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improve CS_INDEX_* naming, rem ENTRANCE suffix

https://github.com/zeldaret/oot/pull/2286#discussion_r1829165205

reverified with
> `check_format.py ...`
> `make ...`
This commit is contained in:
feacur 2024-11-05 12:28:41 +01:00
parent 8cbdf80d86
commit 2ec57c90a6
26 changed files with 185 additions and 188 deletions

View file

@ -177,7 +177,7 @@ void Cutscene_StopManual(PlayState* play, CutsceneContext* csCtx) {
}
void Cutscene_UpdateManual(PlayState* play, CutsceneContext* csCtx) {
if (gSaveContext.save.cutsceneIndex < CS_INDEX_ENTRANCE_4) {
if (gSaveContext.save.cutsceneIndex < CS_INDEX_0) {
sManualCutsceneHandlers[csCtx->state](play, csCtx);
}
}
@ -212,7 +212,7 @@ void Cutscene_UpdateScripted(PlayState* play, CutsceneContext* csCtx) {
gSaveContext.cutsceneTrigger = 1;
}
if (gSaveContext.save.cutsceneIndex >= CS_INDEX_ENTRANCE_4) {
if (gSaveContext.save.cutsceneIndex >= CS_INDEX_0) {
Cutscene_SetupScripted(play, csCtx);
sScriptedCutsceneHandlers[csCtx->state](play, csCtx);
}
@ -596,49 +596,49 @@ void CutsceneCmd_Destination(PlayState* play, CutsceneContext* csCtx, CsCmdDesti
switch (cmd->destination) {
case CS_DEST_CUTSCENE_MAP_GANON_HORSE:
play->nextEntranceIndex = ENTR_CUTSCENE_MAP_0;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_5;
gSaveContext.save.cutsceneIndex = CS_INDEX_1;
play->transitionTrigger = TRANS_TRIGGER_START;
play->transitionType = TRANS_TYPE_FADE_BLACK;
break;
case CS_DEST_CUTSCENE_MAP_THREE_GODDESSES:
play->nextEntranceIndex = ENTR_CUTSCENE_MAP_0;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_4;
gSaveContext.save.cutsceneIndex = CS_INDEX_0;
play->transitionTrigger = TRANS_TRIGGER_START;
play->transitionType = TRANS_TYPE_FILL_WHITE;
break;
case CS_DEST_GERUDO_VALLEY_DIN_PART_1:
play->nextEntranceIndex = ENTR_GERUDO_VALLEY_0;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_5;
gSaveContext.save.cutsceneIndex = CS_INDEX_1;
play->transitionTrigger = TRANS_TRIGGER_START;
play->transitionType = TRANS_TYPE_FILL_WHITE;
break;
case CS_DEST_DEATH_MOUNTAIN_TRAIL_NAYRU:
play->nextEntranceIndex = ENTR_DEATH_MOUNTAIN_TRAIL_0;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_4;
gSaveContext.save.cutsceneIndex = CS_INDEX_0;
play->transitionTrigger = TRANS_TRIGGER_START;
play->transitionType = TRANS_TYPE_FILL_WHITE;
break;
case CS_DEST_KOKIRI_FOREST_FARORE:
play->nextEntranceIndex = ENTR_KOKIRI_FOREST_0;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_4;
gSaveContext.save.cutsceneIndex = CS_INDEX_0;
play->transitionTrigger = TRANS_TRIGGER_START;
play->transitionType = TRANS_TYPE_FILL_WHITE;
break;
case CS_DEST_CUTSCENE_MAP_TRIFORCE_CREATION:
play->nextEntranceIndex = ENTR_CUTSCENE_MAP_0;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_6;
gSaveContext.save.cutsceneIndex = CS_INDEX_2;
play->transitionTrigger = TRANS_TRIGGER_START;
play->transitionType = TRANS_TYPE_FILL_WHITE;
break;
case CS_DEST_KOKIRI_FOREST_RECEIVE_KOKIRI_EMERALD:
play->nextEntranceIndex = ENTR_KOKIRI_FOREST_0;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_6;
gSaveContext.save.cutsceneIndex = CS_INDEX_2;
play->transitionTrigger = TRANS_TRIGGER_START;
play->transitionType = TRANS_TYPE_INSTANT;
break;
