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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>
This commit is contained in:
parent
eb0a82c513
commit
186ecc72b5
96 changed files with 3577 additions and 3274 deletions
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@ -379,7 +379,7 @@ void Scene_DrawConfigHakadan(PlayState* play) {
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gameplayFrames = play->gameplayFrames;
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if (play->sceneId == SCENE_HAKADAN_BS) {
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if (play->sceneId == SCENE_SHADOW_TEMPLE_BOSS) {
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gSPSegment(POLY_OPA_DISP++, 0x08,
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (gameplayFrames * 2) % 128, 0, 32, 32, 1,
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(gameplayFrames * 2) % 128, 0, 32, 32));
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@ -534,7 +534,7 @@ void Scene_DrawConfigHairalNiwa(PlayState* play) {
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(gameplayFrames * 3) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 3) % 128,
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32, 32));
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if (play->sceneId == SCENE_HAIRAL_NIWA) {
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if (play->sceneId == SCENE_CASTLE_COURTYARD_GUARDS_DAY) {
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gSPSegment(POLY_XLU_DISP++, 0x09, Gfx_TexScroll(play->state.gfxCtx, 0, (gameplayFrames * 10) % 256, 32, 64));
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}
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@ -559,7 +559,7 @@ void Scene_DrawConfigGanonCastleExterior(PlayState* play) {
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gameplayFrames = play->gameplayFrames;
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if (play->sceneId == SCENE_GANON_TOU) {
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if (play->sceneId == SCENE_OUTSIDE_GANONS_CASTLE) {
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gSPSegment(POLY_XLU_DISP++, 0x09, Gfx_TexScroll(play->state.gfxCtx, 0, (gameplayFrames * 1) % 256, 64, 64));
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gSPSegment(POLY_XLU_DISP++, 0x08,
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 255 - (gameplayFrames * 1) % 256, 64, 64, 1,
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@ -637,8 +637,9 @@ void Scene_DrawConfigGanonFinal(PlayState* play) {
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CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6004);
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if (Flags_GetSwitch(play, 0x37)) {
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if ((play->sceneId == SCENE_GANON_DEMO) || (play->sceneId == SCENE_GANON_FINAL) ||
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(play->sceneId == SCENE_GANON_SONOGO) || (play->sceneId == SCENE_GANONTIKA_SONOGO)) {
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if ((play->sceneId == SCENE_GANON_BOSS) || (play->sceneId == SCENE_GANONS_TOWER_COLLAPSE_EXTERIOR) ||
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(play->sceneId == SCENE_GANONS_TOWER_COLLAPSE_INTERIOR) ||
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(play->sceneId == SCENE_INSIDE_GANONS_CASTLE_COLLAPSE)) {
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func_8009BEEC(play);
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}
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}
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@ -1469,7 +1470,7 @@ void Scene_DrawConfigBdan(PlayState* play) {
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OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7712);
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gameplayFrames = play->gameplayFrames;
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if (play->sceneId == SCENE_BDAN) {
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if (play->sceneId == SCENE_JABU_JABU) {
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gSPSegment(POLY_OPA_DISP++, 0x08,
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames % 128,
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(gameplayFrames * 2) % 128, 32, 32, 1, 127 - gameplayFrames % 128,
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@ -1594,58 +1595,58 @@ void Scene_DrawConfigBesitu(PlayState* play) {
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void (*sSceneDrawConfigs[SDC_MAX])(PlayState*) = {
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Scene_DrawConfigDefault, // SDC_DEFAULT
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Scene_DrawConfigSpot00, // SDC_SPOT00
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Scene_DrawConfigSpot01, // SDC_SPOT01
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Scene_DrawConfigSpot03, // SDC_SPOT03
