VB & fix build
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@ -220,6 +220,28 @@ typedef enum {
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VB_GERUDOS_BE_FRIENDLY,
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// Vanilla condition: switch
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VB_GTG_GATE_BE_OPEN,
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// Opt: *s16 (item id)
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/* Vanilla condition:
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In one case:
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```
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true
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```
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In the other case:
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```
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(i == ITEM_STICK) ||
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(i == ITEM_NUT) ||
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(i == ITEM_BOMB) ||
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(i == ITEM_BOW) ||
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(
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(i >= ITEM_BOW_ARROW_FIRE) &&
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(i <= ITEM_BOW_ARROW_LIGHT)
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) ||
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(i == ITEM_SLINGSHOT) ||
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(i == ITEM_BOMBCHU) ||
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(i == ITEM_BEAN)
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```
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*/
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VB_DRAW_AMMO_COUNT,
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/*** Play Cutscenes ***/
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@ -2058,53 +2058,53 @@ void StaticData::HintTable_Init_Item() {
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CustomMessage("a fish-puller", /*german*/"", /*french*/"(canne à pêche)")});
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// /*spanish*/(caña de pescar)
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hintTable[RHT_QUIVER_INF] = HintText(CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
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{
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CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
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}, {
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CustomMessage("", /*german*/"!!!", /*french*/"!!!")});
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hintTextTable[RHT_QUIVER_INF] = HintText(CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
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{
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CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
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}, {
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CustomMessage("", /*german*/"!!!", /*french*/"!!!")});
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hintTable[RHT_BOMB_BAG_INF] = HintText(CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
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{
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CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
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}, {
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CustomMessage("", /*german*/"!!!", /*french*/"!!!")});
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hintTextTable[RHT_BOMB_BAG_INF] = HintText(CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
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{
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CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
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}, {
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CustomMessage("", /*german*/"!!!", /*french*/"!!!")});
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hintTable[RHT_BULLET_BAG_INF] = HintText(CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
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{
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CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
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}, {
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CustomMessage("", /*german*/"!!!", /*french*/"!!!")});
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hintTextTable[RHT_BULLET_BAG_INF] = HintText(CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
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{
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CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
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}, {
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CustomMessage("", /*german*/"!!!", /*french*/"!!!")});
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hintTable[RHT_STICK_UPGRADE_INF] = HintText(CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
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{
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CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
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}, {
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CustomMessage("", /*german*/"!!!", /*french*/"!!!")});
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hintTextTable[RHT_STICK_UPGRADE_INF] = HintText(CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
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{
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CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
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}, {
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CustomMessage("", /*german*/"!!!", /*french*/"!!!")});
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hintTable[RHT_NUT_UPGRADE_INF] = HintText(CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
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{
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CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
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}, {
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CustomMessage("", /*german*/"!!!", /*french*/"!!!")});
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hintTextTable[RHT_NUT_UPGRADE_INF] = HintText(CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
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{
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CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
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}, {
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CustomMessage("", /*german*/"!!!", /*french*/"!!!")});
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hintTable[RHT_MAGIC_INF] = HintText(CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
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{
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CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
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}, {
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CustomMessage("", /*german*/"!!!", /*french*/"!!!")});
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hintTextTable[RHT_MAGIC_INF] = HintText(CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
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{
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CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
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}, {
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CustomMessage("", /*german*/"!!!", /*french*/"!!!")});
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hintTable[RHT_BOMBCHU_INF] = HintText(CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
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{
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CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
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}, {
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CustomMessage("", /*german*/"!!!", /*french*/"!!!")});
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hintTextTable[RHT_BOMBCHU_INF] = HintText(CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
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{
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CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
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}, {
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CustomMessage("", /*german*/"!!!", /*french*/"!!!")});