@ -651,7 +651,7 @@ void CutsceneCmd_Destination(PlayState* play, CutsceneContext* csCtx, CsCmdDesti
SET_EVENTCHKINF(EVENTCHKINF_45);
play->nextEntranceIndex = ENTR_CUTSCENE_MAP_0;
play->transitionTrigger = TRANS_TRIGGER_START;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_7;
gSaveContext.save.cutsceneIndex = CS_INDEX_3;
play->transitionType = TRANS_TYPE_INSTANT;
} else {
if (!IS_CUTSCENE_LAYER) {
@ -671,21 +671,21 @@ void CutsceneCmd_Destination(PlayState* play, CutsceneContext* csCtx, CsCmdDesti
case CS_DEST_GERUDO_VALLEY_DIN_PART_2:
play->nextEntranceIndex = ENTR_GERUDO_VALLEY_0;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_4;
gSaveContext.save.cutsceneIndex = CS_INDEX_0;
play->transitionTrigger = TRANS_TRIGGER_START;
play->transitionType = TRANS_TYPE_FILL_BROWN;
break;
case CS_DEST_LINKS_HOUSE_INTRO:
play->nextEntranceIndex = ENTR_LINKS_HOUSE_0;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_4;
gSaveContext.save.cutsceneIndex = CS_INDEX_0;
play->transitionTrigger = TRANS_TRIGGER_START;
play->transitionType = TRANS_TYPE_FADE_BLACK;
break;
case CS_DEST_KOKIRI_FOREST_INTRO:
play->nextEntranceIndex = ENTR_KOKIRI_FOREST_0;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_7;
gSaveContext.save.cutsceneIndex = CS_INDEX_3;
play->transitionTrigger = TRANS_TRIGGER_START;
play->transitionType = TRANS_TYPE_FADE_WHITE;
break;
@ -712,21 +712,21 @@ void CutsceneCmd_Destination(PlayState* play, CutsceneContext* csCtx, CsCmdDesti
case CS_DEST_TEMPLE_OF_TIME_KOKIRI_EMERALD_RESTORED:
play->nextEntranceIndex = ENTR_TEMPLE_OF_TIME_0;
play->transitionTrigger = TRANS_TRIGGER_START;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_8;
gSaveContext.save.cutsceneIndex = CS_INDEX_4;
play->transitionType = TRANS_TYPE_FADE_WHITE;
break;
case CS_DEST_TEMPLE_OF_TIME_GORON_RUBY_RESTORED:
play->nextEntranceIndex = ENTR_TEMPLE_OF_TIME_0;
play->transitionTrigger = TRANS_TRIGGER_START;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_9;
gSaveContext.save.cutsceneIndex = CS_INDEX_5;
play->transitionType = TRANS_TYPE_FADE_WHITE;
break;
case CS_DEST_TEMPLE_OF_TIME_ZORAS_SAPPHIRE_RESTORED:
play->nextEntranceIndex = ENTR_TEMPLE_OF_TIME_0;
play->transitionTrigger = TRANS_TRIGGER_START;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_A;
gSaveContext.save.cutsceneIndex = CS_INDEX_6;
play->transitionType = TRANS_TYPE_FADE_WHITE;
break;
@ -750,7 +750,7 @@ void CutsceneCmd_Destination(PlayState* play, CutsceneContext* csCtx, CsCmdDesti
case CS_DEST_LAKE_HYLIA_WATER_RESTORED:
play->nextEntranceIndex = ENTR_LAKE_HYLIA_0;
play->transitionTrigger = TRANS_TRIGGER_START;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_4;
gSaveContext.save.cutsceneIndex = CS_INDEX_0;
play->transitionType = TRANS_TYPE_FADE_WHITE;
break;
@ -758,14 +758,14 @@ void CutsceneCmd_Destination(PlayState* play, CutsceneContext* csCtx, CsCmdDesti
Item_Give(play, ITEM_SONG_REQUIEM);
play->nextEntranceIndex = ENTR_DESERT_COLOSSUS_0;
play->transitionTrigger = TRANS_TRIGGER_START;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_4;
gSaveContext.save.cutsceneIndex = CS_INDEX_0;
play->transitionType = TRANS_TYPE_FADE_WHITE;
break;
case CS_DEST_CUTSCENE_MAP_GANONDORF_DEFEATED_CREDITS:
play->nextEntranceIndex = ENTR_CUTSCENE_MAP_0;
