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Refactor of some old rando code to use new functions.
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@ -271,26 +271,9 @@ void DemoKekkai_TrialBarrierDispel(Actor* thisx, GlobalContext* globalCtx) {
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DemoKekkai* this = (DemoKekkai*)thisx;
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if (gSaveContext.n64ddFlag) {
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switch (thisx->params) {
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case KEKKAI_WATER:
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Flags_SetRandomizerInf(RAND_INF_TRIALS_DONE_WATER_TRIAL);
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break;
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case KEKKAI_LIGHT:
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Flags_SetRandomizerInf(RAND_INF_TRIALS_DONE_LIGHT_TRIAL);
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break;
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case KEKKAI_FIRE:
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Flags_SetRandomizerInf(RAND_INF_TRIALS_DONE_FIRE_TRIAL);
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break;
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case KEKKAI_SHADOW:
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Flags_SetRandomizerInf(RAND_INF_TRIALS_DONE_SHADOW_TRIAL);
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break;
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case KEKKAI_SPIRIT:
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Flags_SetRandomizerInf(RAND_INF_TRIALS_DONE_SPIRIT_TRIAL);
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break;
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case KEKKAI_FOREST:
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Flags_SetRandomizerInf(RAND_INF_TRIALS_DONE_FOREST_TRIAL);
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break;
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}
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Flags_SetRandomizerInf(trialParamToRandInf(thisx->params));
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// May or may not be needed. Not sure if needed for anything
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// that randoInf isn't already covering. Leaving it for safety.
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Flags_SetEventChkInf(eventFlags[thisx->params]);
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}
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