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add kak gate check for mask select
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2af572aa30
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@ -355,12 +355,15 @@ void KaleidoScope_DrawItemSelect(GlobalContext* globalCtx) {
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if ((pauseCtx->debugState == 0) && (pauseCtx->state == 6) && (pauseCtx->unk_1E4 == 0)) {
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if ((pauseCtx->debugState == 0) && (pauseCtx->state == 6) && (pauseCtx->unk_1E4 == 0)) {
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// only allow mask select when:
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// only allow mask select when:
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// the shop is open (zelda's letter check): gSaveContext.eventChkInf[4] & 1
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// the shop is open:
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// * zelda's letter check: gSaveContext.eventChkInf[4] & 1
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// * kak gate check: gSaveContext.infTable[7] & 0x40
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// and the mask quest is complete: gSaveContext.eventChkInf[8] & 0x8000
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// and the mask quest is complete: gSaveContext.eventChkInf[8] & 0x8000
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if (CVar_GetS32("gMaskSelect", 0) &&
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if (CVar_GetS32("gMaskSelect", 0) &&
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(gSaveContext.eventChkInf[8] & 0x8000) &&
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(gSaveContext.eventChkInf[8] & 0x8000) &&
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cursorSlot == SLOT_TRADE_CHILD && CHECK_BTN_ALL(input->press.button, BTN_A) &&
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cursorSlot == SLOT_TRADE_CHILD && CHECK_BTN_ALL(input->press.button, BTN_A) &&
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(gSaveContext.eventChkInf[4] & 1)) {
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(gSaveContext.eventChkInf[4] & 1) &&
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(gSaveContext.infTable[7] & 0x40)) {
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Audio_PlaySoundGeneral(NA_SE_SY_DECIDE, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
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Audio_PlaySoundGeneral(NA_SE_SY_DECIDE, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
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gSelectingMask = !gSelectingMask;
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gSelectingMask = !gSelectingMask;
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}
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}
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