play->transitionTrigger = TRANS_TRIGGER_START;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_C;
gSaveContext.save.cutsceneIndex = CS_INDEX_8;
play->transitionType = TRANS_TYPE_FADE_WHITE;
break;
@ -779,28 +779,28 @@ void CutsceneCmd_Destination(PlayState* play, CutsceneContext* csCtx, CsCmdDesti
play->linkAgeOnLoad = LINK_AGE_ADULT;
play->nextEntranceIndex = ENTR_CHAMBER_OF_THE_SAGES_0;
play->transitionTrigger = TRANS_TRIGGER_START;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_4;
gSaveContext.save.cutsceneIndex = CS_INDEX_0;
play->transitionType = TRANS_TYPE_FADE_WHITE;
break;
case CS_DEST_TEMPLE_OF_TIME_KOKIRI_EMERALD_RESTORED_2:
play->nextEntranceIndex = ENTR_TEMPLE_OF_TIME_0;
play->transitionTrigger = TRANS_TRIGGER_START;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_8;
gSaveContext.save.cutsceneIndex = CS_INDEX_4;
play->transitionType = TRANS_TYPE_FADE_WHITE;
break;
case CS_DEST_TEMPLE_OF_TIME_GORON_RUBY_RESTORED_2:
play->nextEntranceIndex = ENTR_TEMPLE_OF_TIME_0;
play->transitionTrigger = TRANS_TRIGGER_START;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_9;
gSaveContext.save.cutsceneIndex = CS_INDEX_5;
play->transitionType = TRANS_TYPE_FADE_WHITE;
break;
case CS_DEST_TEMPLE_OF_TIME_ZORAS_SAPPHIRE_RESTORED_2:
play->nextEntranceIndex = ENTR_TEMPLE_OF_TIME_0;
play->transitionTrigger = TRANS_TRIGGER_START;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_A;
gSaveContext.save.cutsceneIndex = CS_INDEX_6;
play->transitionType = TRANS_TYPE_FADE_WHITE;
break;
@ -830,7 +830,7 @@ void CutsceneCmd_Destination(PlayState* play, CutsceneContext* csCtx, CsCmdDesti
play->linkAgeOnLoad = LINK_AGE_CHILD;
play->nextEntranceIndex = ENTR_HYRULE_FIELD_0;
play->transitionTrigger = TRANS_TRIGGER_START;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_6;
gSaveContext.save.cutsceneIndex = CS_INDEX_2;
play->transitionType = TRANS_TYPE_INSTANT;
break;
@ -843,28 +843,28 @@ void CutsceneCmd_Destination(PlayState* play, CutsceneContext* csCtx, CsCmdDesti
case CS_DEST_CUTSCENE_MAP_GANONDORF_FROM_MASTER_SWORD:
play->nextEntranceIndex = ENTR_CUTSCENE_MAP_0;
play->transitionTrigger = TRANS_TRIGGER_START;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_7;
gSaveContext.save.cutsceneIndex = CS_INDEX_3;
play->transitionType = TRANS_TYPE_FADE_WHITE;
break;
case CS_DEST_HYRULE_FIELD_INTRO_DREAM:
play->nextEntranceIndex = ENTR_HYRULE_FIELD_0;
play->transitionTrigger = TRANS_TRIGGER_START;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_4;
gSaveContext.save.cutsceneIndex = CS_INDEX_0;
play->transitionType = TRANS_TYPE_FADE_BLACK_FAST;
break;
case CS_DEST_CUTSCENE_MAP_SHEIKAH_LEGEND:
play->nextEntranceIndex = ENTR_CUTSCENE_MAP_0;
play->transitionTrigger = TRANS_TRIGGER_START;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_8;
gSaveContext.save.cutsceneIndex = CS_INDEX_4;
play->transitionType = TRANS_TYPE_FADE_BLACK_FAST;
break;
case CS_DEST_TEMPLE_OF_TIME_ZELDA_REVEAL:
play->nextEntranceIndex = ENTR_TEMPLE_OF_TIME_0;
play->transitionTrigger = TRANS_TRIGGER_START;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_D;
gSaveContext.save.cutsceneIndex = CS_INDEX_9;
play->transitionType = TRANS_TYPE_FADE_BLACK_FAST;
break;
