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treasure man
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@ -535,6 +535,7 @@ const std::vector<FlagTable> flagTables = {
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{ RAND_INF_BOMBCHU_SHOPKEEPER_SOUL, "RAND_INF_BOMBCHU_SHOPKEEPER_SOUL" },
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{ RAND_INF_BOMBCHU_SHOPKEEPER_SOUL, "RAND_INF_BOMBCHU_SHOPKEEPER_SOUL" },
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{ RAND_INF_MASK_SALESMAN_SOUL, "RAND_INF_MASK_SALESMAN_SOUL" },
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{ RAND_INF_MASK_SALESMAN_SOUL, "RAND_INF_MASK_SALESMAN_SOUL" },
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{ RAND_INF_BOMBCHU_LADY_SOUL, "RAND_INF_BOMBCHU_LADY_SOUL" },
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{ RAND_INF_BOMBCHU_LADY_SOUL, "RAND_INF_BOMBCHU_LADY_SOUL" },
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{ RAND_INF_TREASURE_MAN_SOUL, "RAND_INF_TREASURE_MAN_SOUL" },
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{ RAND_INF_DIVING_SOUL, "RAND_INF_DIVING_SOUL" },
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{ RAND_INF_DIVING_SOUL, "RAND_INF_DIVING_SOUL" },
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{ RAND_INF_SCIENTIST_SOUL, "RAND_INF_SCIENTIST_SOUL" },
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{ RAND_INF_SCIENTIST_SOUL, "RAND_INF_SCIENTIST_SOUL" },
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{ RAND_INF_KAEPORA_SOUL, "RAND_INF_KAEPORA_SOUL" },
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{ RAND_INF_KAEPORA_SOUL, "RAND_INF_KAEPORA_SOUL" },
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@ -2192,6 +2192,9 @@ void RandomizerOnActorInitHandler(void* actorRef) {
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break;
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break;
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}
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}
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break;
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break;
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case ACTOR_EN_TAKARA_MAN:
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inf = RAND_INF_TREASURE_MAN_SOUL;
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break;
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case ACTOR_EN_BOM_BOWL_MAN:
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case ACTOR_EN_BOM_BOWL_MAN:
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case ACTOR_EN_WALL_TUBO: // crashes when bombchu lady missing
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case ACTOR_EN_WALL_TUBO: // crashes when bombchu lady missing
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inf = RAND_INF_BOMBCHU_LADY_SOUL;
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inf = RAND_INF_BOMBCHU_LADY_SOUL;
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@ -379,6 +379,8 @@ void Rando::StaticData::InitItemTable() {
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itemTable[RG_BOMBCHU_SHOPKEEPER_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul);
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itemTable[RG_BOMBCHU_SHOPKEEPER_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul);
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itemTable[RG_MASK_SALESMAN_SOUL] = Item(RG_MASK_SALESMAN_SOUL, Text{ "Mask Salesman's Soul" }, ITEMTYPE_ITEM, 0xE5, true, LOGIC_CAN_SUMMON_MORPHA, RHT_MORPHA_SOUL, RG_MASK_SALESMAN_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
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itemTable[RG_MASK_SALESMAN_SOUL] = Item(RG_MASK_SALESMAN_SOUL, Text{ "Mask Salesman's Soul" }, ITEMTYPE_ITEM, 0xE5, true, LOGIC_CAN_SUMMON_MORPHA, RHT_MORPHA_SOUL, RG_MASK_SALESMAN_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
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itemTable[RG_MASK_SALESMAN_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul);
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itemTable[RG_MASK_SALESMAN_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul);
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itemTable[RG_TREASURE_MAN_SOUL] = Item(RG_TREASURE_MAN_SOUL, Text{ "Treasure Man's Soul" }, ITEMTYPE_ITEM, 0xE5, true, LOGIC_CAN_SUMMON_MORPHA, RHT_MORPHA_SOUL, RG_TREASURE_MAN_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
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itemTable[RG_TREASURE_MAN_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul);
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itemTable[RG_BOMBCHU_LADY_SOUL] = Item(RG_BOMBCHU_LADY_SOUL, Text{ "Bombchu Lady's Soul" }, ITEMTYPE_ITEM, 0xE5, true, LOGIC_CAN_SUMMON_MORPHA, RHT_MORPHA_SOUL, RG_BOMBCHU_LADY_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
