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generator / basic mod structure building
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#include "flags.h"
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#include "stages.h"
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#include "tools.h"
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goldenWolfFlags getCurrentGoldenWolfFlags(u8 roomNo) {
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switch (getStageID()) {
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case Ordon_Spring:
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return {0x41, HOWLED_AT_DEATH_MOUNTAIN_STONE, GOT_SKILL_FROM_ORDON_WOLF};
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case Faron_Woods:
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return {0xFF, 0xFFFF, 0x3C10}; // Custom flag for rando
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case Kakariko_Graveyard:
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return {0x79, HOWLED_AT_SNOWPEAK_STONE, GOT_SKILL_FROM_GRAVEYARD_WOLF};
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case Outside_Castle_Town:
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if (roomNo == 8) {
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return {0x29, HOWLED_AT_UPPER_ZORAS_RIVER_STONE, GOT_SKILL_FROM_WEST_CT_WOLF};
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}
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return {0x2A, HOWLED_AT_SACRED_GROVE_OUTSIDE_STONE, GOT_SKILL_FROM_SOUTH_CT_FIELD_WOLF};
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case Castle_Town:
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return {0x32, HOWLED_AT_HIDDEN_VILLAGE_STONE, GOT_SKILL_FROM_BARRIER_WOLF};
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case Gerudo_Desert:
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return {0x32, HOWLED_AT_LAKE_HYLIA_STONE, GOT_SKILL_FROM_BULBLIN_CAMP_WOLF};
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default:
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return {0xFF, 0xFFFF, 0xFFFF};
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}
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}
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