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Realized I had the bgm conditions wrong.
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@ -12566,7 +12566,8 @@ s32 func_8084DFF4(GlobalContext* globalCtx, Player* this) {
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}
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Player_SetPendingFlag(this, globalCtx);
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if (this->getItemEntry.objectId != OBJECT_INVALID) {
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if (this->getItemEntry.objectId == OBJECT_INVALID) {
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// Use this if player does not have a getItemEntry
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if (giEntry.modIndex == MOD_NONE) {
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if (((this->getItemId >= GI_RUPEE_GREEN) && (this->getItemId <= GI_RUPEE_RED)) ||
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((this->getItemId >= GI_RUPEE_PURPLE) && (this->getItemId <= GI_RUPEE_GOLD)) ||
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@ -12596,6 +12597,7 @@ s32 func_8084DFF4(GlobalContext* globalCtx, Player* this) {
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Audio_PlayFanfare(NA_BGM_ITEM_GET | 0x900);
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}
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} else {
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// Use this if we do have a getItemEntry
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if (giEntry.modIndex == MOD_NONE) {
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if (((giEntry.itemId >= ITEM_RUPEE_GREEN) && (giEntry.itemId <= ITEM_RUPEE_RED)) ||
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((giEntry.itemId >= ITEM_RUPEE_PURPLE) && (giEntry.itemId <= ITEM_RUPEE_GOLD)) ||
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