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Should fix Skulltula Ice Traps.
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@ -6118,7 +6118,7 @@ s32 func_8083E5A8(Player* this, GlobalContext* globalCtx) {
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iREG(67) = false;
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if (gSaveContext.n64ddFlag && this->getItemId == RG_ICE_TRAP) {
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if (gSaveContext.n64ddFlag && giEntry.getItemId == RG_ICE_TRAP) {
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this->stateFlags1 &= ~(PLAYER_STATE1_10 | PLAYER_STATE1_11);
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this->actor.colChkInfo.damage = 0;
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func_80837C0C(globalCtx, this, 3, 0.0f, 0.0f, 0, 20);
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@ -12787,11 +12787,11 @@ void func_8084E6D4(Player* this, GlobalContext* globalCtx) {
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func_80832DBC(this);
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if ((this->getItemId == GI_ICE_TRAP && !gSaveContext.n64ddFlag) ||
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(gSaveContext.n64ddFlag && this->getItemId == RG_ICE_TRAP)) {
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(gSaveContext.n64ddFlag && (this->getItemId == RG_ICE_TRAP || this->getItemEntry.getItemId == RG_ICE_TRAP))) {
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this->stateFlags1 &= ~(PLAYER_STATE1_10 | PLAYER_STATE1_11);
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if ((this->getItemId != GI_ICE_TRAP && !gSaveContext.n64ddFlag) ||
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(gSaveContext.n64ddFlag && this->getItemId != RG_ICE_TRAP)) {
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(gSaveContext.n64ddFlag && (this->getItemId != RG_ICE_TRAP || this->getItemEntry.getItemId == RG_ICE_TRAP))) {
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_CLEAR_TAG, this->actor.world.pos.x,
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this->actor.world.pos.y + 100.0f, this->actor.world.pos.z, 0, 0, 0, 0);
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func_8083C0E8(this, globalCtx);
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