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Removed BGS flag in Item_Give()
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@ -1642,13 +1642,16 @@ u8 Item_Give(GlobalContext* globalCtx, u8 item) {
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} else if ((item >= ITEM_SWORD_KOKIRI) && (item <= ITEM_SWORD_BGS)) {
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} else if ((item >= ITEM_SWORD_KOKIRI) && (item <= ITEM_SWORD_BGS)) {
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gSaveContext.inventory.equipment |= gBitFlags[item - ITEM_SWORD_KOKIRI] << gEquipShifts[EQUIP_SWORD];
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gSaveContext.inventory.equipment |= gBitFlags[item - ITEM_SWORD_KOKIRI] << gEquipShifts[EQUIP_SWORD];
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// Both Giant's Knife and Biggoron Sword have the same Item ID, so this part handles both of them
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if (item == ITEM_SWORD_BGS) {
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if (item == ITEM_SWORD_BGS) {
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gSaveContext.swordHealth = 8;
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gSaveContext.swordHealth = 8;
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gSaveContext.bgsFlag = 1;
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if (ALL_EQUIP_VALUE(EQUIP_SWORD) == 0xF
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// In rando, when buying Giant's Knife, also check
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||(gSaveContext.n64ddFlag && ALL_EQUIP_VALUE(EQUIP_SWORD) == 0xE)) { // In rando, when buying Giant's Knife, also check
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// for 0xE in case we don't have Kokiri Sword
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gSaveContext.inventory.equipment ^= 8 << gEquipShifts[EQUIP_SWORD]; // for 0xE in case we don't have Kokiri Sword
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if (ALL_EQUIP_VALUE(EQUIP_SWORD) == 0xF || (gSaveContext.n64ddFlag && ALL_EQUIP_VALUE(EQUIP_SWORD) == 0xE)) {
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gSaveContext.inventory.equipment ^= 8 << gEquipShifts[EQUIP_SWORD];
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if (gSaveContext.equips.buttonItems[0] == ITEM_SWORD_KNIFE) {
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if (gSaveContext.equips.buttonItems[0] == ITEM_SWORD_KNIFE) {
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gSaveContext.equips.buttonItems[0] = ITEM_SWORD_BGS;
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gSaveContext.equips.buttonItems[0] = ITEM_SWORD_BGS;
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Interface_LoadItemIcon1(globalCtx, 0);
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Interface_LoadItemIcon1(globalCtx, 0);
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