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@ -2000,20 +2000,22 @@ s32 func_800C0DB4(GlobalContext* globalCtx, Vec3f* pos) {
@@ -2000,20 +2000,22 @@ s32 func_800C0DB4(GlobalContext* globalCtx, Vec3f* pos) {
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} |
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void Gameplay_PerformSave(GlobalContext* globalCtx) { |
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Gameplay_SaveSceneFlags(globalCtx); |
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gSaveContext.savedSceneNum = globalCtx->sceneNum; |
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if (gSaveContext.temporaryWeapon) { |
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gSaveContext.equips.buttonItems[0] = ITEM_NONE; |
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GET_PLAYER(globalCtx)->currentSwordItem = ITEM_NONE; |
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Inventory_ChangeEquipment(EQUIP_SWORD, PLAYER_SWORD_NONE); |
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Save_SaveFile(); |
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gSaveContext.equips.buttonItems[0] = ITEM_SWORD_KOKIRI; |
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GET_PLAYER(globalCtx)->currentSwordItem = ITEM_SWORD_KOKIRI; |
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Inventory_ChangeEquipment(EQUIP_SWORD, PLAYER_SWORD_KOKIRI); |
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} else { |
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Save_SaveFile(); |
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} |
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if (CVar_GetS32("gAutosave", 0)) { |
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Overlay_DisplayText(3.0f, "Game Saved"); |
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if (globalCtx != NULL) { |
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Gameplay_SaveSceneFlags(globalCtx); |
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gSaveContext.savedSceneNum = globalCtx->sceneNum; |
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if (gSaveContext.temporaryWeapon) { |
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gSaveContext.equips.buttonItems[0] = ITEM_NONE; |
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GET_PLAYER(globalCtx)->currentSwordItem = ITEM_NONE; |
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Inventory_ChangeEquipment(EQUIP_SWORD, PLAYER_SWORD_NONE); |
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Save_SaveFile(); |
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gSaveContext.equips.buttonItems[0] = ITEM_SWORD_KOKIRI; |
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GET_PLAYER(globalCtx)->currentSwordItem = ITEM_SWORD_KOKIRI; |
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Inventory_ChangeEquipment(EQUIP_SWORD, PLAYER_SWORD_KOKIRI); |
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} else { |
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Save_SaveFile(); |
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} |
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if (CVar_GetS32("gAutosave", 0)) { |
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Overlay_DisplayText(3.0f, "Game Saved"); |
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} |
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} |
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} |
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