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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
This commit is contained in:
feacur 2024-11-05 18:58:03 +01:00
parent eb75a6dea4
commit 02a977f27d
3 changed files with 14 additions and 14 deletions

View file

@ -744,7 +744,7 @@ void CutsceneCmd_Destination(PlayState* play, CutsceneContext* csCtx, CsCmdDesti
play->nextEntranceIndex = ENTR_DEATH_MOUNTAIN_TRAIL_0;
play->transitionTrigger = TRANS_TRIGGER_START;
play->transitionType = TRANS_TYPE_FADE_BLACK_FAST;
gSaveContext.save.cutsceneIndex = CS_INDEX_LAST;
gSaveContext.save.cutsceneIndex = CS_INDEX_UNUSED;
break;
case CS_DEST_LAKE_HYLIA_WATER_RESTORED:
@ -1365,10 +1365,10 @@ void CutsceneCmd_Destination(PlayState* play, CutsceneContext* csCtx, CsCmdDesti
play->csCtx.script = SEGMENTED_TO_VIRTUAL(gTowerBarrierCs);
play->csCtx.curFrame = 0;
gSaveContext.cutsceneTrigger = 1;
gSaveContext.save.cutsceneIndex = CS_INDEX_STOP;
gSaveContext.save.cutsceneIndex = CS_INDEX_BARRIER;
csCtx->state = CS_STATE_STOP;
} else {
gSaveContext.save.cutsceneIndex = CS_INDEX_STOP;
gSaveContext.save.cutsceneIndex = CS_INDEX_BARRIER;
csCtx->state = CS_STATE_STOP;
}
break;