Restoration: RBA Values (#2672)
* Restore RBA Values Matches all rba scenarios achievable in game to their original outcomes. This only ends up affecting certain trade items. * tooltip rewrite * rba cases generalised * re-add to menu bar * better byteswap and checks for endianness * remove leftover defines
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@@ -2782,6 +2782,13 @@ s32 Inventory_HasSpecificBottle(u8 bottleItem) {
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}
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}
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void byteSwapInventory() {
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gSaveContext.inventory.equipment = BE16SWAP(gSaveContext.inventory.equipment);
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gSaveContext.inventory.upgrades = BE32SWAP(gSaveContext.inventory.upgrades);
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gSaveContext.inventory.questItems = BE32SWAP(gSaveContext.inventory.questItems);
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gSaveContext.inventory.gsTokens = BE16SWAP(gSaveContext.inventory.gsTokens);
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}
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void Inventory_UpdateBottleItem(PlayState* play, u8 item, u8 button) {
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osSyncPrintf("item_no=%x, c_no=%x, Pt=%x Item_Register=%x\n", item, button,
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gSaveContext.equips.cButtonSlots[button - 1],
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@@ -2793,7 +2800,14 @@ void Inventory_UpdateBottleItem(PlayState* play, u8 item, u8 button) {
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item = ITEM_MILK_HALF;
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}
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gSaveContext.inventory.items[gSaveContext.equips.cButtonSlots[button - 1]] = item;
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if (CVarGetInteger("gRestoreRBAValues",0)) {
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byteSwapInventory();
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gSaveContext.inventory.items[gSaveContext.equips.cButtonSlots[button - 1]] = item;
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byteSwapInventory();
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} else {
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gSaveContext.inventory.items[gSaveContext.equips.cButtonSlots[button - 1]] = item;
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}
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gSaveContext.equips.buttonItems[button] = item;
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Interface_LoadItemIcon1(play, button);
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