mirror of
https://github.com/TwilitRealm/dusklight
synced 2026-08-20 05:16:24 -04:00
more hooks wip
This commit is contained in:
@@ -51,7 +51,7 @@ public:
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static DUSK_GAME_DATA daObjMasterSword_Attr_c const mAttr;
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static DUSK_GAME_DATA actionFunc ActionTable[];
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private:
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// private:
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/* 0x568 */ J3DModel* mpModel;
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/* 0x56C */ request_of_phase_process_class mPhase;
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/* 0x574 */ mDoExt_btkAnm mBtk;
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@@ -14,12 +14,16 @@
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#include "d/actor/d_a_alink.h"
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#include "d/actor/d_a_b_bq.h"
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#include "d/actor/d_a_door_shutter.h"
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#include "d/actor/d_a_e_md.h"
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#include "d/actor/d_a_e_mk.h"
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#include "d/actor/d_a_kytag08.h"
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#include "d/actor/d_a_npc4.h"
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#include "d/actor/d_a_npc_bans.h"
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#include "d/actor/d_a_tag_kmsg.h"
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#include "d/actor/d_a_npc_fairy.h"
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#include "d/actor/d_a_obj_master_sword.h"
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#include "d/actor/d_a_npc_shad.h"
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#include "d/actor/d_a_npc_yelia.h"
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#include "d/actor/d_a_npc_ykm.h"
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#include "d/actor/d_a_npc_ykw.h"
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#include "d/d_door_param2.h"
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@@ -29,6 +33,7 @@
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#include "d/d_msg_object.h"
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#include "d/d_save.h"
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#include "d/d_shop_system.h"
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#include "c/c_damagereaction.h"
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DEFINE_HOOK(&dFile_select_c::selectDataNameMove, dFile_select_c__selectDataNameMove);
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DEFINE_HOOK(&dFile_select_c::dataSelect, dFile_select_c__dataSelect);
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@@ -96,9 +101,20 @@ DEFINE_HOOK(&daNpc_Bans_c::isDelete, daNpc_Bans_c__isDelete);
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DEFINE_HOOK(&daNpc_Fairy_c::AppearDemoCall, daNpc_Fairy_c__AppearDemoCall);
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DEFINE_HOOK(&daNpcShad_c::Create, daNpcShad_c__Create);
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DEFINE_HOOK(&daNpcShad_c::wait_type1, daNpcShad_c__wait_type1);
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DEFINE_HOOK(&daNpc_Yelia_c::cutTakeWoodStatue, daNpc_Yelia_c__cutTakeWoodStatue);
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DEFINE_HOOK(&dSv_player_item_c::setWarashibeItem, dSv_player_item_c__setWarashibeItem);
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DEFINE_HOOK(&daNpc_ykM_c::isDelete, daNpc_ykM_c__isDelete);
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DEFINE_HOOK(&daNpc_ykW_c::isDelete, daNpc_ykW_c__isDelete);
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DEFINE_HOOK_SYMBOL("daE_MD_Create", int(fopAc_ac_c*), daE_MD_c__create);
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DEFINE_HOOK(&daObjMasterSword_c::executeWait, daObjMasterSword_c__executeWait);
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DEFINE_HOOK_SYMBOL("daObjMasterSword_Execute", int(daObjMasterSword_c*), daObjMasterSword_c__execute);
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namespace randomizer::ui {
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dialogSelectModeState g_dialogSelectModeState = SelectReady;
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}
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@@ -1452,6 +1468,25 @@ HookAction hookPreNpcTChkEvtBit(ModContext*, void* args, void* retval, void*) {
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HookAction hookPreNpcFChkEvtBit(ModContext*, void* args, void* retval, void*) {
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u32 i_no = mods::arg<u32>(args, 0);
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// shad handling
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if (std::strcmp(dComIfGp_getStartStageName(), "R_SP209") == 0) {
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switch (i_no) {
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case 0x10B:
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// spawn even if vanilla city requirements aren't met
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*static_cast<BOOL*>(retval) = TRUE;
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return HOOK_SKIP_ORIGINAL;
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case 0x12E:
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case 0x12F:
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// skip vanilla cannon spawn failure and move checks
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*static_cast<BOOL*>(retval) = FALSE;
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return HOOK_SKIP_ORIGINAL;
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case 0x311:
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// despawn after custom flag is set
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*static_cast<BOOL*>(retval) = dComIfGs_isEventBit(dSv_event_flag_c::saveBitLabels[0x333]);
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return HOOK_SKIP_ORIGINAL;
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}
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}
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switch (i_no) {
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case 0x169: // Checking if Raised Mirror in Mirror Chamber
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// Only let Auru despawn in randomizer if we already collected his item
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@@ -1521,6 +1556,144 @@ void hookPostYkWIsDelete(ModContext*, void* args, void* retval, void*) {
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}
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}
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u8 hookNpcShadWaitType1_patchItemNo = dItemNo_NONE_e;
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bool hookNpcShadWaitType1_isPatchItemNo = false;
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HookAction hookPreNpcShadWaitType1(ModContext*, void* args, void* retval, void*) {
