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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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@ -305,7 +305,7 @@ void KaleidoScope_DrawDungeonMap(PlayState* play, GraphicsContext* gfxCtx) {
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KaleidoScope_DrawQuadTextureRGBA32(gfxCtx, gGoldSkulltulaIconTex, 24, 24, 8);
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}
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if ((play->sceneId >= SCENE_YDAN) && (play->sceneId <= SCENE_TAKARAYA)) {
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if ((play->sceneId >= SCENE_DEKU_TREE) && (play->sceneId <= SCENE_TREASURE_BOX_SHOP)) {
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stepR = (mapBgPulseR - mapBgPulseColors[mapBgPulseStage][0]) / mapBgPulseTimer;
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stepG = (mapBgPulseG - mapBgPulseColors[mapBgPulseStage][1]) / mapBgPulseTimer;
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stepB = (mapBgPulseB - mapBgPulseColors[mapBgPulseStage][2]) / mapBgPulseTimer;
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@ -2464,14 +2464,14 @@ void KaleidoScope_UpdateDungeonMap(PlayState* play) {
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KaleidoScope_LoadDungeonMap(play);
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Map_SetFloorPalettesData(play, pauseCtx->dungeonMapSlot - 3);
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if ((play->sceneId >= SCENE_YDAN) && (play->sceneId <= SCENE_TAKARAYA)) {
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if ((play->sceneId >= SCENE_DEKU_TREE) && (play->sceneId <= SCENE_TREASURE_BOX_SHOP)) {
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if ((VREG(30) + 3) == pauseCtx->cursorPoint[PAUSE_MAP]) {
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KaleidoScope_OverridePalIndexCI4(interfaceCtx->mapSegment, MAP_48x85_TEX_SIZE,
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interfaceCtx->mapPaletteIndex, 14);
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}
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}
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if ((play->sceneId >= SCENE_YDAN) && (play->sceneId <= SCENE_TAKARAYA)) {
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if ((play->sceneId >= SCENE_DEKU_TREE) && (play->sceneId <= SCENE_TREASURE_BOX_SHOP)) {
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if ((VREG(30) + 3) == pauseCtx->cursorPoint[PAUSE_MAP]) {
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KaleidoScope_OverridePalIndexCI4(interfaceCtx->mapSegment + ALIGN16(MAP_48x85_TEX_SIZE), MAP_48x85_TEX_SIZE,
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interfaceCtx->mapPaletteIndex, 14);
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@ -2564,24 +2564,24 @@ void KaleidoScope_Update(PlayState* play) {
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pauseCtx->iconItemAltSegment = (void*)ALIGN16((uintptr_t)pauseCtx->iconItem24Segment + size);
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switch (play->sceneId) {
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case SCENE_YDAN:
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case SCENE_DDAN:
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case SCENE_BDAN:
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case SCENE_BMORI1:
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case SCENE_HIDAN:
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case SCENE_MIZUSIN:
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case SCENE_JYASINZOU:
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case SCENE_HAKADAN:
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case SCENE_HAKADANCH:
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case SCENE_ICE_DOUKUTO:
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case SCENE_YDAN_BOSS:
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case SCENE_DDAN_BOSS:
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case SCENE_BDAN_BOSS:
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case SCENE_MORIBOSSROOM:
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case SCENE_FIRE_BS:
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case SCENE_MIZUSIN_BS:
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case SCENE_JYASINBOSS:
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case SCENE_HAKADAN_BS:
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case SCENE_DEKU_TREE:
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case SCENE_DODONGOS_CAVERN:
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case SCENE_JABU_JABU:
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case SCENE_FOREST_TEMPLE:
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case SCENE_FIRE_TEMPLE:
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case SCENE_WATER_TEMPLE:
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case SCENE_SPIRIT_TEMPLE:
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case SCENE_SHADOW_TEMPLE:
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case SCENE_BOTTOM_OF_THE_WELL:
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case SCENE_ICE_CAVERN:
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case SCENE_DEKU_TREE_BOSS:
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case SCENE_DODONGOS_CAVERN_BOSS:
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case SCENE_JABU_JABU_BOSS:
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case SCENE_FOREST_TEMPLE_BOSS:
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case SCENE_FIRE_TEMPLE_BOSS:
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case SCENE_WATER_TEMPLE_BOSS:
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case SCENE_SPIRIT_TEMPLE_BOSS:
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case SCENE_SHADOW_TEMPLE_BOSS:
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sInDungeonScene = true;
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size2 = (uintptr_t)_icon_item_dungeon_staticSegmentRomEnd -
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(uintptr_t)_icon_item_dungeon_staticSegmentRomStart;
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@ -3345,57 +3345,57 @@ void KaleidoScope_Update(PlayState* play) {
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Play_SaveSceneFlags(play);
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switch (gSaveContext.entranceIndex) {
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case ENTR_YDAN_0:
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case ENTR_DDAN_0:
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case ENTR_BDAN_0:
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case ENTR_BMORI1_0:
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case ENTR_HIDAN_0:
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case ENTR_MIZUSIN_0:
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case ENTR_JYASINZOU_0:
