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Fix hookshot retraction on dpad (#2065)
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@ -257,6 +257,10 @@ void ArmsHook_Shoot(ArmsHook* this, PlayState* play) {
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sp60.x = this->unk_1F4.x - (this->unk_1E8.x - this->unk_1F4.x);
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sp60.y = this->unk_1F4.y - (this->unk_1E8.y - this->unk_1F4.y);
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sp60.z = this->unk_1F4.z - (this->unk_1E8.z - this->unk_1F4.z);
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u16 buttonsToCheck = BTN_A | BTN_B | BTN_R | BTN_CUP | BTN_CLEFT | BTN_CRIGHT | BTN_CDOWN;
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if (CVar_GetS32("gDpadEquips", 0) != 0) {
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buttonsToCheck |= BTN_DUP | BTN_DDOWN | BTN_DLEFT | BTN_DRIGHT;
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}
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if (BgCheck_EntityLineTest1(&play->colCtx, &sp60, &this->unk_1E8, &sp78, &poly, true, true, true, true,
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&bgId) &&
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!func_8002F9EC(play, &this->actor, poly, bgId, &sp78)) {
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@ -281,8 +285,7 @@ void ArmsHook_Shoot(ArmsHook* this, PlayState* play) {
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Audio_PlaySoundGeneral(NA_SE_IT_HOOKSHOT_REFLECT, &this->actor.projectedPos, 4, &D_801333E0,
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&D_801333E0, &D_801333E8);
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}
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} else if (CHECK_BTN_ANY(play->state.input[0].press.button,
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(BTN_A | BTN_B | BTN_R | BTN_CUP | BTN_CLEFT | BTN_CRIGHT | BTN_CDOWN))) {
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} else if (CHECK_BTN_ANY(play->state.input[0].press.button, (buttonsToCheck))) {
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this->timer = 0;
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}
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}
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