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Use ForID
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@ -2076,14 +2076,12 @@ void RandomizerOnPlayDestroyHandler() {
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}
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}
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void RandomizerOnEnemyDefeatHandler(void *refActor) {
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void RandomizerOnGoldenSkulltulaDefeatHandler(void *refActor) {
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Actor* actor = static_cast<Actor*>(refActor);
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if (actor->id == ACTOR_EN_SW) {
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auto rc = GetRandomizerCheckFromFlag(FlagType::FLAG_GS_TOKEN, actor->params);
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auto itemLoc = Rando::Context::GetInstance()->GetItemLocation(rc);
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if (itemLoc->GetCheckStatus() == RCSHOW_UNCHECKED) {
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itemLoc->SetCheckStatus(RCSHOW_SEEN);
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}
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auto rc = GetRandomizerCheckFromFlag(FlagType::FLAG_GS_TOKEN, actor->params);
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auto itemLoc = Rando::Context::GetInstance()->GetItemLocation(rc);
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if (itemLoc->GetCheckStatus() == RCSHOW_UNCHECKED) {
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itemLoc->SetCheckStatus(RCSHOW_SEEN);
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}
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}
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@ -2125,7 +2123,7 @@ void RandomizerRegisterHooks() {
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static uint32_t onGameFrameUpdateHook = 0;
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static uint32_t onSceneSpawnActorsHook = 0;
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static uint32_t onPlayDestroyHook = 0;
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static uint32_t onEnemyDefeatHook = 0;
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static uint32_t onGoldenSkulltulaDefeatHook = 0;
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static uint32_t onExitGameHook = 0;
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static uint32_t onKaleidoUpdateHook = 0;
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@ -2153,7 +2151,7 @@ void RandomizerRegisterHooks() {
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GameInteractor::Instance->UnregisterGameHook<GameInteractor::OnGameFrameUpdate>(onGameFrameUpdateHook);
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GameInteractor::Instance->UnregisterGameHook<GameInteractor::OnSceneSpawnActors>(onSceneSpawnActorsHook);
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GameInteractor::Instance->UnregisterGameHook<GameInteractor::OnPlayDestroy>(onPlayDestroyHook);
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GameInteractor::Instance->UnregisterGameHook<GameInteractor::OnEnemyDefeat>(onEnemyDefeatHook);
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GameInteractor::Instance->UnregisterGameHook<GameInteractor::OnEnemyDefeat>(onGoldenSkulltulaDefeatHook);
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GameInteractor::Instance->UnregisterGameHook<GameInteractor::OnExitGame>(onExitGameHook);
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GameInteractor::Instance->UnregisterGameHook<GameInteractor::OnKaleidoscopeUpdate>(onKaleidoUpdateHook);
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@ -2176,7 +2174,7 @@ void RandomizerRegisterHooks() {
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onGameFrameUpdateHook = 0;
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onSceneSpawnActorsHook = 0;
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onPlayDestroyHook = 0;
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onEnemyDefeatHook = 0;
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onGoldenSkulltulaDefeatHook = 0;
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onExitGameHook = 0;
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onKaleidoUpdateHook = 0;
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@ -2209,7 +2207,7 @@ void RandomizerRegisterHooks() {
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onGameFrameUpdateHook = GameInteractor::Instance->RegisterGameHook<GameInteractor::OnGameFrameUpdate>(RandomizerOnGameFrameUpdateHandler);
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onSceneSpawnActorsHook = GameInteractor::Instance->RegisterGameHook<GameInteractor::OnSceneSpawnActors>(RandomizerOnSceneSpawnActorsHandler);
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onPlayDestroyHook = GameInteractor::Instance->RegisterGameHook<GameInteractor::OnPlayDestroy>(RandomizerOnPlayDestroyHandler);
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onEnemyDefeatHook = GameInteractor::Instance->RegisterGameHook<GameInteractor::OnEnemyDefeat>(RandomizerOnEnemyDefeatHandler);
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onGoldenSkulltulaDefeatHook = GameInteractor::Instance->RegisterGameHookForID<GameInteractor::OnEnemyDefeat>(ACTOR_EN_SW, RandomizerOnGoldenSkulltulaDefeatHandler);
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onPlayDestroyHook = GameInteractor::Instance->RegisterGameHook<GameInteractor::OnExitGame>(RandomizerOnExitGameHandler);
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onKaleidoUpdateHook = GameInteractor::Instance->RegisterGameHook<GameInteractor::OnKaleidoscopeUpdate>(RandomizerOnKaleidoscopeUpdateHandler);
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