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authorengineer124 <engineer124engineer124@gmail.com>2022-04-12 18:00:56 +1000
committerengineer124 <engineer124engineer124@gmail.com>2022-04-12 18:00:56 +1000
commitddcc441c41dafed6ba465dbd33831b84455ce872 (patch)
tree7c532e9d68a06bd3acb28efdbeb223eb1c9472f4 /src/code/code_8012EC80.c
parente27d687dfcaf3d60f022afce8e570461502bbc43 (diff)
parentafd3ae243d35f54bad77193f9c4e5cb894bfa49c (diff)
Merge branch 'master' into parameter
Diffstat (limited to 'src/code/code_8012EC80.c')
-rw-r--r--src/code/code_8012EC80.c21
1 files changed, 12 insertions, 9 deletions
diff --git a/src/code/code_8012EC80.c b/src/code/code_8012EC80.c
index 648f05556..9e0a9b516 100644
--- a/src/code/code_8012EC80.c
+++ b/src/code/code_8012EC80.c
@@ -107,7 +107,7 @@ void* gItemIcons[] = {
0x08007000, // ITEM_BOMBCHU
0x08008000, // ITEM_STICK
0x08009000, // ITEM_NUT
- 0x0800A000, // ITEM_MAGIC_BEANS
+ 0x0800A000, // ITEM_BEAN
0x0800B000, // ITEM_SLINGSHOT
0x0800C000, // ITEM_POWDER_KEG
0x0800D000, // ITEM_PICTO_BOX
@@ -504,7 +504,7 @@ void Inventory_ChangeEquipment(s16 value) {
u8 Inventory_DeleteEquipment(GlobalContext* globalCtx, s16 equipment) {
Player* player = GET_PLAYER(globalCtx);
- if (CUR_EQUIP_VALUE_VOID(EQUIP_SHIELD) != 0) {
+ if (GET_CUR_EQUIP_VALUE(EQUIP_SHIELD) != 0) {
SET_EQUIP_VALUE(EQUIP_SHIELD, 0);
Player_SetEquipmentData(globalCtx, player);
return true;
@@ -691,15 +691,17 @@ void Inventory_SaveDekuPlaygroundHighScore(s16 timerId) {
gSaveContext.save.dekuPlaygroundHighScores[CURRENT_DAY - 1] = gSaveContext.unk_3DE0[timerId];
for (i = 0; i < 8; i++) {
- gSaveContext.save.inventory.dekuPlaygroundPlayerName[CURRENT_DAY - 1][i] = gSaveContext.save.playerData.playerName[i];
+ gSaveContext.save.inventory.dekuPlaygroundPlayerName[CURRENT_DAY - 1][i] =
+ gSaveContext.save.playerData.playerName[i];
}
}
void Inventory_IncrementSkullTokenCount(s16 sceneIndex) {
if (sceneIndex == SCENE_KINSTA1) {
// Swamp Spider House (increment high bits of skullTokenCount)
- gSaveContext.save.skullTokenCount = ((u16)(((gSaveContext.save.skullTokenCount & 0xFFFF0000) >> 0x10) + 1) << 0x10) |
- (gSaveContext.save.skullTokenCount & 0xFFFF);
+ gSaveContext.save.skullTokenCount =
+ ((u16)(((gSaveContext.save.skullTokenCount & 0xFFFF0000) >> 0x10) + 1) << 0x10) |
+ (gSaveContext.save.skullTokenCount & 0xFFFF);
} else {
// Ocean Spider House (increment low bits of skullTokenCount)
gSaveContext.save.skullTokenCount =
@@ -720,8 +722,9 @@ s16 Inventory_GetSkullTokenCount(s16 sceneIndex) {
void Inventory_SaveLotteryCodeGuess(GlobalContext* globalCtx) {
u16 lotteryCodeGuess;
- lotteryCodeGuess = ((globalCtx->msgCtx.unk12054 & 0xF) << 8); // First Digit
- lotteryCodeGuess |= ((globalCtx->msgCtx.unk12056 & 0xF) << 4); // Second Digit
- lotteryCodeGuess |= (globalCtx->msgCtx.unk12058 & 0xF); // Third Digit
- gSaveContext.save.lotteryCodeGuess = (gSaveContext.save.lotteryCodeGuess & 0xFFFF0000) | (lotteryCodeGuess & 0xFFFF);
+ lotteryCodeGuess = ((globalCtx->msgCtx.unk12054[0] & 0xF) << 8); // First Digit
+ lotteryCodeGuess |= ((globalCtx->msgCtx.unk12054[1] & 0xF) << 4); // Second Digit
+ lotteryCodeGuess |= (globalCtx->msgCtx.unk12054[2] & 0xF); // Third Digit
+ gSaveContext.save.lotteryCodeGuess =
+ (gSaveContext.save.lotteryCodeGuess & 0xFFFF0000) | (lotteryCodeGuess & 0xFFFF);
}