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Name scenes (scene enum, entrance enum, various identifiers) (#1343)
* Comment names on titled scenes
* Comment some more scene names
* Comment some map assets symbol prefixes
* Name collapse sequence scenes (from the non-collapse equivalent scene's name + `_COLLAPSE`)
* Name ganon/ganondorf boss scenes (symbol prefix suffixed with `Scene` to prevent confusion with boss actors)
* Fix symbol prefix for back alley night scene
* Name the two grave scenes (normal and fairy's fountain variant)
* Name most houses, name/update misc scenes
Co-authored-by: fig02 <fig02srl@gmail.com>
* (hakaana) `GRAVE` -> `REDEAD_GRAVE` to be more specific
Co-authored-by: fig02 <fig02srl@gmail.com>
* `miharigoya_scene`: `market_guard_house`
* `kakariko_scene` -> `kakariko_center_house`
* `richards_house` -> `dog_lady_house` (for localization differences)
* Revert "Comment some map assets symbol prefixes"
This reverts commit 210a38a628
.
* remove other xml prefixes
* ganon_boss, ganondorf_boss
* comments to namefixer
* `KAKARIKO_CENTER_HOUSE` -> `KAKARIKO_CENTER_GUEST_HOUSE`
* two collapse sequence scenes -> `GANONS_TOWER_COLLAPSE_`interior/exterior
* Run namefixer
`find src include -type f -exec ./tools/namefixer.py {} \;`
* run formatter
Co-authored-by: fig02 <fig02srl@gmail.com>
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96 changed files with 3577 additions and 3274 deletions
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@ -648,7 +648,7 @@ void func_80097534(PlayState* play, RoomContext* roomCtx) {
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func_80031B14(play, &play->actorCtx);
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Actor_SpawnTransitionActors(play, &play->actorCtx);
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Map_InitRoomData(play, roomCtx->curRoom.num);
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if (!((play->sceneId >= SCENE_SPOT00) && (play->sceneId <= SCENE_SPOT20))) {
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if (!((play->sceneId >= SCENE_HYRULE_FIELD) && (play->sceneId <= SCENE_LON_LON_RANCH))) {
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Map_SavePlayerInitialInfo(play);
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}
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Audio_SetEnvReverb(play->roomCtx.curRoom.echo);
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