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| author | Jordan Gilbreath <3819183+jordanpg@users.noreply.github.com> | 2024-01-14 12:02:23 -0500 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-01-14 11:02:23 -0600 |
| commit | 4cbf3a562130cdc36f66b558ee98c43dd7e49a61 (patch) | |
| tree | 68ebc4d6f99df8efe65db567f99e58bef18e603c /soh/src/code/z_parameter.c | |
| parent | eb5f7688f8d855e19e76728f0d317abefb562434 (diff) | |
Fishsanity - Rando v3 (#3738)
* Update z_fishing documentation from decomp
* undo sCameraAt/Eye rename
* forgot to include these defines Heehee
* adding enums, settings
* adding more stuff back in
* more work
* we're literally typing words into computer
* include unordered map
maybe this fixes mac build idk
* wahoo
* hmm
* add make sure disabled flag gets popped
* poggers in the chat?
* doing some refactoring
* fixing build
* documentation, moving fishsanity instance to rando
* move FS back to context, fixing build, mod progress
since FS is needed during rando generation & provides perpetual info abt. fishsanity in the seed, seems to make more sense if it lives on the context
* moving some stuff around
* it's starting to get real in here
* ELIMINATE FISHSANITYMETA
* IT WROKS
* Update trackers, fix pond fish flagging
* ZD fish shuffle initial checkpoint
* ZD fish "working"
aside from the crashing
* wrapping up
* fix for partial pond shuffle
* remove misc. unrelated debugconsole modification
* updating GI model
* get build working
* add a todo for this
* removeoopsie
* Rework hints a bit
* update hint loc
* Use visual indicator instead of despawning caught fish
---------
Co-authored-by: jordanpg <jordanpg@users.noreply.github.com>
Diffstat (limited to 'soh/src/code/z_parameter.c')
| -rw-r--r-- | soh/src/code/z_parameter.c | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/soh/src/code/z_parameter.c b/soh/src/code/z_parameter.c index 141dbaf6a..7abc2b151 100644 --- a/soh/src/code/z_parameter.c +++ b/soh/src/code/z_parameter.c @@ -2644,6 +2644,11 @@ u16 Randomizer_Item_Give(PlayState* play, GetItemEntry giEntry) { return Return_Item_Entry(giEntry, RG_NONE); } + if (item == RG_FISHING_POLE) { + Flags_SetRandomizerInf(RAND_INF_FISHING_POLE_FOUND); + return Return_Item_Entry(giEntry, RG_NONE); + } + if (item == RG_PROGRESSIVE_BOMBCHUS) { if (INV_CONTENT(ITEM_BOMBCHU) == ITEM_NONE) { INV_CONTENT(ITEM_BOMBCHU) = ITEM_BOMBCHU; |
