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give scene layers names throughout code

This commit is contained in:
feacur 2024-11-28 18:11:34 +01:00
parent f728d55c36
commit 106cb1021b
24 changed files with 83 additions and 71 deletions

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@ -65,7 +65,7 @@ void Object_InitContext(PlayState* play, ObjectContext* objectCtx) {
if (play2->sceneId == SCENE_HYRULE_FIELD) {
spaceSize = 1000 * 1024 - OBJECT_SPACE_ADJUSTMENT;
} else if (play2->sceneId == SCENE_GANON_BOSS) {
if (gSaveContext.sceneLayer != 4) {
if (gSaveContext.sceneLayer != GET_CUTSCENE_LAYER(CS_INDEX_0)) {
spaceSize = 1150 * 1024 - OBJECT_SPACE_ADJUSTMENT;
} else {
spaceSize = 1000 * 1024 - OBJECT_SPACE_ADJUSTMENT;
@ -445,7 +445,7 @@ BAD_RETURN(s32) Scene_CommandAlternateHeaderList(PlayState* play, SceneCmd* cmd)
PRINTF("\n[ZU]sceneset time =[%X]", ((void)0, gSaveContext.save.cutsceneIndex));
PRINTF("\n[ZU]sceneset counter=[%X]", ((void)0, gSaveContext.sceneLayer));
if (gSaveContext.sceneLayer != 0) {
if (gSaveContext.sceneLayer != SCENE_LAYER_CHILD_DAY) {
SceneCmd* altHeader = ((SceneCmd**)SEGMENTED_TO_VIRTUAL(cmd->altHeaders.data))[gSaveContext.sceneLayer - 1];
if (altHeader != NULL) {