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Stops syncing GS Flags with GS Token Count with Skullsanity on.
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@ -911,15 +911,19 @@ void DrawFlagsTab() {
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setMask <<= 1;
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}
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static bool keepGsCountUpdated = true;
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ImGui::Checkbox("Keep GS Count Updated", &keepGsCountUpdated);
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InsertHelpHoverText("Automatically adjust the number of gold skulltula tokens acquired based on set flags");
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int32_t gsCount = 0;
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if (keepGsCountUpdated) {
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for (int32_t gsFlagIndex = 0; gsFlagIndex < 6; gsFlagIndex++) {
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gsCount += std::popcount(static_cast<uint32_t>(gSaveContext.gsFlags[gsFlagIndex]));
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// If playing a Randomizer Save with Shuffle Skull Tokens on anything other than "Off" we don't want to keep
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// GS Token Count updated, since Gold Skulltulas killed will not correlate to GS Tokens Collected.
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if (!(gSaveContext.n64ddFlag && OTRGlobals::Instance->gRandomizer->GetRandoSettingValue(RSK_SHUFFLE_TOKENS))) {
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static bool keepGsCountUpdated = true;
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ImGui::Checkbox("Keep GS Count Updated", &keepGsCountUpdated);
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InsertHelpHoverText("Automatically adjust the number of gold skulltula tokens acquired based on set flags.");
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int32_t gsCount = 0;
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if (keepGsCountUpdated) {
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for (int32_t gsFlagIndex = 0; gsFlagIndex < 6; gsFlagIndex++) {
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gsCount += std::popcount(static_cast<uint32_t>(gSaveContext.gsFlags[gsFlagIndex]));
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}
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gSaveContext.inventory.gsTokens = gsCount;
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}
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gSaveContext.inventory.gsTokens = gsCount;
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}
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});
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