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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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@ -38,7 +38,7 @@ ActorInit En_Encount2_InitVars = {
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void EnEncount2_Init(Actor* thisx, PlayState* play) {
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EnEncount2* this = (EnEncount2*)thisx;
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if (play->sceneId != SCENE_SPOT16) {
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if (play->sceneId != SCENE_DEATH_MOUNTAIN_TRAIL) {
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this->isNotDeathMountain = true;
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}
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@ -76,8 +76,8 @@ void EnEncount2_Wait(EnEncount2* this, PlayState* play) {
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} else if ((this->actor.xzDistToPlayer < 700.0f) && (Flags_GetSwitch(play, 0x37))) {
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s16 sceneId = play->sceneId;
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if (((sceneId == SCENE_GANON_DEMO) || (sceneId == SCENE_GANON_FINAL) || (sceneId == SCENE_GANON_SONOGO) ||
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(sceneId == SCENE_GANONTIKA_SONOGO)) &&
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if (((sceneId == SCENE_GANON_BOSS) || (sceneId == SCENE_GANONS_TOWER_COLLAPSE_EXTERIOR) ||
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(sceneId == SCENE_GANONS_TOWER_COLLAPSE_INTERIOR) || (sceneId == SCENE_INSIDE_GANONS_CASTLE_COLLAPSE)) &&
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(!this->collapseSpawnerInactive)) {
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spawnerState = ENCOUNT2_ACTIVE_GANONS_TOWER;
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}
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@ -156,8 +156,8 @@ void EnEncount2_SpawnRocks(EnEncount2* this, PlayState* play) {
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} else if ((this->actor.xzDistToPlayer < 700.0f) && (Flags_GetSwitch(play, 0x37) != 0)) {
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s16 sceneId = play->sceneId;
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if (((sceneId == SCENE_GANON_DEMO) || (sceneId == SCENE_GANON_FINAL) || (sceneId == SCENE_GANON_SONOGO) ||
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(sceneId == SCENE_GANONTIKA_SONOGO)) &&
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if (((sceneId == SCENE_GANON_BOSS) || (sceneId == SCENE_GANONS_TOWER_COLLAPSE_EXTERIOR) ||
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(sceneId == SCENE_GANONS_TOWER_COLLAPSE_INTERIOR) || (sceneId == SCENE_INSIDE_GANONS_CASTLE_COLLAPSE)) &&
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(!this->collapseSpawnerInactive)) {
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maxRocks = 1;
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spawnerState = ENCOUNT2_ACTIVE_GANONS_TOWER;
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@ -326,7 +326,7 @@ void EnEncount2_UpdateEffects(EnEncount2* this, PlayState* play) {
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Math_ApproachF(&effect->pos.z, targetPos.z, 0.3f, 30.0f);
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Math_ApproachF(&effect->moveDirection.y, -20.0f, 0.9f, 1.0f);
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if (play->sceneId != SCENE_SPOT16) {
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if (play->sceneId != SCENE_DEATH_MOUNTAIN_TRAIL) {
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if (effect->pos.y < (player->actor.floorHeight - 50.0f)) {
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effect->isAlive = 0;
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}
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