@ -872,7 +872,7 @@ void CutsceneCmd_Destination(PlayState* play, CutsceneContext* csCtx, CsCmdDesti
play->linkAgeOnLoad = LINK_AGE_ADULT;
play->nextEntranceIndex = ENTR_TEMPLE_OF_TIME_0;
play->transitionTrigger = TRANS_TRIGGER_START;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_E;
gSaveContext.save.cutsceneIndex = CS_INDEX_A;
play->transitionType = TRANS_TYPE_FADE_BLACK_FAST;
break;
@ -885,7 +885,7 @@ void CutsceneCmd_Destination(PlayState* play, CutsceneContext* csCtx, CsCmdDesti
case CS_DEST_KAKARIKO_VILLAGE_DRAIN_WELL:
play->nextEntranceIndex = ENTR_KAKARIKO_VILLAGE_0;
play->transitionTrigger = TRANS_TRIGGER_START;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_6;
gSaveContext.save.cutsceneIndex = CS_INDEX_2;
play->transitionType = TRANS_TYPE_FADE_BLACK_FAST;
break;
@ -915,7 +915,7 @@ void CutsceneCmd_Destination(PlayState* play, CutsceneContext* csCtx, CsCmdDesti
SET_EVENTCHKINF(EVENTCHKINF_54);
play->nextEntranceIndex = ENTR_KAKARIKO_VILLAGE_0;
play->transitionTrigger = TRANS_TRIGGER_START;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_5;
gSaveContext.save.cutsceneIndex = CS_INDEX_1;
play->transitionType = TRANS_TYPE_FADE_BLACK_FAST;
break;
@ -940,14 +940,14 @@ void CutsceneCmd_Destination(PlayState* play, CutsceneContext* csCtx, CsCmdDesti
case CS_DEST_HYRULE_FIELD_FROM_ZELDAS_COURTYARD:
play->nextEntranceIndex = ENTR_HYRULE_FIELD_0;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_C;
gSaveContext.save.cutsceneIndex = CS_INDEX_8;
play->transitionTrigger = TRANS_TRIGGER_START;
play->transitionType = TRANS_TYPE_CIRCLE(TCA_NORMAL, TCC_WHITE, TCS_SLOW);
break;
case CS_DEST_TEMPLE_OF_TIME_SONG_OF_TIME:
play->nextEntranceIndex = ENTR_TEMPLE_OF_TIME_0;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_B;
gSaveContext.save.cutsceneIndex = CS_INDEX_7;
play->transitionTrigger = TRANS_TRIGGER_START;
play->transitionType = TRANS_TYPE_INSTANT;
break;
@ -965,56 +965,56 @@ void CutsceneCmd_Destination(PlayState* play, CutsceneContext* csCtx, CsCmdDesti
#endif
play->linkAgeOnLoad = LINK_AGE_CHILD;
play->nextEntranceIndex = ENTR_GERUDO_VALLEY_0;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_6;
gSaveContext.save.cutsceneIndex = CS_INDEX_2;
play->transitionTrigger = TRANS_TRIGGER_START;
play->transitionType = TRANS_TYPE_FADE_BLACK;
break;
case CS_DEST_GERUDO_FORTRESS_CREDITS:
play->nextEntranceIndex = ENTR_GERUDOS_FORTRESS_0;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_5;
gSaveContext.save.cutsceneIndex = CS_INDEX_1;
play->transitionTrigger = TRANS_TRIGGER_START;
play->transitionType = TRANS_TYPE_FADE_BLACK;
break;
case CS_DEST_KAKARIKO_VILLAGE_CREDITS:
play->nextEntranceIndex = ENTR_KAKARIKO_VILLAGE_0;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_8;
gSaveContext.save.cutsceneIndex = CS_INDEX_4;
play->transitionTrigger = TRANS_TRIGGER_START;
play->transitionType = TRANS_TYPE_FADE_BLACK;
break;
case CS_DEST_DEATH_MOUNTAIN_TRAIL_CREDITS_PART_1:
play->nextEntranceIndex = ENTR_DEATH_MOUNTAIN_TRAIL_0;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_7;
gSaveContext.save.cutsceneIndex = CS_INDEX_3;
play->transitionTrigger = TRANS_TRIGGER_START;
play->transitionType = TRANS_TYPE_FADE_BLACK;
break;
case CS_DEST_GORON_CITY_CREDITS:
play->nextEntranceIndex = ENTR_GORON_CITY_0;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_5;
