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Another Skulltula Ice Trap fix.
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ca54853f11
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@ -6163,7 +6163,7 @@ s32 func_8083E5A8(Player* this, GlobalContext* globalCtx) {
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}
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} else if (CHECK_BTN_ALL(sControlInput->press.button, BTN_A) && !(this->stateFlags1 & PLAYER_STATE1_11) &&
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!(this->stateFlags2 & PLAYER_STATE2_10)) {
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if (this->getItemId != GI_NONE) {
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if (this->getItemId != GI_NONE && this->getItemEntry.objectId != OBJECT_INVALID) {
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GetItemEntry giEntry;
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if (this->getItemEntry.objectId == OBJECT_INVALID) {
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giEntry = ItemTable_Retrieve(-this->getItemId);
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@ -10891,7 +10891,8 @@ void Player_UpdateCommon(Player* this, GlobalContext* globalCtx, Input* input) {
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Collider_ResetQuadAT(globalCtx, &this->shieldQuad.base);
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if (this->pendingIceTrap) {
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GiveItemWithoutActor(globalCtx, GI_ICE_TRAP);
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GiveItemWithoutActor(globalCtx, RG_ICE_TRAP);
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this->getItemEntry = ItemTable_RetrieveEntry(MOD_RANDOMIZER, RG_ICE_TRAP);
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}
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}
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@ -12791,7 +12792,7 @@ void func_8084E6D4(Player* this, GlobalContext* globalCtx) {
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this->stateFlags1 &= ~(PLAYER_STATE1_10 | PLAYER_STATE1_11);
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if ((this->getItemId != GI_ICE_TRAP && !gSaveContext.n64ddFlag) ||
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(gSaveContext.n64ddFlag && (this->getItemId != RG_ICE_TRAP || this->getItemEntry.getItemId == RG_ICE_TRAP))) {
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(gSaveContext.n64ddFlag && (this->getItemId != RG_ICE_TRAP || this->getItemEntry.getItemId != RG_ICE_TRAP))) {
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_CLEAR_TAG, this->actor.world.pos.x,
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this->actor.world.pos.y + 100.0f, this->actor.world.pos.z, 0, 0, 0, 0);
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func_8083C0E8(this, globalCtx);
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