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Scene_DrawConfigSpot04, // SDC_SPOT04
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Scene_DrawConfigSpot06, // SDC_SPOT06
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Scene_DrawConfigSpot07, // SDC_SPOT07
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Scene_DrawConfigSpot08, // SDC_SPOT08
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Scene_DrawConfigSpot09, // SDC_SPOT09
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Scene_DrawConfigSpot10, // SDC_SPOT10
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Scene_DrawConfigSpot11, // SDC_SPOT11
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Scene_DrawConfigSpot12, // SDC_SPOT12
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Scene_DrawConfigSpot13, // SDC_SPOT13
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Scene_DrawConfigSpot15, // SDC_SPOT15
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Scene_DrawConfigSpot16, // SDC_SPOT16
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Scene_DrawConfigSpot17, // SDC_SPOT17
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Scene_DrawConfigSpot18, // SDC_SPOT18
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Scene_DrawConfigSpot20, // SDC_SPOT20
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Scene_DrawConfigHidan, // SDC_HIDAN
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Scene_DrawConfigYdan, // SDC_YDAN
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Scene_DrawConfigDdan, // SDC_DDAN
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Scene_DrawConfigBdan, // SDC_BDAN
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Scene_DrawConfigBmori1, // SDC_BMORI1
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Scene_DrawConfigMizusin, // SDC_MIZUSIN
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Scene_DrawConfigHakadan, // SDC_HAKADAN
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Scene_DrawConfigJyasinzou, // SDC_JYASINZOU
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Scene_DrawConfigGanontika, // SDC_GANONTIKA
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Scene_DrawConfigMen, // SDC_MEN
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Scene_DrawConfigYdanBoss, // SDC_YDAN_BOSS
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Scene_DrawConfigMizusinBs, // SDC_MIZUSIN_BS
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Scene_DrawConfigTokinoma, // SDC_TOKINOMA
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Scene_DrawConfigKakusiana, // SDC_KAKUSIANA
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Scene_DrawConfigKenjyanoma, // SDC_KENJYANOMA
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Scene_DrawConfigGreatFairyFountain, // SDC_GREAT_FAIRY_FOUNTAIN
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Scene_DrawConfigSyatekijyou, // SDC_SYATEKIJYOU
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Scene_DrawConfigHairalNiwa, // SDC_HAIRAL_NIWA
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Scene_DrawConfigGanonCastleExterior, // SDC_GANON_CASTLE_EXTERIOR
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Scene_DrawConfigIceDoukuto, // SDC_ICE_DOUKUTO
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Scene_DrawConfigGanonFinal, // SDC_GANON_FINAL
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Scene_DrawConfigFairyFountain, // SDC_FAIRY_FOUNTAIN
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Scene_DrawConfigGerudoway, // SDC_GERUDOWAY
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Scene_DrawConfigBowling, // SDC_BOWLING
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Scene_DrawConfigHakaanaOuke, // SDC_HAKAANA_OUKE
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Scene_DrawConfigHyliaLabo, // SDC_HYLIA_LABO
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Scene_DrawConfigSouko, // SDC_SOUKO
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Scene_DrawConfigMiharigoya, // SDC_MIHARIGOYA
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Scene_DrawConfigMahouya, // SDC_MAHOUYA
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Scene_DrawConfigSpot00, // SDC_HYRULE_FIELD
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Scene_DrawConfigSpot01, // SDC_KAKARIKO_VILLAGE
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Scene_DrawConfigSpot03, // SDC_ZORAS_RIVER
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Scene_DrawConfigSpot04, // SDC_KOKIRI_FOREST
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Scene_DrawConfigSpot06, // SDC_LAKE_HYLIA
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Scene_DrawConfigSpot07, // SDC_ZORAS_DOMAIN
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Scene_DrawConfigSpot08, // SDC_ZORAS_FOUNTAIN
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Scene_DrawConfigSpot09, // SDC_GERUDO_VALLEY
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Scene_DrawConfigSpot10, // SDC_LOST_WOODS
