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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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@@ -73,8 +73,8 @@ void func_8006D0EC(PlayState* play, Player* player) {
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, -25.0f, 0.0f, -1600.0f, 0, -0x4000, 0, 1, true);
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assert(horseActor != NULL);
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} else if ((play->sceneNum == gSaveContext.horseData.scene) &&
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(((Flags_GetEventChkInf(EVENTCHKINF_EPONA_OBTAINED) != 0) && (!gSaveContext.n64ddFlag ||
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(gSaveContext.n64ddFlag && CHECK_QUEST_ITEM(QUEST_SONG_EPONA) &&
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(((Flags_GetEventChkInf(EVENTCHKINF_EPONA_OBTAINED) != 0) && (!IS_RANDO ||
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(IS_RANDO && CHECK_QUEST_ITEM(QUEST_SONG_EPONA) &&
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(INV_CONTENT(ITEM_OCARINA_FAIRY) != ITEM_NONE)))) || DREG(1) != 0)) {
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// "Set by existence of horse %d %d %d"
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osSyncPrintf("馬存在によるセット %d %d %d\n", gSaveContext.horseData.scene, Flags_GetEventChkInf(EVENTCHKINF_EPONA_OBTAINED),
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