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#include "ActorBehavior.h"
#include <libultraship/bridge/consolevariablebridge.h>
extern "C" {
#include "variables.h"
#include "overlays/actors/ovl_En_Yb/z_en_yb.h"
void Player_StartTalking(PlayState* play, Actor* actor);
}
void Rando::ActorBehavior::InitEnYbBehavior() {
/*
* Kamaro's check upon completing his quest is weird. After he gives you Kamaro's Mask and says his piece, the game
* checks if you have Kamaro's Mask in your inventory before marking his quest as complete. Normally, this is always
* true, making the check redundant. For randomizer, we wrap that check.
*/
COND_VB_SHOULD(VB_HAVE_KAMAROS_MASK, IS_RANDO,
{ *should = RANDO_SAVE_CHECKS[RC_TERMINA_FIELD_KAMARO_MASK].eligible; });
COND_VB_SHOULD(VB_GIVE_ITEM_FROM_OFFER, IS_RANDO, {
GetItemId* item = va_arg(args, GetItemId*);
Actor* actor = va_arg(args, Actor*);
if (actor->id == ACTOR_EN_YB) {
*should = false;
Player* player = GET_PLAYER(gPlayState);
actor->parent = &player->actor;
player->talkActor = actor;
player->talkActorDistance = actor->xzDistToPlayer;
player->exchangeItemAction = PLAYER_IA_MINUS1;
Player_StartTalking(gPlayState, actor);
RANDO_SAVE_CHECKS[RC_TERMINA_FIELD_KAMARO_MASK].eligible = true;
}
});
}
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