Modify all (4) instances of Flags_GetRandomizerInf() returns that were u8 to s32 to avoid value overflow. (#4463)
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@@ -29,5 +29,5 @@ s32 Flags_GetEnv(PlayState* play, s16 flag) {
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s16 bit = flag % 16;
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s16 mask = 1 << bit;
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return play->envFlags[index] & mask;
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return (play->envFlags[index] & mask) != 0;
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}
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@@ -4971,7 +4971,7 @@ s32 Flags_GetRandomizerInf(RandomizerInf flag) {
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* Sets "randomizerInf" flag.
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*/
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void Flags_SetRandomizerInf(RandomizerInf flag) {
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u8 previouslyOff = !Flags_GetRandomizerInf(flag);
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s32 previouslyOff = !Flags_GetRandomizerInf(flag);
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gSaveContext.randomizerInf[flag >> 4] |= (1 << (flag & 0xF));
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if (previouslyOff) {
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LUSLOG_INFO("RandomizerInf Flag Set - %#x", flag);
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@@ -4983,7 +4983,7 @@ void Flags_SetRandomizerInf(RandomizerInf flag) {
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* Unsets "randomizerInf" flag.
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*/
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void Flags_UnsetRandomizerInf(RandomizerInf flag) {
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u8 previouslyOn = Flags_GetRandomizerInf(flag);
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s32 previouslyOn = Flags_GetRandomizerInf(flag);
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gSaveContext.randomizerInf[flag >> 4] &= ~(1 << (flag & 0xF));
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if (previouslyOn) {
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LUSLOG_INFO("RandomizerInf Flag Unset - %#x", flag);
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