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Fixes potential issue with if statement.
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@ -510,8 +510,10 @@ void EnItem00_Init(Actor* thisx, GlobalContext* globalCtx) {
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}
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}
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if (!Actor_HasParent(&this->actor, globalCtx)) {
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if (!Actor_HasParent(&this->actor, globalCtx)) {
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if (!gSaveContext.n64ddFlag && getItemId != GI_NONE) {
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if (!gSaveContext.n64ddFlag) {
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if (getItemId != GI_NONE) {
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func_8002F554(&this->actor, globalCtx, getItemId);
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func_8002F554(&this->actor, globalCtx, getItemId);
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}
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} else {
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} else {
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getItem = Randomizer_GetRandomizedItem(getItemId, this->actor.id, this->ogParams, globalCtx->sceneNum);
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getItem = Randomizer_GetRandomizedItem(getItemId, this->actor.id, this->ogParams, globalCtx->sceneNum);
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GiveItemEntryFromActorWithFixedRange(&this->actor, globalCtx, getItem);
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GiveItemEntryFromActorWithFixedRange(&this->actor, globalCtx, getItem);
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