minigames: render ammo even when out-of-minigame ammo is infinite (#4785)

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Philip Dubé 2025-01-03 06:06:27 +00:00 committed by GitHub
parent e57a052468
commit d70c061c5e
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@ -1456,10 +1456,10 @@ void RandomizerOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, va_l
(item == ITEM_BOMB && Flags_GetRandomizerInf(RAND_INF_HAS_INFINITE_BOMB_BAG)) ||
(
(item == ITEM_BOW || item == ITEM_BOW_ARROW_FIRE || item == ITEM_BOW_ARROW_ICE || item == ITEM_BOW_ARROW_LIGHT) &&
Flags_GetRandomizerInf(RAND_INF_HAS_INFINITE_QUIVER)
Flags_GetRandomizerInf(RAND_INF_HAS_INFINITE_QUIVER) && gPlayState->shootingGalleryStatus < 2 && gSaveContext.minigameState != 1
) ||
(item == ITEM_SLINGSHOT && Flags_GetRandomizerInf(RAND_INF_HAS_INFINITE_BULLET_BAG)) ||
(item == ITEM_BOMBCHU && Flags_GetRandomizerInf(RAND_INF_HAS_INFINITE_BOMBCHUS))
(item == ITEM_SLINGSHOT && Flags_GetRandomizerInf(RAND_INF_HAS_INFINITE_BULLET_BAG) && gPlayState->shootingGalleryStatus < 2) ||
(item == ITEM_BOMBCHU && Flags_GetRandomizerInf(RAND_INF_HAS_INFINITE_BOMBCHUS) && gPlayState->bombchuBowlingStatus < 1)
) {
*should = false;
}