cleanup
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@ -633,9 +633,8 @@ RECOMP_PATCH void Interface_UpdateButtonsPart1(PlayState* play) {
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Interface_LoadItemIconImpl(play, EQUIP_SLOT_B);
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Interface_LoadItemIconImpl(play, EQUIP_SLOT_B);
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}
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}
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// @recomp_use_export_var no_bow_epona_fix: If B item is a sword, don't disable the UI.
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// @recomp_use_export_var no_bow_epona_fix: If riding Epona, don't disable the UI.
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if (!no_bow_epona_fix || (BUTTON_ITEM_EQUIP(CUR_FORM, EQUIP_SLOT_B) < ITEM_SWORD_KOKIRI ||
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if (!no_bow_epona_fix || (player->stateFlags1 & PLAYER_STATE1_800000) == 0) {
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BUTTON_ITEM_EQUIP(CUR_FORM, EQUIP_SLOT_B) > ITEM_SWORD_GILDED)) {
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BUTTON_STATUS(EQUIP_SLOT_C_LEFT) = BTN_DISABLED;
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BUTTON_STATUS(EQUIP_SLOT_C_LEFT) = BTN_DISABLED;
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BUTTON_STATUS(EQUIP_SLOT_C_DOWN) = BTN_DISABLED;
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BUTTON_STATUS(EQUIP_SLOT_C_DOWN) = BTN_DISABLED;
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BUTTON_STATUS(EQUIP_SLOT_C_RIGHT) = BTN_DISABLED;
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BUTTON_STATUS(EQUIP_SLOT_C_RIGHT) = BTN_DISABLED;
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@ -716,8 +715,8 @@ RECOMP_PATCH void Interface_UpdateButtonsPart1(PlayState* play) {
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restoreHudVisibility = true;
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restoreHudVisibility = true;
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}
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}
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// @recomp_use_export_var no_bow_epona_fix: If B item is a sword, don't disable the UI.
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// @recomp_use_export_var no_bow_epona_fix: If riding Epona, don't disable the UI.
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if (!no_bow_epona_fix) {
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if (!no_bow_epona_fix || (player->stateFlags1 & PLAYER_STATE1_800000) == 0) {
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BUTTON_STATUS(EQUIP_SLOT_C_LEFT) = BTN_DISABLED;
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BUTTON_STATUS(EQUIP_SLOT_C_LEFT) = BTN_DISABLED;
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BUTTON_STATUS(EQUIP_SLOT_C_DOWN) = BTN_DISABLED;
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BUTTON_STATUS(EQUIP_SLOT_C_DOWN) = BTN_DISABLED;
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BUTTON_STATUS(EQUIP_SLOT_C_RIGHT) = BTN_DISABLED;
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BUTTON_STATUS(EQUIP_SLOT_C_RIGHT) = BTN_DISABLED;
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