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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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@ -399,7 +399,7 @@ void EnXc_SetLandingSFX(EnXc* this, PlayState* play) {
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u32 sfxId;
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s16 sceneId = play->sceneId;
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if ((gSaveContext.sceneLayer != 4) || (sceneId != SCENE_SPOT11)) {
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if ((gSaveContext.sceneLayer != 4) || (sceneId != SCENE_DESERT_COLOSSUS)) {
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if (Animation_OnFrame(&this->skelAnime, 11.0f)) {
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sfxId = SFX_FLAG;
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sfxId += SurfaceType_GetSfxId(&play->colCtx, this->actor.floorPoly, this->actor.floorBgId);
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@ -414,7 +414,7 @@ void EnXc_SetColossusAppearSFX(EnXc* this, PlayState* play) {
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if (gSaveContext.sceneLayer == 4) {
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sceneId = play->sceneId;
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if (sceneId == SCENE_SPOT11) {
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if (sceneId == SCENE_DESERT_COLOSSUS) {
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CutsceneContext* csCtx = &play->csCtx;
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u16 frameCount = csCtx->frames;
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f32 wDest[2];
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@ -438,7 +438,7 @@ void EnXc_SetColossusAppearSFX(EnXc* this, PlayState* play) {
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void func_80B3D118(PlayState* play) {
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s16 sceneId;
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if ((gSaveContext.sceneLayer != 4) || (sceneId = play->sceneId, sceneId != SCENE_SPOT11)) {
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if ((gSaveContext.sceneLayer != 4) || (sceneId = play->sceneId, sceneId != SCENE_DESERT_COLOSSUS)) {
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func_800788CC(NA_SE_PL_SKIP);
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}
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}
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@ -454,7 +454,7 @@ void EnXc_SetColossusWindSFX(PlayState* play) {
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s32 pad;
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s16 sceneId = play->sceneId;
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if (sceneId == SCENE_SPOT11) {
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if (sceneId == SCENE_DESERT_COLOSSUS) {
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CutsceneContext* csCtx = &play->csCtx;
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u16 frameCount = csCtx->frames;
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@ -522,7 +522,7 @@ void EnXc_InitFlame(EnXc* this, PlayState* play) {
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s32 pad;
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s16 sceneId = play->sceneId;
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if (sceneId == SCENE_SPOT17) {
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if (sceneId == SCENE_DEATH_MOUNTAIN_CRATER) {
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CsCmdActorAction* npcAction = EnXc_GetCsCmd(play, 0);
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if (npcAction != NULL) {
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s32 action = npcAction->action;
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@ -864,7 +864,7 @@ void EnXc_SetupDisappear(EnXc* this, PlayState* play) {
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s16 sceneId = play->sceneId;
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// Sheik fades away if end of Bolero CS, kill actor otherwise
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if (sceneId == SCENE_SPOT17) {
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if (sceneId == SCENE_DEATH_MOUNTAIN_CRATER) {
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this->action = SHEIK_ACTION_FADE;
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this->drawMode = SHEIK_DRAW_NOTHING;
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this->actor.shape.shadowAlpha = 0;
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