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Some more changes to account for Skulltulas in new system.
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@ -167,7 +167,7 @@ void func_80AFB89C(EnSi* this, GlobalContext* globalCtx) {
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Item_Give(globalCtx, giveItemId);
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}
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Message_StartTextbox(globalCtx, textId, NULL);
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if (gSaveContext.n64ddFlag) {
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if (gSaveContext.n64ddFlag && getItemId != RG_ICE_TRAP) {
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Audio_PlayFanfare_Rando(getItem);
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} else {
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Audio_PlayFanfare(NA_BGM_SMALL_ITEM_GET);
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@ -180,7 +180,7 @@ void func_80AFB950(EnSi* this, GlobalContext* globalCtx) {
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Player* player = GET_PLAYER(globalCtx);
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if (Message_GetState(&globalCtx->msgCtx) != TEXT_STATE_CLOSING &&
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((CVar_GetS32("gSkulltulaFreeze", 0) != 1 || giveItemId != ITEM_SKULL_TOKEN) && getItemId != GI_ICE_TRAP)) {
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((CVar_GetS32("gSkulltulaFreeze", 0) != 1 || giveItemId != ITEM_SKULL_TOKEN) && getItemId != RG_ICE_TRAP)) {
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player->actor.freezeTimer = 10;
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} else {
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SET_GS_FLAGS((this->actor.params & 0x1F00) >> 8, this->actor.params & 0xFF);
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