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https://github.com/HarbourMasters/Shipwright
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Quest Cleanup (#3178)
* Change most n64ddFlag checks to IS_RANDO checks * Change most isMasterQuest checks to IS_MASTER_QUEST checks * Change most isBossRush checks to IS_BOSS_RUSH checks * Replace isMasterQuest & isBossRush with questId * Replace n64ddFlag with questId Also restore authentic n64ddFlag behavior except savefile saving/loading * Move quest enum from file_choose.h to z64save.h * Update macros to not take gSaveContext
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@@ -1988,7 +1988,7 @@ s32 GiveItemEntryWithoutActor(PlayState* play, GetItemEntry getItemEntry) {
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if (!(player->stateFlags1 & 0x3C7080) && Player_GetExplosiveHeld(player) < 0) {
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if (((player->heldActor != NULL) && ((getItemEntry.getItemId > GI_NONE) && (getItemEntry.getItemId < GI_MAX)) ||
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(gSaveContext.n64ddFlag && (getItemEntry.getItemId > RG_NONE) && (getItemEntry.getItemId < RG_MAX))) ||
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(IS_RANDO && (getItemEntry.getItemId > RG_NONE) && (getItemEntry.getItemId < RG_MAX))) ||
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(!(player->stateFlags1 & 0x20000800))) {
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if ((getItemEntry.getItemId != GI_NONE)) {
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player->getItemEntry = getItemEntry;
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@@ -2024,8 +2024,8 @@ s32 GiveItemEntryFromActor(Actor* actor, PlayState* play, GetItemEntry getItemEn
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if (!(player->stateFlags1 & 0x3C7080) && Player_GetExplosiveHeld(player) < 0) {
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if ((((player->heldActor != NULL) || (actor == player->targetActor)) &&
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((!gSaveContext.n64ddFlag && ((getItemEntry.getItemId > GI_NONE) && (getItemEntry.getItemId < GI_MAX))) ||
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(gSaveContext.n64ddFlag && ((getItemEntry.getItemId > RG_NONE) && (getItemEntry.getItemId < RG_MAX))))) ||
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((!IS_RANDO && ((getItemEntry.getItemId > GI_NONE) && (getItemEntry.getItemId < GI_MAX))) ||
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(IS_RANDO && ((getItemEntry.getItemId > RG_NONE) && (getItemEntry.getItemId < RG_MAX))))) ||
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(!(player->stateFlags1 & 0x20000800))) {
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if ((actor->xzDistToPlayer < xzRange) && (fabsf(actor->yDistToPlayer) < yRange)) {
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s16 yawDiff = actor->yawTowardsPlayer - player->actor.shape.rot.y;
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@@ -2066,7 +2066,7 @@ s32 func_8002F434(Actor* actor, PlayState* play, s32 getItemId, f32 xzRange, f32
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if (!(player->stateFlags1 & 0x3C7080) && Player_GetExplosiveHeld(player) < 0) {
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if ((((player->heldActor != NULL) || (actor == player->targetActor)) &&
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((!gSaveContext.n64ddFlag && ((getItemId > GI_NONE) && (getItemId < GI_MAX))) || (gSaveContext.n64ddFlag && ((getItemId > RG_NONE) && (getItemId < RG_MAX))))) ||
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((!IS_RANDO && ((getItemId > GI_NONE) && (getItemId < GI_MAX))) || (IS_RANDO && ((getItemId > RG_NONE) && (getItemId < RG_MAX))))) ||
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(!(player->stateFlags1 & 0x20000800))) {
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if ((actor->xzDistToPlayer < xzRange) && (fabsf(actor->yDistToPlayer) < yRange)) {
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s16 yawDiff = actor->yawTowardsPlayer - player->actor.shape.rot.y;
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