gSaveContext.save.cutsceneIndex = CS_INDEX_1;
play->transitionTrigger = TRANS_TRIGGER_START;
play->transitionType = TRANS_TYPE_FADE_BLACK;
break;
case CS_DEST_LAKE_HYLIA_CREDITS:
play->nextEntranceIndex = ENTR_LAKE_HYLIA_0;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_5;
gSaveContext.save.cutsceneIndex = CS_INDEX_1;
play->transitionTrigger = TRANS_TRIGGER_START;
play->transitionType = TRANS_TYPE_FADE_BLACK;
break;
case CS_DEST_ZORAS_FOUNTAIN_CREDITS:
play->nextEntranceIndex = ENTR_ZORAS_FOUNTAIN_0;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_6;
gSaveContext.save.cutsceneIndex = CS_INDEX_2;
play->transitionTrigger = TRANS_TRIGGER_START;
play->transitionType = TRANS_TYPE_FADE_BLACK;
break;
case CS_DEST_ZORAS_DOMAIN_CREDITS:
play->nextEntranceIndex = ENTR_ZORAS_DOMAIN_0;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_4;
gSaveContext.save.cutsceneIndex = CS_INDEX_0;
play->transitionTrigger = TRANS_TRIGGER_START;
play->transitionType = TRANS_TYPE_FADE_BLACK;
break;
@ -1022,21 +1022,21 @@ void CutsceneCmd_Destination(PlayState* play, CutsceneContext* csCtx, CsCmdDesti
case CS_DEST_KOKIRI_FOREST_CREDITS_PART_1:
play->linkAgeOnLoad = LINK_AGE_ADULT;
play->nextEntranceIndex = ENTR_KOKIRI_FOREST_0;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_A;
gSaveContext.save.cutsceneIndex = CS_INDEX_6;
play->transitionTrigger = TRANS_TRIGGER_START;
play->transitionType = TRANS_TYPE_FADE_BLACK;
break;
case CS_DEST_KOKIRI_FOREST_CREDITS_PART_2:
play->nextEntranceIndex = ENTR_KOKIRI_FOREST_0;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_B;
gSaveContext.save.cutsceneIndex = CS_INDEX_7;
play->transitionTrigger = TRANS_TRIGGER_START;
play->transitionType = TRANS_TYPE_FADE_BLACK;
break;
case CS_DEST_HYRULE_FIELD_CREDITS:
play->nextEntranceIndex = ENTR_HYRULE_FIELD_0;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_9;
gSaveContext.save.cutsceneIndex = CS_INDEX_5;
play->transitionTrigger = TRANS_TRIGGER_START;
play->transitionType = TRANS_TYPE_FADE_BLACK;
break;
@ -1044,7 +1044,7 @@ void CutsceneCmd_Destination(PlayState* play, CutsceneContext* csCtx, CsCmdDesti
case CS_DEST_LON_LON_RANCH_CREDITS_PART_1_ALT:
play->linkAgeOnLoad = LINK_AGE_CHILD;
play->nextEntranceIndex = ENTR_LON_LON_RANCH_0;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_6;
gSaveContext.save.cutsceneIndex = CS_INDEX_2;
play->transitionTrigger = TRANS_TRIGGER_START;
play->transitionType = TRANS_TYPE_FADE_BLACK;
break;
@ -1064,7 +1064,7 @@ void CutsceneCmd_Destination(PlayState* play, CutsceneContext* csCtx, CsCmdDesti
case CS_DEST_CUTSCENE_MAP_DEKU_SPROUT_PART_2:
play->nextEntranceIndex = ENTR_CUTSCENE_MAP_0;
play->transitionTrigger = TRANS_TRIGGER_START;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_9;
gSaveContext.save.cutsceneIndex = CS_INDEX_5;
play->transitionType = TRANS_TYPE_FADE_BLACK;
break;
@ -1077,7 +1077,7 @@ void CutsceneCmd_Destination(PlayState* play, CutsceneContext* csCtx, CsCmdDesti
case CS_DEST_DEATH_MOUNTAIN_TRAIL_CREDITS_PART_2:
play->nextEntranceIndex = ENTR_DEATH_MOUNTAIN_TRAIL_0;
play->transitionTrigger = TRANS_TRIGGER_START;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_8;
gSaveContext.save.cutsceneIndex = CS_INDEX_4;
