From a572c11f4f41a011733507296189161b758df7d0 Mon Sep 17 00:00:00 2001 From: Christopher Leggett Date: Sat, 27 Aug 2022 03:27:20 -0400 Subject: [PATCH] Fixes ice trap gidata not getting cleared after trap is sprung. (#1322) --- soh/src/overlays/actors/ovl_player_actor/z_player.c | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/soh/src/overlays/actors/ovl_player_actor/z_player.c b/soh/src/overlays/actors/ovl_player_actor/z_player.c index cd2950d65..e2c823012 100644 --- a/soh/src/overlays/actors/ovl_player_actor/z_player.c +++ b/soh/src/overlays/actors/ovl_player_actor/z_player.c @@ -6121,6 +6121,8 @@ s32 func_8083E5A8(Player* this, GlobalContext* globalCtx) { this->actor.colChkInfo.damage = 0; func_80837C0C(globalCtx, this, 3, 0.0f, 0.0f, 0, 20); Player_SetPendingFlag(this, globalCtx); + this->getItemId == GI_NONE; + this->getItemEntry = (GetItemEntry)GET_ITEM_NONE; return 1; } @@ -12866,6 +12868,8 @@ void func_8084E6D4(Player* this, GlobalContext* globalCtx) { } else { this->actor.colChkInfo.damage = 0; func_80837C0C(globalCtx, this, 3, 0.0f, 0.0f, 0, 20); + this->getItemId == GI_NONE; + this->getItemEntry = (GetItemEntry)GET_ITEM_NONE; } return; }