mirror of
https://github.com/HarbourMasters/Shipwright
synced 2026-09-09 04:30:06 -04:00
25eb09180d
1. simplify UI, flashing buttons are unnecessary 2. change arrow without drawing a new arrow
210 lines
7.0 KiB
C++
210 lines
7.0 KiB
C++
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
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#include "soh/ShipInit.hpp"
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extern "C" {
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#include "macros.h"
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#include "variables.h"
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#include "functions.h"
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#include "overlays/actors/ovl_En_Arrow/z_en_arrow.h"
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s32 func_808351D4(Player* thisx, PlayState* play); // Arrow nocked
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void EnArrow_Init(Actor* thisx, PlayState* play);
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extern PlayState* gPlayState;
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}
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#define CVAR_ARROW_CYCLE_NAME CVAR_ENHANCEMENT("BowArrowCycle")
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#define CVAR_ARROW_CYCLE_DEFAULT 0
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#define CVAR_ARROW_CYCLE_VALUE CVarGetInteger(CVAR_ARROW_CYCLE_NAME, CVAR_ARROW_CYCLE_DEFAULT)
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static const s16 sMagicArrowCosts[] = { 4, 4, 8 };
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static const PlayerItemAction sArrowCycleOrder[] = {
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PLAYER_IA_BOW,
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PLAYER_IA_BOW_FIRE,
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PLAYER_IA_BOW_ICE,
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PLAYER_IA_BOW_LIGHT,
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};
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static bool IsHoldingBow(Player* player) {
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return player->heldItemAction >= PLAYER_IA_BOW && player->heldItemAction <= PLAYER_IA_BOW_LIGHT;
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}
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static bool IsHoldingMagicBow(Player* player) {
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return player->heldItemAction >= PLAYER_IA_BOW_FIRE && player->heldItemAction <= PLAYER_IA_BOW_LIGHT;
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}
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static bool IsAimingBow(Player* player) {
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return IsHoldingBow(player) && ((player->unk_6AD == 2) || (player->upperActionFunc == func_808351D4));
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}
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static bool HasArrowType(PlayerItemAction itemAction) {
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switch (itemAction) {
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case PLAYER_IA_BOW:
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return true;
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case PLAYER_IA_BOW_FIRE:
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return INV_CONTENT(ITEM_ARROW_FIRE) == ITEM_ARROW_FIRE;
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case PLAYER_IA_BOW_ICE:
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return INV_CONTENT(ITEM_ARROW_ICE) == ITEM_ARROW_ICE;
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case PLAYER_IA_BOW_LIGHT:
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return INV_CONTENT(ITEM_ARROW_LIGHT) == ITEM_ARROW_LIGHT;
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default:
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return false;
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}
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}
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static s32 GetBowItemForArrow(PlayerItemAction itemAction) {
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switch (itemAction) {
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case PLAYER_IA_BOW_FIRE:
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return ITEM_BOW_ARROW_FIRE;
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case PLAYER_IA_BOW_ICE:
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return ITEM_BOW_ARROW_ICE;
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case PLAYER_IA_BOW_LIGHT:
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return ITEM_BOW_ARROW_LIGHT;
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default:
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return ITEM_BOW;
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}
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}
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static ArrowType GetArrowTypeForArrow(s8 itemAction) {
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switch (itemAction) {
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case PLAYER_IA_BOW_FIRE:
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return ARROW_FIRE;
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case PLAYER_IA_BOW_ICE:
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return ARROW_ICE;
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case PLAYER_IA_BOW_LIGHT:
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return ARROW_LIGHT;
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default:
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return ARROW_NORMAL;
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}
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}
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static bool CanCycleArrows() {
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Player* player = GET_PLAYER(gPlayState);
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return LINK_IS_ADULT && !gSaveContext.minigameState && gPlayState->sceneNum != SCENE_SHOOTING_GALLERY &&
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!(player->stateFlags1 & PLAYER_STATE1_ON_HORSE) && player->rideActor == NULL &&
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INV_CONTENT(SLOT_BOW) == ITEM_BOW &&
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(INV_CONTENT(ITEM_ARROW_FIRE) == ITEM_ARROW_FIRE || INV_CONTENT(ITEM_ARROW_ICE) == ITEM_ARROW_ICE ||
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INV_CONTENT(ITEM_ARROW_LIGHT) == ITEM_ARROW_LIGHT);
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}
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static s8 GetNextArrowType(s8 currentArrowType) {
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int currentIndex = 0;
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for (int i = 0; i < (int)ARRAY_COUNT(sArrowCycleOrder); i++) {
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if (sArrowCycleOrder[i] == currentArrowType) {
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currentIndex = i;
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break;
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}
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}
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for (int offset = 1; offset <= (int)ARRAY_COUNT(sArrowCycleOrder); offset++) {
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int nextIndex = (currentIndex + offset) % ARRAY_COUNT(sArrowCycleOrder);
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if (HasArrowType(sArrowCycleOrder[nextIndex])) {
