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always add a gossip stone hint for greg when greg bridge is enabled (#2530)
* always add a gossip stone hint for greg when greg bridge is enabled * don't double loop --------- Co-authored-by: briaguya <briaguya@alice>
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@ -812,7 +812,9 @@ void CreateAllHints() {
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if (hintSetting.distTable[static_cast<int>(HintType::Always)].copies > 0) {
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if (hintSetting.distTable[static_cast<int>(HintType::Always)].copies > 0) {
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// Only filter locations that had a random item placed at them (e.g. don't get cow locations if shuffle cows is off)
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// Only filter locations that had a random item placed at them (e.g. don't get cow locations if shuffle cows is off)
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auto alwaysHintLocations = FilterFromPool(allLocations, [](const uint32_t loc){
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auto alwaysHintLocations = FilterFromPool(allLocations, [](const uint32_t loc){
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return Location(loc)->GetHint().GetType() == HintCategory::Always &&
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return ((Location(loc)->GetHint().GetType() == HintCategory::Always) ||
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// If we have Rainbow Bridge set to Greg, add a hint for where Greg is
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(Bridge.Is(RAINBOWBRIDGE_GREG) && Location(loc)->GetPlacedItemKey() == GREG_RUPEE)) &&
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Location(loc)->IsHintable() && !(Location(loc)->IsHintedAt());
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Location(loc)->IsHintable() && !(Location(loc)->IsHintedAt());
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});
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});
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