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Document Transition System (#1131)
* transition type enum * mode enum, start documenting some types * some more * use enums for entrance table * entrance table filled out * sceneLoadFlag -> transitionTrigger * sandstorm state/mode/type * done i think * fixes * clean up circle weirdness * circle use enum + fix texture names * fix * how did that even happen lol * jesus * review2 * some more review * most review, still some more to do * new transition trigger names * some of review * next type default
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46 changed files with 2477 additions and 1382 deletions
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@ -86,8 +86,8 @@ void EnMag_Init(Actor* thisx, GlobalContext* globalCtx) {
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gSaveContext.unk_13E7 = 0;
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this->globalState = MAG_STATE_DISPLAY;
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sDelayTimer = 20;
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gSaveContext.fadeDuration = 1;
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gSaveContext.unk_1419 = 255;
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gSaveContext.transFadeDuration = 1;
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gSaveContext.transWipeSpeed = 255;
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}
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Font_LoadOrderedFont(&this->font);
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@ -130,8 +130,8 @@ void EnMag_Update(Actor* thisx, GlobalContext* globalCtx) {
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this->globalState = MAG_STATE_DISPLAY;
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sDelayTimer = 20;
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gSaveContext.fadeDuration = 1;
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gSaveContext.unk_1419 = 255;
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gSaveContext.transFadeDuration = 1;
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gSaveContext.transWipeSpeed = 255;
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}
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} else if (this->globalState >= MAG_STATE_DISPLAY) {
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if (sDelayTimer == 0) {
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@ -139,15 +139,15 @@ void EnMag_Update(Actor* thisx, GlobalContext* globalCtx) {
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CHECK_BTN_ALL(globalCtx->state.input[0].press.button, BTN_A) ||
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CHECK_BTN_ALL(globalCtx->state.input[0].press.button, BTN_B)) {
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if (globalCtx->sceneLoadFlag != 20) {
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if (globalCtx->transitionTrigger != TRANS_TRIGGER_START) {
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Audio_SetCutsceneFlag(0);
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Audio_PlaySoundGeneral(NA_SE_SY_PIECE_OF_HEART, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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gSaveContext.gameMode = 2;
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globalCtx->sceneLoadFlag = 20;
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globalCtx->fadeTransition = 2;
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globalCtx->transitionTrigger = TRANS_TRIGGER_START;
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globalCtx->transitionType = TRANS_TYPE_FADE_BLACK;
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}
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this->copyrightAlphaStep = 15;
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