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dEvt_control_c* event = dComIfGp_getEvent();
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hookNpcShadWaitType1_isPatchItemNo = false;
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if (event->mPreItemNo >= dItemNo_Randomizer_ANCIENT_DOCUMENT_e) {
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// backup original item no so we can restore it in post hook
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hookNpcShadWaitType1_patchItemNo = event->mPreItemNo;
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// force item no so that the dominion rod check is forced regardless
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// of which skybook you have
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event->mPreItemNo = dItemNo_Randomizer_ANCIENT_DOCUMENT_e;
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hookNpcShadWaitType1_isPatchItemNo = true;
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}
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return HOOK_CONTINUE;
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}
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void hookPostNpcShadWaitType1(ModContext*, void* args, void* retval, void*) {
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if (hookNpcShadWaitType1_isPatchItemNo) {
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dComIfGp_getEvent()->mPreItemNo = hookNpcShadWaitType1_patchItemNo;
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hookNpcShadWaitType1_isPatchItemNo = false;
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}
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}
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// kinda ugly way to handle the wood statue. using a flag here to tell when its the right time
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// to be overriding the setWarashibeItem call with offWarashibeItem instead. maybe look into
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// a better solution later
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bool hookYeliaTakeWoodStatue_isOffWarashibeItem = false;
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HookAction hookPreNpcYeliaCutTakeWoodStatue(ModContext*, void* args, void*, void*) {
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hookYeliaTakeWoodStatue_isOffWarashibeItem = false;
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auto* i_this = mods::arg<daNpc_Yelia_c*>(args, 0);
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const int i_staffId = mods::arg<int>(args, 1);
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const int yeliaStaffId = dComIfGp_evmng_getMyStaffId("Yelia", i_this, -1);
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if (i_staffId != yeliaStaffId || !dComIfGp_getEventManager().getIsAddvance(i_staffId)) {
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return HOOK_CONTINUE;
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}
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int* prm = dComIfGp_evmng_getMyIntegerP(i_staffId, "prm");
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if (prm != nullptr && *prm == 99) {
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hookYeliaTakeWoodStatue_isOffWarashibeItem = true;
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}
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return HOOK_CONTINUE;
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}
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void hookPostNpcYeliaCutTakeWoodStatue(ModContext*, void*, void*, void*) {
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hookYeliaTakeWoodStatue_isOffWarashibeItem = false;
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}
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HookAction hookPreSetWarashibeItem(ModContext*, void* args, void*, void*) {
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if (!hookYeliaTakeWoodStatue_isOffWarashibeItem) {
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return HOOK_CONTINUE;
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}
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const u8 itemNo = mods::arg<u8>(args, 1);
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if (itemNo == dItemNo_NONE_e) {
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offWarashibeItem(dItemNo_Randomizer_WOOD_STATUE_e);
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return HOOK_SKIP_ORIGINAL;
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}
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return HOOK_CONTINUE;
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}
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// kinda hacky, force the SkipInfo check to always fail so that the armor always gets created,
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// then restore the original SkipInfo afterward. needed to make the ball and chain check respawn
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// if the player leaves the room without grabbing it
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daE_MD_c* hookEMdCreate_skipActor = nullptr;
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u8 hookEMdCreate_prevSkipInfo = 0;
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HookAction hookPreEMdCreate(ModContext*, void* args, void*, void*) {
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auto* i_this = mods::arg<daE_MD_c*>(args, 0);
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if (cDmr_SkipInfo == 0 || i_this->current.pos.z <= -1500.0f) {
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return HOOK_CONTINUE;
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}
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hookEMdCreate_skipActor = i_this;
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hookEMdCreate_prevSkipInfo = cDmr_SkipInfo;
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cDmr_SkipInfo = 0;
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return HOOK_CONTINUE;
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}
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void hookPostEMdCreate(ModContext*, void* args, void*, void*) {
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auto* i_this = mods::arg<daE_MD_c*>(args, 0);
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if (hookEMdCreate_skipActor != i_this) {
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return;
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}
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cDmr_SkipInfo = hookEMdCreate_prevSkipInfo;
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hookEMdCreate_skipActor = nullptr;
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hookEMdCreate_prevSkipInfo = 0;
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}
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// functions are simple enough that replacing isn't too bad
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// todo: item service needs to be properly hooked up to this check i think instead of
