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Fix enemy rando flags (#2253)
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99367ebb53
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@ -656,7 +656,9 @@ void func_80A75A38(EnIk* this, PlayState* play) {
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}
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if (this->unk_2F9 == 0) {
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Item_DropCollectibleRandom(play, &this->actor, &this->actor.world.pos, 0xB0);
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if (this->switchFlags != 0xFF) {
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// Don't set flag when Iron Knuckle is spawned by Enemy Rando.
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// Instead Iron Knuckles rely on the "clear room" flag when Enemy Rando is on.
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if (this->switchFlags != 0xFF && !CVar_GetS32("gRandomizedEnemies",0)) {
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Flags_SetSwitch(play, this->switchFlags);
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}
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Actor_Kill(&this->actor);
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@ -663,7 +663,8 @@ void func_80AE3C98(EnRd* this, PlayState* play) {
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if (SkelAnime_Update(&this->skelAnime)) {
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if (this->unk_30C == 0) {
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if (!Flags_GetSwitch(play, this->unk_312 & 0x7F)) {
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// Don't set this flag in Enemy Rando as it can overlap with other objects using the same flag.
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if (!Flags_GetSwitch(play, this->unk_312 & 0x7F) && !CVar_GetS32("gRandomizedEnemies", 0)) {
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Flags_SetSwitch(play, this->unk_312 & 0x7F);
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}
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if (this->unk_314 != 0) {
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