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Remove needless ifdefs, fix Japanese build
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@ -1016,6 +1016,10 @@ struct dungeon {
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u8 field_0x3b1c;
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u8 field_0x3b1d;
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u8 field_0x3b1e;
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// TODO Something is omitted from the dungeon struct in JP, but it is not known what is missing.
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// For the time being, take out these unknown fields from JP to allow JP usage of this struct to match.
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// As more functions are decomped, move this conditional up the struct until we find where the actual difference is in the struct.
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#ifndef JAPAN
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u8 field_0x3b1f;
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u8 field_0x3b20;
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u8 field_0x3b21;
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@ -1101,6 +1105,7 @@ struct dungeon {
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u8 field_0x3b71;
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u8 field_0x3b72;
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u8 field_0x3b73;
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#endif
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// 0x3B74: Unknown array, likely one entry per monster species. This might be related to
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// the IQ skill Exp. Go-Getter so the AI knows which monsters to prioritize.
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u8 unknown_array_0x3B74[600];
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@ -1372,11 +1377,7 @@ struct dungeon {
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// TODO Something is omitted from the dungeon struct in JP, but it is not known what is missing.
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// For the time being, take some bytes out of this array to allow JP usage of this struct to match.
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#ifdef JAPAN
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u8 unknown_file_buffer_0x12162[2268];
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#else
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u8 unknown_file_buffer_0x12162[2352];
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#endif
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// 0x12A92: Unknown array, probably related to unknown_tile_matrix
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// since they get initialized together.
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u16 unknown_array_0x12A92[9];
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@ -12,18 +12,10 @@ u8 IsSecretBazaar()
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u8 ShouldBoostHiddenStairsSpawnChance()
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{
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#ifdef JAPAN
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return DUNGEON_PTR[0]->boost_hidden_stairs_spawn_chance;
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#else
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return DUNGEON_PTR[0]->boost_hidden_stairs_spawn_chance;
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#endif
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}
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void SetShouldBoostHiddenStairsSpawnChance(u8 should_boost)
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{
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#ifdef JAPAN
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DUNGEON_PTR[0]->boost_hidden_stairs_spawn_chance=should_boost;
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#else
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DUNGEON_PTR[0]->boost_hidden_stairs_spawn_chance=should_boost;
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#endif
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}
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