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minigames: render ammo even when out-of-minigame ammo is infinite (#4785)
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@ -1456,10 +1456,10 @@ void RandomizerOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, va_l
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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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Flags_GetRandomizerInf(RAND_INF_HAS_INFINITE_QUIVER) && gPlayState->shootingGalleryStatus < 2 && gSaveContext.minigameState != 1
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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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(item == ITEM_SLINGSHOT && Flags_GetRandomizerInf(RAND_INF_HAS_INFINITE_BULLET_BAG) && gPlayState->shootingGalleryStatus < 2) ||
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(item == ITEM_BOMBCHU && Flags_GetRandomizerInf(RAND_INF_HAS_INFINITE_BOMBCHUS) && gPlayState->bombchuBowlingStatus < 1)
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) {
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*should = false;
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}
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