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case ENTR_HAKADAN_0:
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case ENTR_GANON_0:
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case ENTR_MEN_0:
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case ENTR_ICE_DOUKUTO_0:
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case ENTR_GERUDOWAY_0:
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case ENTR_HAKADANCH_0:
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case ENTR_GANONTIKA_0:
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case ENTR_GANON_SONOGO_0:
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case ENTR_DEKU_TREE_0:
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case ENTR_DODONGOS_CAVERN_0:
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case ENTR_JABU_JABU_0:
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case ENTR_FOREST_TEMPLE_0:
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case ENTR_FIRE_TEMPLE_0:
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case ENTR_WATER_TEMPLE_0:
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case ENTR_SPIRIT_TEMPLE_0:
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case ENTR_SHADOW_TEMPLE_0:
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case ENTR_GANONS_TOWER_0:
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case ENTR_GERUDO_TRAINING_GROUND_0:
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case ENTR_ICE_CAVERN_0:
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case ENTR_THIEVES_HIDEOUT_0:
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case ENTR_BOTTOM_OF_THE_WELL_0:
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case ENTR_INSIDE_GANONS_CASTLE_0:
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case ENTR_GANONS_TOWER_COLLAPSE_INTERIOR_0:
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break;
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case ENTR_YDAN_BOSS_0:
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gSaveContext.entranceIndex = ENTR_YDAN_0;
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case ENTR_DEKU_TREE_BOSS_0:
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gSaveContext.entranceIndex = ENTR_DEKU_TREE_0;
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break;
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case ENTR_DDAN_BOSS_0:
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gSaveContext.entranceIndex = ENTR_DDAN_0;
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case ENTR_DODONGOS_CAVERN_BOSS_0:
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gSaveContext.entranceIndex = ENTR_DODONGOS_CAVERN_0;
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break;
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case ENTR_BDAN_BOSS_0:
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gSaveContext.entranceIndex = ENTR_BDAN_0;
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case ENTR_JABU_JABU_BOSS_0:
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gSaveContext.entranceIndex = ENTR_JABU_JABU_0;
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break;
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case ENTR_MORIBOSSROOM_0:
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gSaveContext.entranceIndex = ENTR_BMORI1_0;
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case ENTR_FOREST_TEMPLE_BOSS_0:
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gSaveContext.entranceIndex = ENTR_FOREST_TEMPLE_0;
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break;
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case ENTR_FIRE_BS_0:
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gSaveContext.entranceIndex = ENTR_HIDAN_0;
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case ENTR_FIRE_TEMPLE_BOSS_0:
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gSaveContext.entranceIndex = ENTR_FIRE_TEMPLE_0;
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break;
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case ENTR_MIZUSIN_BS_0:
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gSaveContext.entranceIndex = ENTR_MIZUSIN_0;
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case ENTR_WATER_TEMPLE_BOSS_0:
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gSaveContext.entranceIndex = ENTR_WATER_TEMPLE_0;
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break;
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case ENTR_JYASINBOSS_0:
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gSaveContext.entranceIndex = ENTR_JYASINZOU_0;
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case ENTR_SPIRIT_TEMPLE_BOSS_0:
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gSaveContext.entranceIndex = ENTR_SPIRIT_TEMPLE_0;
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break;
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case ENTR_HAKADAN_BS_0:
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gSaveContext.entranceIndex = ENTR_HAKADAN_0;
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case ENTR_SHADOW_TEMPLE_BOSS_0:
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gSaveContext.entranceIndex = ENTR_SHADOW_TEMPLE_0;
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break;
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case ENTR_GANON_BOSS_0:
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gSaveContext.entranceIndex = ENTR_GANON_0;
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case ENTR_GANONDORF_BOSS_0:
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gSaveContext.entranceIndex = ENTR_GANONS_TOWER_0;
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break;
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}
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} else {
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@ -3478,24 +3478,24 @@ void KaleidoScope_Update(PlayState* play) {
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func_800418D0(&play->colCtx, play);
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switch (play->sceneId) {
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case SCENE_YDAN:
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case SCENE_DDAN:
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case SCENE_BDAN:
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case SCENE_BMORI1:
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case SCENE_HIDAN:
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case SCENE_MIZUSIN:
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case SCENE_JYASINZOU:
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case SCENE_HAKADAN:
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case SCENE_HAKADANCH:
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case SCENE_ICE_DOUKUTO:
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case SCENE_YDAN_BOSS:
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case SCENE_DDAN_BOSS:
