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Add sound effects to tunic/boot equips (#446)
* Add sound effects to tunic/boot equips * Use enums for assignable equip swaps
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@ -2779,22 +2779,24 @@ void func_80835F44(GlobalContext* globalCtx, Player* this, s32 item) {
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if (actionParam >= PLAYER_AP_BOOTS_KOKIRI) {
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u16 bootsValue = actionParam - PLAYER_AP_BOOTS_KOKIRI + 1;
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if (CUR_EQUIP_VALUE(EQUIP_BOOTS) == bootsValue) {
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Inventory_ChangeEquipment(EQUIP_BOOTS, 1);
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Inventory_ChangeEquipment(EQUIP_BOOTS, PLAYER_BOOTS_KOKIRI + 1);
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} else {
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Inventory_ChangeEquipment(EQUIP_BOOTS, bootsValue);
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}
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Player_SetEquipmentData(globalCtx, this);
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func_808328EC(this, CUR_EQUIP_VALUE(EQUIP_BOOTS) == PLAYER_BOOTS_IRON + 1 ? NA_SE_PL_WALK_HEAVYBOOTS : NA_SE_PL_CHANGE_ARMS);
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return;
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}
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if (actionParam >= PLAYER_AP_TUNIC_KOKIRI) {
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u16 tunicValue = actionParam - PLAYER_AP_TUNIC_KOKIRI + 1;
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if (CUR_EQUIP_VALUE(EQUIP_TUNIC) == tunicValue) {
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Inventory_ChangeEquipment(EQUIP_TUNIC, 1);
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Inventory_ChangeEquipment(EQUIP_TUNIC, PLAYER_TUNIC_KOKIRI + 1);
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} else {
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Inventory_ChangeEquipment(EQUIP_TUNIC, tunicValue);
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}
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Player_SetEquipmentData(globalCtx, this);
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func_808328EC(this, NA_SE_PL_CHANGE_ARMS);
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return;
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}
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