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Reimplement progressive Bombchus
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@ -1323,15 +1323,15 @@ ItemObtainability Randomizer::GetItemObtainabilityFromRandomizerGet(RandomizerGe
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case RG_BUY_BOMBCHU_10:
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case RG_BUY_BOMBCHU_10:
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case RG_BUY_BOMBCHU_20:
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case RG_BUY_BOMBCHU_20:
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case RG_BUY_BOMBCHU_5:
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case RG_BUY_BOMBCHU_5:
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case RG_BOMBCHU_DROP:
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// If Bombchus aren't in logic, you need a bomb bag to purchase them
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// If Bombchus aren't in logic, you need a bomb bag to purchase them
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// If they are in logic, you need to have already obtained them somewhere else
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// If they are in logic, you need to have already obtained them somewhere else
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// Bombchu Drop is only used as a bowling reward, so it needs the same logic
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if (GetRandoSettingValue(RSK_BOMBCHUS_IN_LOGIC)) {
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if (GetRandoSettingValue(RSK_BOMBCHUS_IN_LOGIC)) {
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return INV_CONTENT(ITEM_BOMBCHU) == ITEM_BOMBCHU ? CAN_OBTAIN : CANT_OBTAIN_NEED_UPGRADE;
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return INV_CONTENT(ITEM_BOMBCHU) == ITEM_BOMBCHU ? CAN_OBTAIN : CANT_OBTAIN_NEED_UPGRADE;
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} else {
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} else {
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return CUR_UPG_VALUE(UPG_BOMB_BAG) ? CAN_OBTAIN : CANT_OBTAIN_NEED_UPGRADE;
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return CUR_UPG_VALUE(UPG_BOMB_BAG) ? CAN_OBTAIN : CANT_OBTAIN_NEED_UPGRADE;
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}
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}
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case RG_BOMBCHU_DROP:
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return INV_CONTENT(ITEM_BOMBCHU) == ITEM_BOMBCHU ? CAN_OBTAIN : CANT_OBTAIN_NEED_UPGRADE;
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case RG_PROGRESSIVE_HOOKSHOT:
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case RG_PROGRESSIVE_HOOKSHOT:
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switch (INV_CONTENT(ITEM_HOOKSHOT)) {
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switch (INV_CONTENT(ITEM_HOOKSHOT)) {
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case ITEM_NONE:
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case ITEM_NONE:
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@ -1690,7 +1690,13 @@ GetItemID Randomizer::GetItemIdFromRandomizerGet(RandomizerGet randoGet, GetItem
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return GI_OCARINA_OOT;
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return GI_OCARINA_OOT;
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}
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}
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case RG_PROGRESSIVE_BOMBCHUS:
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case RG_PROGRESSIVE_BOMBCHUS:
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return GI_BOMBCHUS_20;
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if (INV_CONTENT(ITEM_BOMBCHU) == ITEM_NONE) {
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return GI_BOMBCHUS_20;
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}
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if (AMMO(ITEM_BOMBCHU) < 5) {
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return GI_BOMBCHUS_10;
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}
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return GI_BOMBCHUS_5;
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case RG_BOMBCHU_5:
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case RG_BOMBCHU_5:
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case RG_BUY_BOMBCHU_5:
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case RG_BUY_BOMBCHU_5:
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case RG_BOMBCHU_DROP:
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case RG_BOMBCHU_DROP:
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