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// using "randomizer_getItemAtLocation"
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void hookReplaceMasterSwordExecuteWait(ModContext*, void* args, void*, void*) {
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auto* i_this = mods::arg<daObjMasterSword_c*>(args, 0);
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if (daPy_getPlayerActorClass()->checkPriActorOwn(i_this)) {
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for (int i = 0; i < dComIfGp_getAttention()->GetActionCount(); i++) {
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if (dComIfGp_getAttention()->ActionTarget(i) == i_this) {
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if (dComIfGp_getAttention()->getActionBtnB() != NULL &&
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dComIfGp_getAttention()->getActionBtnB()->mType == fopAc_attn_CARRY_e)
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{
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dComIfGp_setDoStatusForce(8, 0);
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}
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}
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}
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}
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if (fopAcM_checkCarryNow(i_this)) {
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u8 itemToGive = randomizer_getItemAtLocation("Sacred Grove Pedestal Master Sword");
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g_randomizerState.addItemToEventQueue(itemToGive);
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itemToGive = randomizer_getItemAtLocation("Sacred Grove Pedestal Shadow Crystal");
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g_randomizerState.addItemToEventQueue(itemToGive);
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dComIfGs_onTmpBit(0x820);
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dComIfGs_onEventBit(0x2120);
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}
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}
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HookAction hookPreMasterSwordExecute(ModContext*, void* args, void* retval, void*) {
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auto* i_this = mods::arg<daObjMasterSword_c*>(args, 0);
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if (dComIfGs_isTmpBit(dSv_event_tmp_flag_c::tempBitLabels[73])) {
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// Don't automatically give the master sword in randomizer
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fopAcM_delete(i_this);
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*static_cast<int*>(retval) = 1;
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return HOOK_SKIP_ORIGINAL;
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}
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return HOOK_CONTINUE;
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}
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}
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ModResult initialize() {
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@@ -1536,6 +1709,12 @@ ModResult initialize() {
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return MOD_ERROR; \
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}
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#define ADD_HOOK_REPLACE(originalFn, hookFn) \
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if (mods::hook::replace<originalFn>(hookFn) != MOD_OK) { \
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mods::log::error("Failed to add replace-hook for " #originalFn); \
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return MOD_ERROR; \
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}
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ADD_HOOK_PRE(dFile_select_c__selectDataNameMove, hookPreSelectDataNameMove);
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ADD_HOOK_PRE(dFile_select_c__dataSelect, hookPreDataSelect);
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@@ -1599,9 +1778,22 @@ ModResult initialize() {
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ADD_HOOK_POST(daNpc_Fairy_c__AppearDemoCall, hookPostFairyAppearDemoCall);
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ADD_HOOK_PRE(daNpcShad_c__wait_type1, hookPreNpcShadWaitType1);
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ADD_HOOK_POST(daNpcShad_c__wait_type1, hookPostNpcShadWaitType1);
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ADD_HOOK_PRE(daNpc_Yelia_c__cutTakeWoodStatue, hookPreNpcYeliaCutTakeWoodStatue);
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ADD_HOOK_POST(daNpc_Yelia_c__cutTakeWoodStatue, hookPostNpcYeliaCutTakeWoodStatue);
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ADD_HOOK_PRE(dSv_player_item_c__setWarashibeItem, hookPreSetWarashibeItem);
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ADD_HOOK_POST(daNpc_ykM_c__isDelete, hookPostYkMIsDelete);
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ADD_HOOK_POST(daNpc_ykW_c__isDelete, hookPostYkWIsDelete);
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ADD_HOOK_PRE(daE_MD_c__create, hookPreEMdCreate);
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ADD_HOOK_POST(daE_MD_c__create, hookPostEMdCreate);
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ADD_HOOK_REPLACE(daObjMasterSword_c__executeWait, hookReplaceMasterSwordExecuteWait);
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ADD_HOOK_PRE(daObjMasterSword_c__execute, hookPreMasterSwordExecute);
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return MOD_OK;
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}
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@@ -1669,9 +1861,20 @@ ModResult uninstall() {
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mods::hook::uninstall<daNpc_Fairy_c__AppearDemoCall>(svc_hook);
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mods::hook::uninstall<daNpcShad_c__Create>(svc_hook);
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mods::hook::uninstall<daNpcShad_c__wait_type1>(svc_hook);
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mods::hook::uninstall<daNpc_Yelia_c__cutTakeWoodStatue>(svc_hook);
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mods::hook::uninstall<dSv_player_item_c__setWarashibeItem>(svc_hook);
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mods::hook::uninstall<daNpc_ykM_c__isDelete>(svc_hook);
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mods::hook::uninstall<daNpc_ykW_c__isDelete>(svc_hook);
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mods::hook::uninstall<daE_MD_c__create>(svc_hook);
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mods::hook::uninstall<daObjMasterSword_c__executeWait>(svc_hook);
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mods::hook::uninstall<daObjMasterSword_c__execute>(svc_hook);
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return MOD_OK;
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}
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}
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}
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