badly fix carpet salesman
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bd463be256
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0be06073c4
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@ -2627,8 +2627,9 @@ extern "C" int CustomMessage_RetrieveIfExists(PlayState* play) {
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else if (textId == TEXT_CARPET_SALESMAN_1 && !Flags_GetRandomizerInf(RAND_INF_MERCHANTS_CARPET_SALESMAN) && Randomizer_GetSettingValue(RSK_SHUFFLE_MERCHANTS) != RO_SHUFFLE_MERCHANTS_OFF){
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messageEntry = ctx->GetHint(RH_CARPET_SALESMAN)->GetHintMessage(MF_AUTO_FORMAT);
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}
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else if (textId == TEXT_CARPET_SALESMAN_2 && !ctx->GetItemLocation(RC_WASTELAND_BOMBCHU_SALESMAN)->HasObtained() && Randomizer_GetSettingValue(RSK_SHUFFLE_MERCHANTS) != RO_SHUFFLE_MERCHANTS_OFF){
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messageEntry = CustomMessageManager::Instance->RetrieveMessage(Randomizer::merchantMessageTableID, textId);//KNOWN BUG does not play due to I assume a change in when RAND_INF_MERCHANTS_CARPET_SALESMAN gets set.
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else if (textId == TEXT_CARPET_SALESMAN_2 && !Flags_GetRandomizerInf(RAND_INF_MERCHANTS_CARPET_SALESMAN) && Randomizer_GetSettingValue(RSK_SHUFFLE_MERCHANTS) != RO_SHUFFLE_MERCHANTS_OFF){
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messageEntry = CustomMessageManager::Instance->RetrieveMessage(Randomizer::merchantMessageTableID, textId);
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Flags_SetRandomizerInf(RAND_INF_MERCHANTS_CARPET_SALESMAN);//set here so we can actually check if the text is run, not a good solution
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} else if (textId == TEXT_SKULLTULA_PEOPLE_IM_CURSED) {
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actorParams = GET_PLAYER(play)->targetActor->params;
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if (actorParams == 1 && ctx->GetOption(RSK_KAK_10_SKULLS_HINT)){
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@ -131,7 +131,8 @@ void func_80A89160(EnJs* this, PlayState* play) {
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if (Actor_HasParent(&this->actor, play) || !GameInteractor_Should(VB_GIVE_ITEM_FROM_CARPET_SALESMAN, true, this)) {
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this->actor.parent = NULL;
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En_Js_SetupAction(this, func_80A8910C);
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Flags_SetRandomizerInf(RAND_INF_MERCHANTS_CARPET_SALESMAN);
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// Moved into the text handling to patch a text bug, not a great solution though
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// Flags_SetRandomizerInf(RAND_INF_MERCHANTS_CARPET_SALESMAN);
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} else {
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GetItemEntry itemEntry = ItemTable_Retrieve(GI_BOMBCHUS_10);
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gSaveContext.pendingSale = itemEntry.itemId;
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