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Fixes incorrect key order in DrawSmallKeys.
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@ -12,14 +12,15 @@ extern "C" void Randomizer_DrawSmallKey(GlobalContext* globalCtx, GetItemEntry*
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s32 pad;
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s16 color_slot = getItemEntry->getItemId - RG_FOREST_TEMPLE_SMALL_KEY;
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s16 colors[8][3] = {
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s16 colors[9][3] = {
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{ 4, 195, 46 }, // Forest Temple
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{ 237, 95, 95 }, // Fire Temple
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{ 85, 180, 223 }, // Water Temple
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{ 222, 158, 47 }, // Spirit Temple
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{ 126, 16, 177 }, // Shadow Temple
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{ 221, 212, 60 }, // Gerudo Training Grounds
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{ 227, 110, 255 }, // Bottom of the Well
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{ 221, 212, 60 }, // Gerudo Training Grounds
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{ 255, 255, 255 }, // Theive's Hideout (unused)
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{ 80, 80, 80 } // Ganon's Castle
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};
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@ -4050,7 +4050,8 @@ void InitRandoItemTable() {
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ItemTableManager::Instance->AddItemEntry(MOD_RANDOMIZER, extendedVanillaGetItemTable[i].getItemId, extendedVanillaGetItemTable[i]);
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}
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for (int i = 0; i < ARRAY_COUNT(randoGetItemTable); i++) {
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if (randoGetItemTable[i].itemId >= RG_FOREST_TEMPLE_SMALL_KEY && randoGetItemTable[i].itemId <= RG_GANONS_CASTLE_SMALL_KEY) {
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if (randoGetItemTable[i].itemId >= RG_FOREST_TEMPLE_SMALL_KEY && randoGetItemTable[i].itemId <= RG_GANONS_CASTLE_SMALL_KEY
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&& randoGetItemTable[i].itemId != RG_GERUDO_FORTRESS_SMALL_KEY) {
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randoGetItemTable[i].drawFunc = (CustomDrawFunc)Randomizer_DrawSmallKey;
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} else if (randoGetItemTable[i].itemId >= RG_FOREST_TEMPLE_BOSS_KEY && randoGetItemTable[i].itemId <= RG_GANONS_CASTLE_BOSS_KEY) {
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randoGetItemTable[i].drawFunc = (CustomDrawFunc)Randomizer_DrawBossKey;
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