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enable iron boots when swimming/underwater
further renaming for roomtimers
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afe143f526
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c00749b849
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@ -750,10 +750,13 @@ void Interface_SetButtonStatus(GlobalContext* globalCtx)
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gSaveContext.buttonStatus[0] = BTN_DISABLED;
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for (i = 1; i < 4; i++) {
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if(Player_GetRoomTimer(globalCtx) == 2)
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if(Player_GetRoomTimer(globalCtx) == ROOMTIMER_DEEP_UNDERWATER)
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{
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// Disable Buttons on ROOMTIMER_DEEP_UNDERWATER
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if ((gSaveContext.equips.buttonItems[i] != ITEM_HOOKSHOT) &&
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(gSaveContext.equips.buttonItems[i] != ITEM_LONGSHOT)) {
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(gSaveContext.equips.buttonItems[i] != ITEM_LONGSHOT) &&
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(gSaveContext.equips.buttonItems[i] != ITEM_BOOTS_IRON))
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{
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if (gSaveContext.buttonStatus[i] == BTN_ENABLED) {
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sp28 = 1;
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}
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@ -771,7 +774,9 @@ void Interface_SetButtonStatus(GlobalContext* globalCtx)
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sp28 = 1;
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}
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gSaveContext.buttonStatus[i] = BTN_DISABLED;
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// Entering Water, disable unusable Items
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if((gSaveContext.equips.buttonItems[i] != ITEM_BOOTS_IRON))
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gSaveContext.buttonStatus[i] = BTN_DISABLED;
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}
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}
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@ -4035,13 +4040,13 @@ void Interface_Update(GlobalContext* globalCtx) {
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if(D_RoomTimer == ROOMTIMER_DEEP_UNDERWATER)
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{
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if (CUR_EQUIP_VALUE(EQUIP_TUNIC) == PLAYER_TUNIC_ZORA) {
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D_RoomTimer = 0;
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D_RoomTimer = ROOMTIMER_NONE;
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}
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}
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else if((Player_GetRoomTimer(globalCtx) >= ROOMTIMER_SWIMMING) && (Player_GetRoomTimer(globalCtx) < ROOMTIMER_UNKN5))
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{
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if (CUR_EQUIP_VALUE(EQUIP_TUNIC) == 3) {
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D_RoomTimer = 0;
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D_RoomTimer = ROOMTIMER_NONE;
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}
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}
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@ -4148,7 +4153,7 @@ void Interface_Update(GlobalContext* globalCtx) {
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}
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if (gSaveContext.timer1State == 0) {
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if(((D_RoomTimer == 1) || (D_RoomTimer == 2) || (D_RoomTimer == 4)) && ((gSaveContext.health >> 1) != 0))
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if(((D_RoomTimer == ROOMTIMER_HOT) || (D_RoomTimer == ROOMTIMER_DEEP_UNDERWATER) || (D_RoomTimer == ROOMTIMER_UNKN4)) && ((gSaveContext.health >> 1) != 0))
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{
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gSaveContext.timer1State = 1;
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gSaveContext.timerX[0] = 140;
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@ -4156,7 +4161,7 @@ void Interface_Update(GlobalContext* globalCtx) {
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D_80125A5C = 1;
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}
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} else {
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if(((D_RoomTimer == 0) || (D_RoomTimer == 3)) && (gSaveContext.timer1State < 5))
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if(((D_RoomTimer == ROOMTIMER_NONE) || (D_RoomTimer == ROOMTIMER_SWIMMING)) && (gSaveContext.timer1State < 5))
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{
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gSaveContext.timer1State = 0;
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}
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