Flags stuff (#3014)
* Manual adjustments to flags * Script run to adjust flags
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@@ -234,7 +234,7 @@ void GivePlayerRandoRewardNocturne(PlayState* play, RandomizerCheck check) {
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gSaveContext.entranceIndex == 0x0191 ||
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gSaveContext.entranceIndex == 0x0195) && LINK_IS_ADULT && CHECK_QUEST_ITEM(QUEST_MEDALLION_FOREST) &&
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CHECK_QUEST_ITEM(QUEST_MEDALLION_FIRE) && CHECK_QUEST_ITEM(QUEST_MEDALLION_WATER) && player != NULL &&
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!Player_InBlockingCsMode(play, player) && !Flags_GetEventChkInf(0xAA)) {
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!Player_InBlockingCsMode(play, player) && !Flags_GetEventChkInf(EVENTCHKINF_BONGO_BONGO_ESCAPED_FROM_WELL)) {
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GetItemEntry getItemEntry = Randomizer_GetItemFromKnownCheck(check, RG_NOCTURNE_OF_SHADOW);
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GiveItemEntryWithoutActor(play, getItemEntry);
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player->pendingFlag.flagID = 0xAA;
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@@ -246,7 +246,7 @@ void GivePlayerRandoRewardRequiem(PlayState* play, RandomizerCheck check) {
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Player* player = GET_PLAYER(play);
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if ((gSaveContext.gameMode == 0) && (gSaveContext.respawnFlag <= 0) && (gSaveContext.cutsceneIndex < 0xFFF0)) {
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if ((gSaveContext.entranceIndex == 0x01E1) && !Flags_GetEventChkInf(0xAC) && player != NULL &&
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if ((gSaveContext.entranceIndex == 0x01E1) && !Flags_GetEventChkInf(EVENTCHKINF_LEARNED_REQUIEM_OF_SPIRIT) && player != NULL &&
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!Player_InBlockingCsMode(play, player)) {
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GetItemEntry getItemEntry = Randomizer_GetItemFromKnownCheck(check, RG_SONG_OF_TIME);
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GiveItemEntryWithoutActor(play, getItemEntry);
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@@ -433,7 +433,7 @@ void GivePlayerRandoRewardSariaGift(PlayState* play, RandomizerCheck check) {
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if (gSaveContext.entranceIndex == 0x05E0) {
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GetItemEntry getItemEntry = Randomizer_GetItemFromKnownCheck(check, RG_ZELDAS_LULLABY);
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if (!Flags_GetEventChkInf(0xC1) && player != NULL && !Player_InBlockingCsMode(play, player)) {
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if (!Flags_GetEventChkInf(EVENTCHKINF_SPOKE_TO_SARIA_ON_BRIDGE) && player != NULL && !Player_InBlockingCsMode(play, player)) {
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GiveItemEntryWithoutActor(play, getItemEntry);
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player->pendingFlag.flagType = FLAG_EVENT_CHECK_INF;
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player->pendingFlag.flagID = 0xC1;
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@@ -462,7 +462,7 @@ void Play_Init(GameState* thisx) {
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// entranceIndex 0x7A, Castle Courtyard - Day from crawlspace
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// entranceIndex 0x400, Zelda's Courtyard
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if (gSaveContext.n64ddFlag && Randomizer_GetSettingValue(RSK_SKIP_CHILD_STEALTH) &&
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!(gSaveContext.eventChkInf[4] & 1) && !(gSaveContext.eventChkInf[5] & 0x200)) {
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!Flags_GetEventChkInf(EVENTCHKINF_OBTAINED_ZELDAS_LETTER) && !Flags_GetEventChkInf(EVENTCHKINF_LEARNED_ZELDAS_LULLABY)) {
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if (gSaveContext.entranceIndex == 0x7A) {
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gSaveContext.entranceIndex = 0x400;
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}
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@@ -560,7 +560,7 @@ void Play_Init(GameState* thisx) {
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}
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} else if ((gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_SPOT04) && LINK_IS_ADULT &&
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gSaveContext.sceneSetupIndex < 4) {
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gSaveContext.sceneSetupIndex = (gSaveContext.eventChkInf[4] & 0x100) ? 3 : 2;
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gSaveContext.sceneSetupIndex = (Flags_GetEventChkInf(EVENTCHKINF_USED_FOREST_TEMPLE_BLUE_WARP)) ? 3 : 2;
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}
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Play_SpawnScene(
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