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itemTable[RG_BOMBCHU_LADY_SOUL] = Item(RG_BOMBCHU_LADY_SOUL, Text{ "Bombchu Lady's Soul" }, ITEMTYPE_ITEM, 0xE5, true, LOGIC_CAN_SUMMON_MORPHA, RHT_MORPHA_SOUL, RG_BOMBCHU_LADY_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
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itemTable[RG_BOMBCHU_LADY_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul);
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itemTable[RG_BOMBCHU_LADY_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul);
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itemTable[RG_DIVING_SOUL] = Item(RG_DIVING_SOUL, Text{ "Diver's Soul" }, ITEMTYPE_ITEM, 0xE5, true, LOGIC_CAN_SUMMON_MORPHA, RHT_MORPHA_SOUL, RG_DIVING_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
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itemTable[RG_DIVING_SOUL] = Item(RG_DIVING_SOUL, Text{ "Diver's Soul" }, ITEMTYPE_ITEM, 0xE5, true, LOGIC_CAN_SUMMON_MORPHA, RHT_MORPHA_SOUL, RG_DIVING_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
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@ -3897,6 +3897,7 @@ std::map<RandomizerGet, RandomizerInf> randomizerGetToRandInf = {
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{ RG_ZORA_SHOPKEEPER_SOUL, RAND_INF_ZORA_SHOPKEEPER_SOUL },
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{ RG_ZORA_SHOPKEEPER_SOUL, RAND_INF_ZORA_SHOPKEEPER_SOUL },
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{ RG_BOMBCHU_SHOPKEEPER_SOUL, RAND_INF_BOMBCHU_SHOPKEEPER_SOUL },
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{ RG_BOMBCHU_SHOPKEEPER_SOUL, RAND_INF_BOMBCHU_SHOPKEEPER_SOUL },
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{ RG_MASK_SALESMAN_SOUL, RAND_INF_MASK_SALESMAN_SOUL },
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{ RG_MASK_SALESMAN_SOUL, RAND_INF_MASK_SALESMAN_SOUL },
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{ RG_TREASURE_MAN_SOUL, RAND_INF_TREASURE_MAN_SOUL },
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{ RG_BOMBCHU_LADY_SOUL, RAND_INF_BOMBCHU_LADY_SOUL },
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{ RG_BOMBCHU_LADY_SOUL, RAND_INF_BOMBCHU_LADY_SOUL },
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{ RG_DIVING_SOUL, RAND_INF_DIVING_SOUL },
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{ RG_DIVING_SOUL, RAND_INF_DIVING_SOUL },
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{ RG_SCIENTIST_SOUL, RAND_INF_SCIENTIST_SOUL },
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{ RG_SCIENTIST_SOUL, RAND_INF_SCIENTIST_SOUL },
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@ -3350,6 +3350,7 @@ typedef enum {
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RG_ZORA_SHOPKEEPER_SOUL,
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RG_ZORA_SHOPKEEPER_SOUL,
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RG_BOMBCHU_SHOPKEEPER_SOUL,
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RG_BOMBCHU_SHOPKEEPER_SOUL,
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RG_MASK_SALESMAN_SOUL,
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RG_MASK_SALESMAN_SOUL,
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RG_TREASURE_MAN_SOUL,
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RG_BOMBCHU_LADY_SOUL,
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RG_BOMBCHU_LADY_SOUL,
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RG_DIVING_SOUL,
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RG_DIVING_SOUL,
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RG_SCIENTIST_SOUL,
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RG_SCIENTIST_SOUL,
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@ -1355,6 +1355,7 @@ typedef enum {
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RAND_INF_BOMBCHU_SHOPKEEPER_SOUL,
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RAND_INF_BOMBCHU_SHOPKEEPER_SOUL,
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RAND_INF_MASK_SALESMAN_SOUL,
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RAND_INF_MASK_SALESMAN_SOUL,
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RAND_INF_BOMBCHU_LADY_SOUL,
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RAND_INF_BOMBCHU_LADY_SOUL,
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RAND_INF_TREASURE_MAN_SOUL,
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RAND_INF_DIVING_SOUL,
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RAND_INF_DIVING_SOUL,
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RAND_INF_SCIENTIST_SOUL,
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RAND_INF_SCIENTIST_SOUL,
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RAND_INF_KAEPORA_SOUL, // used by loop, must be last NPC soul
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RAND_INF_KAEPORA_SOUL, // used by loop, must be last NPC soul
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