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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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GPG key ID: 4AEE18F83AFDEB23
96 changed files with 3577 additions and 3274 deletions

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