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return sArrowCycleOrder[nextIndex];
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}
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}
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return PLAYER_IA_BOW;
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}
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static void UpdateButtonAlpha(s16 flashAlpha, bool isButtonBow, u16* buttonAlpha) {
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if (isButtonBow) {
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*buttonAlpha = flashAlpha;
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}
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}
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static void UpdateEquippedBow(PlayState* play, s8 arrowType) {
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s32 bowItem = GetBowItemForArrow((PlayerItemAction)arrowType);
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bool dpadEnabled = CVarGetInteger(CVAR_ENHANCEMENT("DpadEquips"), 0);
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s32 maxButton = dpadEnabled ? 7 : 3;
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for (s32 i = 1; i <= maxButton; i++) {
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if ((gSaveContext.equips.buttonItems[i] == ITEM_BOW) ||
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(gSaveContext.equips.buttonItems[i] >= ITEM_BOW_ARROW_FIRE &&
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gSaveContext.equips.buttonItems[i] <= ITEM_BOW_ARROW_LIGHT)) {
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gSaveContext.equips.buttonItems[i] = bowItem;
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gSaveContext.equips.cButtonSlots[i - 1] = SLOT_BOW;
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if (i <= 3) {
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Interface_LoadItemIcon1(play, i);
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}
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gSaveContext.buttonStatus[i] = BTN_ENABLED;
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}
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}
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}
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bool ArrowCycleMain() {
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if (gPlayState == nullptr || !CanCycleArrows()) {
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return false;
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}
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Player* player = GET_PLAYER(gPlayState);
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if (player->heldActor != NULL && player->heldActor->id == ACTOR_EN_ARROW) {
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if (IsHoldingMagicBow(player) && gSaveContext.magicState != MAGIC_STATE_IDLE && player->heldActor == NULL) {
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Audio_PlaySoundGeneral(NA_SE_SY_ERROR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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return true;
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}
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// reset magic state to IDLE before cycling to prevent error sound
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gSaveContext.magicState = MAGIC_STATE_IDLE;
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s8 nextArrow = GetNextArrowType(player->heldItemAction);
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player->heldItemAction = nextArrow;
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player->itemAction = nextArrow;
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Actor* arrow = player->heldActor;
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if (arrow->child != NULL) {
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Actor_Kill(arrow->child);
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arrow->child = NULL;
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}
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arrow->params = GetArrowTypeForArrow(nextArrow);
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EnArrow_Init(arrow, gPlayState);
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UpdateEquippedBow(gPlayState, nextArrow);
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return true;
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}
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return false;
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}
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void RegisterArrowCycle() {
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// suppress shield input when R is held while aiming to allow arrow cycling
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COND_VB_SHOULD(VB_EXECUTE_PLAYER_ACTION_FUNC, CVAR_ARROW_CYCLE_VALUE, {
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Player* player = (Player*)va_arg(args, void*);
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Input* input = (Input*)va_arg(args, void*);
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if (IsAimingBow(player) && CHECK_BTN_ANY(input->press.button, BTN_R)) {
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if (ArrowCycleMain()) {
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input->cur.button &= ~BTN_R;
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input->press.button &= ~BTN_R;
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}
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}
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});
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// don't consume magic on draw, but check if we have enough to fire
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COND_VB_SHOULD(VB_PLAYER_ARROW_MAGIC_CONSUMPTION, CVAR_ARROW_CYCLE_VALUE, {
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Player* player = va_arg(args, Player*);
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int32_t magicArrowType = va_arg(args, int32_t);
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int32_t* arrowType = va_arg(args, int32_t*);
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if (gSaveContext.magic < sMagicArrowCosts[magicArrowType]) {
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*arrowType = ARROW_NORMAL;
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} else {
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*should = false;
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}
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});
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COND_VB_SHOULD(VB_EN_ARROW_MAGIC_CONSUMPTION, CVAR_ARROW_CYCLE_VALUE, {
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EnArrow* arrow = va_arg(args, EnArrow*);
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if (arrow->actor.params < ARROW_FIRE || arrow->actor.params > ARROW_LIGHT) {
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return;
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}
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int32_t magicArrowType = arrow->actor.params - ARROW_FIRE;
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Magic_RequestChange(gPlayState, sMagicArrowCosts[magicArrowType], MAGIC_CONSUME_NOW);
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});
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}
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static RegisterShipInitFunc initFunc(RegisterArrowCycle, { CVAR_ARROW_CYCLE_NAME });
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