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Scene_DrawConfigSpot11, // SDC_DESERT_COLOSSUS
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Scene_DrawConfigSpot12, // SDC_GERUDOS_FORTRESS
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Scene_DrawConfigSpot13, // SDC_HAUNTED_WASTELAND
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Scene_DrawConfigSpot15, // SDC_HYRULE_CASTLE
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Scene_DrawConfigSpot16, // SDC_DEATH_MOUNTAIN_TRAIL
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Scene_DrawConfigSpot17, // SDC_DEATH_MOUNTAIN_CRATER
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Scene_DrawConfigSpot18, // SDC_GORON_CITY
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Scene_DrawConfigSpot20, // SDC_LON_LON_RANCH
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Scene_DrawConfigHidan, // SDC_FIRE_TEMPLE
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Scene_DrawConfigYdan, // SDC_DEKU_TREE
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Scene_DrawConfigDdan, // SDC_DODONGOS_CAVERN
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Scene_DrawConfigBdan, // SDC_JABU_JABU
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Scene_DrawConfigBmori1, // SDC_FOREST_TEMPLE
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Scene_DrawConfigMizusin, // SDC_WATER_TEMPLE
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Scene_DrawConfigHakadan, // SDC_SHADOW_TEMPLE
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Scene_DrawConfigJyasinzou, // SDC_SPIRIT_TEMPLE
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Scene_DrawConfigGanontika, // SDC_INSIDE_GANONS_CASTLE
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Scene_DrawConfigMen, // SDC_GERUDO_TRAINING_GROUND
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Scene_DrawConfigYdanBoss, // SDC_DEKU_TREE_BOSS
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Scene_DrawConfigMizusinBs, // SDC_WATER_TEMPLE_BOSS
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Scene_DrawConfigTokinoma, // SDC_TEMPLE_OF_TIME
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Scene_DrawConfigKakusiana, // SDC_GROTTOS
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Scene_DrawConfigKenjyanoma, // SDC_CHAMBER_OF_THE_SAGES
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Scene_DrawConfigGreatFairyFountain, // SDC_GREAT_FAIRYS_FOUNTAIN
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Scene_DrawConfigSyatekijyou, // SDC_SHOOTING_GALLERY
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Scene_DrawConfigHairalNiwa, // SDC_CASTLE_COURTYARD_GUARDS
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Scene_DrawConfigGanonCastleExterior, // SDC_OUTSIDE_GANONS_CASTLE
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Scene_DrawConfigIceDoukuto, // SDC_ICE_CAVERN
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Scene_DrawConfigGanonFinal, // SDC_GANONS_TOWER_COLLAPSE_EXTERIOR
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Scene_DrawConfigFairyFountain, // SDC_FAIRYS_FOUNTAIN
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Scene_DrawConfigGerudoway, // SDC_THIEVES_HIDEOUT
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Scene_DrawConfigBowling, // SDC_BOMBCHU_BOWLING_ALLEY
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Scene_DrawConfigHakaanaOuke, // SDC_ROYAL_FAMILYS_TOMB
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Scene_DrawConfigHyliaLabo, // SDC_LAKESIDE_LABORATORY
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Scene_DrawConfigSouko, // SDC_LON_LON_BUILDINGS
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Scene_DrawConfigMiharigoya, // SDC_MARKET_GUARD_HOUSE
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Scene_DrawConfigMahouya, // SDC_POTION_SHOP_GRANNY
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Scene_DrawConfigCalmWater, // SDC_CALM_WATER
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Scene_DrawConfigGraveExitLightShining, // SDC_GRAVE_EXIT_LIGHT_SHINING
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Scene_DrawConfigBesitu, // SDC_BESITU
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Scene_DrawConfigTuribori, // SDC_TURIBORI
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Scene_DrawConfigGanonSonogo, // SDC_GANON_SONOGO
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Scene_DrawConfigGanontikaSonogo, // SDC_GANONTIKA_SONOGO
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Scene_DrawConfigTuribori, // SDC_FISHING_POND
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Scene_DrawConfigGanonSonogo, // SDC_GANONS_TOWER_COLLAPSE_INTERIOR
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Scene_DrawConfigGanontikaSonogo, // SDC_INSIDE_GANONS_CASTLE_COLLAPSE
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};
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void Scene_Draw(PlayState* play) {
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