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ok, now the last two CS_INDEX_*
are less unknown
the purpose of `CS_INDEX_BARRIER` is not quite clear still
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parent
eb75a6dea4
commit
02a977f27d
3 changed files with 14 additions and 14 deletions
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@ -744,7 +744,7 @@ void CutsceneCmd_Destination(PlayState* play, CutsceneContext* csCtx, CsCmdDesti
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play->nextEntranceIndex = ENTR_DEATH_MOUNTAIN_TRAIL_0;
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play->transitionTrigger = TRANS_TRIGGER_START;
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play->transitionType = TRANS_TYPE_FADE_BLACK_FAST;
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gSaveContext.save.cutsceneIndex = CS_INDEX_LAST;
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gSaveContext.save.cutsceneIndex = CS_INDEX_UNUSED;
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break;
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case CS_DEST_LAKE_HYLIA_WATER_RESTORED:
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@ -1365,10 +1365,10 @@ void CutsceneCmd_Destination(PlayState* play, CutsceneContext* csCtx, CsCmdDesti
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play->csCtx.script = SEGMENTED_TO_VIRTUAL(gTowerBarrierCs);
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play->csCtx.curFrame = 0;
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gSaveContext.cutsceneTrigger = 1;
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gSaveContext.save.cutsceneIndex = CS_INDEX_STOP;
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gSaveContext.save.cutsceneIndex = CS_INDEX_BARRIER;
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csCtx->state = CS_STATE_STOP;
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} else {
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gSaveContext.save.cutsceneIndex = CS_INDEX_STOP;
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gSaveContext.save.cutsceneIndex = CS_INDEX_BARRIER;
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csCtx->state = CS_STATE_STOP;
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}
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break;
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