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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:
Dragorn421 2022-11-26 22:15:41 +01:00 committed by GitHub
parent eb0a82c513
commit 186ecc72b5
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96 changed files with 3577 additions and 3274 deletions

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@ -299,7 +299,7 @@ void func_8096712C(Demo6K* this, PlayState* play) {
this->timer2++;
if ((play->sceneId == SCENE_GANONTIKA) && (play->csCtx.frames < D_8096932C[this->actor.params - 3])) {
if ((play->sceneId == SCENE_INSIDE_GANONS_CASTLE) && (play->csCtx.frames < D_8096932C[this->actor.params - 3])) {
func_8002F974(&this->actor, NA_SE_EV_LIGHT_GATHER - SFX_FLAG);
}
}
@ -331,7 +331,7 @@ void func_80967244(Demo6K* this, PlayState* play) {
envColor.g = sEnvColors[this->unk_293].g;
envColor.b = sEnvColors[this->unk_293].b;
if (play->sceneId == SCENE_TOKINOMA) {
if (play->sceneId == SCENE_TEMPLE_OF_TIME) {
scale = 6000;
} else if (play->csCtx.frames < 419) {
scale = 6000;