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ksys/act: Add InfoCommon Bow and Master Sword functions
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@@ -115,6 +115,42 @@ bool getWeaponCommonPoweredSharpAddSurfMaster(const al::ByamlIter& iter) {
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return InfoData::getBoolByKey(iter, "weaponCommonPoweredSharpAddSurfMaster");
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}
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const char* getBowArrowName(InfoData* data, const char* actor) {
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return data->getString(actor, "bowArrowName");
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}
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bool getBowIsLeadShot(const al::ByamlIter& iter) {
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return InfoData::getBoolByKey(iter, "bowIsLeadShot");
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}
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int getBowLeadShotNum(const al::ByamlIter& iter) {
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return InfoData::getIntByKey(iter, "bowLeadShotNum");
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}
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bool getBowIsRapidFire(const al::ByamlIter& iter) {
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return InfoData::getBoolByKey(iter, "bowIsRapidFire");
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}
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int getBowRapidFireNum(const al::ByamlIter& iter) {
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return InfoData::getIntByKey(iter, "bowRapidFireNum");
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}
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int getMasterSwordTrueFormAttackPower(InfoData* data, const char* actor) {
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return data->getInt(actor, "masterSwordTrueFormAttackPower", -1);
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}
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float getMasterSwordSearchEvilDist(InfoData* data, const char* actor) {
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return data->getFloat(actor, "masterSwordSearchEvilDist", -1.0);
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}
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const char* getMasterSwordSleepActorName(InfoData* data, const char* actor) {
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return data->getString(actor, "masterSwordSleepActorName");
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}
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const char* getMasterSwordTrueFormActorName(InfoData* data, const char* actor) {
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return data->getString(actor, "masterSwordTrueFormActorName");
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}
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const char* getArmorNextRankName(InfoData* data, const char* actor) {
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return data->getString(actor, "armorNextRankName", sead::SafeString::cEmptyString);
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}
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