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hintTable[RHT_WALLET_INF] = HintText(CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
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{
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CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
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}, {
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CustomMessage("", /*german*/"!!!", /*french*/"!!!")});
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hintTextTable[RHT_WALLET_INF] = HintText(CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
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{
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CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
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}, {
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CustomMessage("", /*german*/"!!!", /*french*/"!!!")});
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hintTextTable[RHT_EPONA] = HintText(CustomMessage("Epona", /*german*/"", /*french*/"Epona"),
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// /*spanish*/a Epona
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@ -1065,6 +1065,24 @@ void RandomizerOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, void
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}
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break;
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}
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case VB_DRAW_AMMO_COUNT: {
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s16 item = *static_cast<s16*>(optionalArg);
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// don't draw ammo count if you have the infinite upgrade
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if (
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(item == ITEM_NUT && Flags_GetRandomizerInf(RAND_INF_HAS_INFINITE_NUT_UPGRADE)) ||
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(item == ITEM_STICK && Flags_GetRandomizerInf(RAND_INF_HAS_INFINITE_STICK_UPGRADE)) ||
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(item == ITEM_BOMB && Flags_GetRandomizerInf(RAND_INF_HAS_INFINITE_BOMB_BAG)) ||
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(
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(item == ITEM_BOW || item == ITEM_BOW_ARROW_FIRE || item == ITEM_BOW_ARROW_ICE || item == ITEM_BOW_ARROW_LIGHT) &&
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Flags_GetRandomizerInf(RAND_INF_HAS_INFINITE_QUIVER)
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) ||
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(item == ITEM_SLINGSHOT && Flags_GetRandomizerInf(RAND_INF_HAS_INFINITE_BULLET_BAG)) ||
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(item == ITEM_BOMBCHU && Flags_GetRandomizerInf(RAND_INF_HAS_INFINITE_BOMBCHUS))
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) {
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*should = false;
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}
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break;
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}
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case VB_TRADE_TIMER_ODD_MUSHROOM:
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case VB_TRADE_TIMER_EYEDROPS:
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case VB_TRADE_TIMER_FROG:
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@ -4965,14 +4965,23 @@ void Interface_DrawAmmoCount(PlayState* play, s16 button, s16 alpha) {
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i = gSaveContext.equips.buttonItems[button];
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if (
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(i == ITEM_STICK && !Flags_GetRandomizerInf(RAND_INF_HAS_INFINITE_STICK_UPGRADE)) ||
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(i == ITEM_NUT && !Flags_GetRandomizerInf(RAND_INF_HAS_INFINITE_NUT_UPGRADE)) ||
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(i == ITEM_BOMB && !Flags_GetRandomizerInf(RAND_INF_HAS_INFINITE_BOMB_BAG)) ||
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(i == ITEM_BOW && !Flags_GetRandomizerInf(RAND_INF_HAS_INFINITE_QUIVER)) ||
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((i >= ITEM_BOW_ARROW_FIRE) && (i <= ITEM_BOW_ARROW_LIGHT) && !Flags_GetRandomizerInf(RAND_INF_HAS_INFINITE_QUIVER)) ||
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(i == ITEM_SLINGSHOT && !Flags_GetRandomizerInf(RAND_INF_HAS_INFINITE_BULLET_BAG)) ||
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(i == ITEM_BOMBCHU && !Flags_GetRandomizerInf(RAND_INF_HAS_INFINITE_BOMBCHUS)) ||
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(i == ITEM_BEAN)
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GameInteractor_Should(
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VB_DRAW_AMMO_COUNT,
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(
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(i == ITEM_STICK) ||
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(i == ITEM_NUT) ||
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(i == ITEM_BOMB) ||
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(i == ITEM_BOW) ||
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(
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(i >= ITEM_BOW_ARROW_FIRE) &&
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(i <= ITEM_BOW_ARROW_LIGHT)
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) ||
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(i == ITEM_SLINGSHOT) ||
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(i == ITEM_BOMBCHU) ||
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(i == ITEM_BEAN)
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),
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&i
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)
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) {
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if ((i >= ITEM_BOW_ARROW_FIRE) && (i <= ITEM_BOW_ARROW_LIGHT)) {
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i = ITEM_BOW;
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@ -6,6 +6,9 @@
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#include "soh/Enhancements/enhancementTypes.h"
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#include "soh/Enhancements/cosmetics/cosmeticsTypes.h"
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#include "soh/Enhancements/game-interactor/GameInteractor.h"
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#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
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u8 gAmmoItems[] = {
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ITEM_STICK, ITEM_NUT, ITEM_BOMB, ITEM_BOW, ITEM_NONE, ITEM_NONE, ITEM_SLINGSHOT, ITEM_NONE,
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ITEM_BOMBCHU, ITEM_NONE, ITEM_NONE, ITEM_NONE, ITEM_NONE, ITEM_NONE, ITEM_BEAN, ITEM_NONE,
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}
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void KaleidoScope_DrawAmmoCount(PauseContext* pauseCtx, GraphicsContext* gfxCtx, s16 item, int slot) {
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// don't draw ammo count if you have the infinite upgrade
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if (
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(item == ITEM_NUT && Flags_GetRandomizerInf(RAND_INF_HAS_INFINITE_NUT_UPGRADE)) ||
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(item == ITEM_STICK && Flags_GetRandomizerInf(RAND_INF_HAS_INFINITE_STICK_UPGRADE)) ||
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(item == ITEM_BOMB && Flags_GetRandomizerInf(RAND_INF_HAS_INFINITE_BOMB_BAG)) ||
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(
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(item == ITEM_BOW || item == ITEM_BOW_ARROW_FIRE || item == ITEM_BOW_ARROW_ICE || item == ITEM_BOW_ARROW_LIGHT) &&
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Flags_GetRandomizerInf(RAND_INF_HAS_INFINITE_QUIVER)
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) ||
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(item == ITEM_SLINGSHOT && Flags_GetRandomizerInf(RAND_INF_HAS_INFINITE_BULLET_BAG)) ||
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(item == ITEM_BOMBCHU && Flags_GetRandomizerInf(RAND_INF_HAS_INFINITE_BOMBCHUS))
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) {
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if (!GameInteractor_Should(VB_DRAW_AMMO_COUNT, true, &item)) {
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return;
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}
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