play->transitionType = TRANS_TYPE_FADE_BLACK;
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_BLACK;
break;
@ -1090,14 +1090,14 @@ void CutsceneCmd_Destination(PlayState* play, CutsceneContext* csCtx, CsCmdDesti
play->linkAgeOnLoad = LINK_AGE_CHILD;
play->nextEntranceIndex = ENTR_TEMPLE_OF_TIME_0;
play->transitionTrigger = TRANS_TRIGGER_START;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_5;
gSaveContext.save.cutsceneIndex = CS_INDEX_1;
play->transitionType = TRANS_TYPE_FADE_BLACK;
break;
case CS_DEST_ZELDAS_COURTYARD_CREDITS:
play->nextEntranceIndex = ENTR_CASTLE_COURTYARD_ZELDA_0;
play->transitionTrigger = TRANS_TRIGGER_START;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_4;
gSaveContext.save.cutsceneIndex = CS_INDEX_0;
play->transitionType = TRANS_TYPE_FADE_BLACK;
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_BLACK;
break;
@ -1106,14 +1106,14 @@ void CutsceneCmd_Destination(PlayState* play, CutsceneContext* csCtx, CsCmdDesti
play->linkAgeOnLoad = LINK_AGE_CHILD;
play->nextEntranceIndex = ENTR_LON_LON_RANCH_0;
play->transitionTrigger = TRANS_TRIGGER_START;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_6;
gSaveContext.save.cutsceneIndex = CS_INDEX_2;
play->transitionType = TRANS_TYPE_FADE_BLACK;
break;
case CS_DEST_LON_LON_RANCH_CREDITS_PART_2:
play->nextEntranceIndex = ENTR_LON_LON_RANCH_0;
play->transitionTrigger = TRANS_TRIGGER_START;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_7;
gSaveContext.save.cutsceneIndex = CS_INDEX_3;
play->transitionType = TRANS_TYPE_FADE_WHITE;
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_WHITE;
break;
@ -1122,7 +1122,7 @@ void CutsceneCmd_Destination(PlayState* play, CutsceneContext* csCtx, CsCmdDesti
play->linkAgeOnLoad = LINK_AGE_CHILD;
play->nextEntranceIndex = ENTR_LON_LON_RANCH_0;
play->transitionTrigger = TRANS_TRIGGER_START;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_8;
gSaveContext.save.cutsceneIndex = CS_INDEX_4;
play->transitionType = TRANS_TYPE_FADE_BLACK;
break;
@ -1130,7 +1130,7 @@ void CutsceneCmd_Destination(PlayState* play, CutsceneContext* csCtx, CsCmdDesti
play->linkAgeOnLoad = LINK_AGE_ADULT;
play->nextEntranceIndex = ENTR_LON_LON_RANCH_0;
play->transitionTrigger = TRANS_TRIGGER_START;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_9;
gSaveContext.save.cutsceneIndex = CS_INDEX_5;
play->transitionType = TRANS_TYPE_FADE_BLACK;
break;
@ -1138,14 +1138,14 @@ void CutsceneCmd_Destination(PlayState* play, CutsceneContext* csCtx, CsCmdDesti
play->linkAgeOnLoad = LINK_AGE_CHILD;
play->nextEntranceIndex = ENTR_LON_LON_RANCH_0;
play->transitionTrigger = TRANS_TRIGGER_START;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_A;
gSaveContext.save.cutsceneIndex = CS_INDEX_6;
play->transitionType = TRANS_TYPE_FADE_BLACK;
break;
case CS_DEST_LON_LON_RANCH_CREDITS_PART_6:
play->nextEntranceIndex = ENTR_LON_LON_RANCH_0;
play->transitionTrigger = TRANS_TRIGGER_START;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_B;
gSaveContext.save.cutsceneIndex = CS_INDEX_7;
play->transitionType = TRANS_TYPE_FADE_BLACK;
break;
@ -1185,7 +1185,7 @@ void CutsceneCmd_Destination(PlayState* play, CutsceneContext* csCtx, CsCmdDesti
GET_EVENTCHKINF(EVENTCHKINF_4A)) {
