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Adds reset function to z_en_si (GS Token) to set getItemId to vanilla after resetting SoH. (#3925)
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@ -16,6 +16,7 @@ void EnSi_Init(Actor* thisx, PlayState* play);
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void EnSi_Destroy(Actor* thisx, PlayState* play);
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void EnSi_Destroy(Actor* thisx, PlayState* play);
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void EnSi_Update(Actor* thisx, PlayState* play);
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void EnSi_Update(Actor* thisx, PlayState* play);
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void EnSi_Draw(Actor* thisx, PlayState* play);
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void EnSi_Draw(Actor* thisx, PlayState* play);
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void EnSi_Reset();
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s32 func_80AFB748(EnSi* this, PlayState* play);
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s32 func_80AFB748(EnSi* this, PlayState* play);
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void func_80AFB768(EnSi* this, PlayState* play);
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void func_80AFB768(EnSi* this, PlayState* play);
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@ -61,7 +62,7 @@ const ActorInit En_Si_InitVars = {
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(ActorFunc)EnSi_Destroy,
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(ActorFunc)EnSi_Destroy,
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(ActorFunc)EnSi_Update,
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(ActorFunc)EnSi_Update,
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(ActorFunc)EnSi_Draw,
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(ActorFunc)EnSi_Draw,
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NULL,
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(ActorResetFunc)EnSi_Reset,
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};
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};
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void EnSi_Init(Actor* thisx, PlayState* play) {
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void EnSi_Init(Actor* thisx, PlayState* play) {
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@ -224,6 +225,11 @@ void EnSi_Draw(Actor* thisx, PlayState* play) {
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}
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}
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}
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}
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void EnSi_Reset() {
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textId = 0xB4;
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giveItemId = ITEM_SKULL_TOKEN;
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}
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void Randomizer_UpdateSkullReward(EnSi* this, PlayState* play) {
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void Randomizer_UpdateSkullReward(EnSi* this, PlayState* play) {
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Player* player = GET_PLAYER(play);
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Player* player = GET_PLAYER(play);
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