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[Enhancement] Include minigame ammo in infinite ammo cheat (#1973)
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c569a46933
commit
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1 changed files with 9 additions and 3 deletions
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@ -1874,7 +1874,9 @@ void func_808337D4(PlayState* play, Player* this) {
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this->actor.shape.rot.y, 0, 0);
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this->actor.shape.rot.y, 0, 0);
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if (spawnedActor != NULL) {
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if (spawnedActor != NULL) {
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if ((explosiveType != 0) && (play->bombchuBowlingStatus != 0)) {
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if ((explosiveType != 0) && (play->bombchuBowlingStatus != 0)) {
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play->bombchuBowlingStatus--;
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if (!CVar_GetS32("gInfiniteAmmo", 0)) {
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play->bombchuBowlingStatus--;
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}
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if (play->bombchuBowlingStatus == 0) {
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if (play->bombchuBowlingStatus == 0) {
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play->bombchuBowlingStatus = -1;
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play->bombchuBowlingStatus = -1;
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}
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}
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@ -2515,9 +2517,13 @@ s32 func_808350A4(PlayState* play, Player* this) {
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func_80834380(play, this, &item, &arrowType);
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func_80834380(play, this, &item, &arrowType);
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if (gSaveContext.minigameState == 1) {
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if (gSaveContext.minigameState == 1) {
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play->interfaceCtx.hbaAmmo--;
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if (!CVar_GetS32("gInfiniteAmmo", 0)) {
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play->interfaceCtx.hbaAmmo--;
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}
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} else if (play->shootingGalleryStatus != 0) {
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} else if (play->shootingGalleryStatus != 0) {
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play->shootingGalleryStatus--;
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if (!CVar_GetS32("gInfiniteAmmo", 0)) {
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play->shootingGalleryStatus--;
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}
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} else {
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} else {
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Inventory_ChangeAmmo(item, -1);
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Inventory_ChangeAmmo(item, -1);
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}
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}
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