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case SCENE_BDAN_BOSS:
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case SCENE_MORIBOSSROOM:
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case SCENE_FIRE_BS:
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case SCENE_MIZUSIN_BS:
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case SCENE_JYASINBOSS:
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case SCENE_HAKADAN_BS:
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case SCENE_DEKU_TREE:
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case SCENE_DODONGOS_CAVERN:
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case SCENE_JABU_JABU:
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case SCENE_FOREST_TEMPLE:
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case SCENE_FIRE_TEMPLE:
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case SCENE_WATER_TEMPLE:
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case SCENE_SPIRIT_TEMPLE:
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case SCENE_SHADOW_TEMPLE:
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case SCENE_BOTTOM_OF_THE_WELL:
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case SCENE_ICE_CAVERN:
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case SCENE_DEKU_TREE_BOSS:
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case SCENE_DODONGOS_CAVERN_BOSS:
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case SCENE_JABU_JABU_BOSS:
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case SCENE_FOREST_TEMPLE_BOSS:
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case SCENE_FIRE_TEMPLE_BOSS:
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case SCENE_WATER_TEMPLE_BOSS:
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case SCENE_SPIRIT_TEMPLE_BOSS:
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case SCENE_SHADOW_TEMPLE_BOSS:
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Map_InitData(play, play->interfaceCtx.mapRoomNum);
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break;
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}
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@ -60,8 +60,8 @@ void PauseMapMark_DrawForDungeon(PlayState* play) {
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break;
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}
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if ((mapMarkData->markType == PAUSE_MAP_MARK_BOSS) && (play->sceneId >= SCENE_YDAN_BOSS) &&
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(play->sceneId <= SCENE_GANON_FINAL)) {
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if ((mapMarkData->markType == PAUSE_MAP_MARK_BOSS) && (play->sceneId >= SCENE_DEKU_TREE_BOSS) &&
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(play->sceneId <= SCENE_GANONS_TOWER_COLLAPSE_EXTERIOR)) {
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if (gBossMarkState == 0) {
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Math_ApproachF(&gBossMarkScale, 1.5f, 1.0f, 0.041f);
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if (gBossMarkScale == 1.5f) {
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@ -99,14 +99,14 @@ void PauseMapMark_DrawForDungeon(PlayState* play) {
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display = false;
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} else {
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switch (play->sceneId) {
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case SCENE_YDAN_BOSS:
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case SCENE_DDAN_BOSS:
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case SCENE_BDAN_BOSS:
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case SCENE_MORIBOSSROOM:
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case SCENE_FIRE_BS:
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case SCENE_MIZUSIN_BS:
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case SCENE_JYASINBOSS:
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case SCENE_HAKADAN_BS:
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case SCENE_DEKU_TREE_BOSS:
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case SCENE_DODONGOS_CAVERN_BOSS:
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case SCENE_JABU_JABU_BOSS:
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case SCENE_FOREST_TEMPLE_BOSS:
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case SCENE_FIRE_TEMPLE_BOSS:
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case SCENE_WATER_TEMPLE_BOSS:
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case SCENE_SPIRIT_TEMPLE_BOSS:
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case SCENE_SHADOW_TEMPLE_BOSS:
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display = false;
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break;
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default:
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@ -151,16 +151,16 @@ void PauseMapMark_Draw(PlayState* play) {
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PauseMapMark_Init(play);
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switch (play->sceneId) {
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case SCENE_YDAN:
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case SCENE_DDAN:
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case SCENE_BDAN:
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case SCENE_BMORI1:
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case SCENE_HIDAN:
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case SCENE_MIZUSIN:
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case SCENE_JYASINZOU:
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case SCENE_HAKADAN:
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case SCENE_HAKADANCH:
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case SCENE_ICE_DOUKUTO:
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case SCENE_DEKU_TREE:
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case SCENE_DODONGOS_CAVERN:
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case SCENE_JABU_JABU:
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case SCENE_FOREST_TEMPLE:
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case SCENE_FIRE_TEMPLE:
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case SCENE_WATER_TEMPLE:
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case SCENE_SPIRIT_TEMPLE:
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case SCENE_SHADOW_TEMPLE:
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case SCENE_BOTTOM_OF_THE_WELL:
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case SCENE_ICE_CAVERN:
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PauseMapMark_DrawForDungeon(play);
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break;
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}
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