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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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@ -3390,7 +3390,7 @@ void KaleidoScope_Update(GlobalContext* globalCtx) {
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if (pauseCtx->promptChoice == 0) {
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Gameplay_TriggerRespawn(globalCtx);
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gSaveContext.respawnFlag = -2;
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gSaveContext.nextTransition = 2;
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gSaveContext.nextTransitionType = TRANS_TYPE_FADE_BLACK;
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gSaveContext.health = 0x30;
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Audio_QueueSeqCmd(0xF << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0xA);
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gSaveContext.healthAccumulator = 0;
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@ -3406,7 +3406,7 @@ void KaleidoScope_Update(GlobalContext* globalCtx) {
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osSyncPrintf("Z_MAGIC_NOW_NOW=%d\n", gSaveContext.unk_13F6);
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osSyncPrintf(VT_RST);
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} else {
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globalCtx->state.running = 0;
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globalCtx->state.running = false;
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SET_NEXT_GAMESTATE(&globalCtx->state, Opening_Init, OpeningContext);
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}
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}
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