = this->actor.shape.rot.y;
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if (gSaveContext.n64ddFlag && Randomizer_GetSettingValue(RSK_SHOPSANITY)) {
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if (gSaveContext.n64ddFlag && Randomizer_GetSettingValue(RSK_SHOPSANITY) && params != SI_SOLD_OUT) {
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ShopItemIdentity shopItemIdentity = Randomizer_IdentifyShopItem(globalCtx->sceneNum, this->randoSlotIndex);
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if (shopItemIdentity.randomizerCheck != RC_UNKNOWN_CHECK) {
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if (shopItemIdentity.enGirlAShopItem == -1) {
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