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ovl_En_GirlA OK and documented (#182)
* EnGirlA Matches * Convert func to boolean * Cleanup * missed a little cleanup * Update with new MACRO * revert z_en_item00.c macro, and add one more macro * Documented * Format macros.h * Fix VTX format * rename isBought to isOutOfStock * PR suggestions * Document a bug * PR comments
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@@ -816,16 +816,14 @@ s16 func_800A7650(s16 dropId) {
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s16 healthCapacity;
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if ((((dropId == ITEM00_BOMBS_A) || (dropId == ITEM00_BOMBS_0) || (dropId == ITEM00_BOMBS_B)) &&
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(gSaveContext.inventory.items[gItemSlots[6]] == 0xFF)) ||
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(INV_CONTENT(ITEM_BOMB) == ITEM_NONE)) ||
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(((dropId == ITEM00_ARROWS_10) || (dropId == ITEM00_ARROWS_30) || (dropId == ITEM00_ARROWS_40) ||
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(dropId == ITEM00_ARROWS_50)) &&
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(gSaveContext.inventory.items[gItemSlots[1]] == 0xFF)) ||
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(INV_CONTENT(ITEM_BOW) == ITEM_NONE)) ||
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(((dropId == ITEM00_MAGIC_LARGE) || (dropId == ITEM00_MAGIC_SMALL)) && (gSaveContext.magicLevel == 0))) {
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return ITEM00_NO_DROP;
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}
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;
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if (dropId == ITEM00_HEART) {
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healthCapacity = gSaveContext.healthCapacity;
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if (healthCapacity == gSaveContext.health) {
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@@ -1125,11 +1123,11 @@ void Item_DropCollectibleRandom(GlobalContext* globalCtx, Actor* fromActor, Vec3
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params = 0xD0;
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dropId = ITEM00_MAGIC_LARGE;
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dropQuantity = 1;
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} else if (gSaveContext.inventory.ammo[gItemSlots[1]] < 6) {
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} else if (AMMO(ITEM_BOW) < 6) {
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params = 0xA0;
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dropId = ITEM00_ARROWS_30;
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dropQuantity = 1;
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} else if (gSaveContext.inventory.ammo[gItemSlots[6]] < 6) {
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} else if (AMMO(ITEM_BOMB) < 6) {
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params = 0xB0;
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dropId = ITEM00_BOMBS_A;
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dropQuantity = 1;
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