play->nextEntranceIndex = ENTR_TEMPLE_OF_TIME_0;
play->transitionTrigger = TRANS_TRIGGER_START;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_7;
gSaveContext.save.cutsceneIndex = CS_INDEX_3;
play->transitionType = TRANS_TYPE_FADE_BLACK;
} else {
switch (gSaveContext.sceneLayer) {
@ -1204,7 +1204,7 @@ void CutsceneCmd_Destination(PlayState* play, CutsceneContext* csCtx, CsCmdDesti
case 10:
play->nextEntranceIndex = ENTR_LAKE_HYLIA_0;
play->transitionTrigger = TRANS_TRIGGER_START;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_4;
gSaveContext.save.cutsceneIndex = CS_INDEX_0;
play->transitionType = TRANS_TYPE_FADE_WHITE;
break;
}
@ -1215,7 +1215,7 @@ void CutsceneCmd_Destination(PlayState* play, CutsceneContext* csCtx, CsCmdDesti
if (CHECK_QUEST_ITEM(QUEST_MEDALLION_SHADOW)) {
play->nextEntranceIndex = ENTR_CHAMBER_OF_THE_SAGES_0;
play->transitionTrigger = TRANS_TRIGGER_START;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_5;
gSaveContext.save.cutsceneIndex = CS_INDEX_1;
play->transitionType = TRANS_TYPE_FADE_WHITE_FAST;
} else {
SET_EVENTCHKINF(EVENTCHKINF_C8);
@ -1230,7 +1230,7 @@ void CutsceneCmd_Destination(PlayState* play, CutsceneContext* csCtx, CsCmdDesti
if (CHECK_QUEST_ITEM(QUEST_MEDALLION_SPIRIT)) {
play->nextEntranceIndex = ENTR_CHAMBER_OF_THE_SAGES_0;
play->transitionTrigger = TRANS_TRIGGER_START;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_5;
gSaveContext.save.cutsceneIndex = CS_INDEX_1;
play->transitionType = TRANS_TYPE_FADE_WHITE_FAST;
} else {
play->nextEntranceIndex = ENTR_GRAVEYARD_8;
@ -1256,7 +1256,7 @@ void CutsceneCmd_Destination(PlayState* play, CutsceneContext* csCtx, CsCmdDesti
case CS_DEST_KOKIRI_FOREST_FROM_CHAMBER_OF_SAGES:
play->nextEntranceIndex = ENTR_KOKIRI_FOREST_0;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_C;
gSaveContext.save.cutsceneIndex = CS_INDEX_8;
play->transitionTrigger = TRANS_TRIGGER_START;
play->transitionType = TRANS_TYPE_FADE_WHITE;
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_WHITE;
@ -1277,7 +1277,7 @@ void CutsceneCmd_Destination(PlayState* play, CutsceneContext* csCtx, CsCmdDesti
case CS_DEST_HYRULE_FIELD_TITLE_SCREEN:
play->nextEntranceIndex = ENTR_HYRULE_FIELD_0;
play->transitionTrigger = TRANS_TRIGGER_START;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_7;
gSaveContext.save.cutsceneIndex = CS_INDEX_3;
play->transitionType = TRANS_TYPE_FADE_BLACK;
break;
@ -1286,7 +1286,7 @@ void CutsceneCmd_Destination(PlayState* play, CutsceneContext* csCtx, CsCmdDesti
case TITLE_DEMO_SPIRIT_TEMPLE:
play->nextEntranceIndex = ENTR_SPIRIT_TEMPLE_BOSS_0;
play->transitionTrigger = TRANS_TRIGGER_START;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_6;
gSaveContext.save.cutsceneIndex = CS_INDEX_2;
play->transitionType = TRANS_TYPE_FADE_BLACK;
sTitleDemoDestination++;
break;
@ -1294,7 +1294,7 @@ void CutsceneCmd_Destination(PlayState* play, CutsceneContext* csCtx, CsCmdDesti
case TITLE_DEMO_DEATH_MOUNTAIN_CRATER:
play->nextEntranceIndex = ENTR_DEATH_MOUNTAIN_CRATER_0;
play->transitionTrigger = TRANS_TRIGGER_START;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_5;
gSaveContext.save.cutsceneIndex = CS_INDEX_1;
play->transitionType = TRANS_TYPE_FADE_BLACK;
sTitleDemoDestination++;
break;
@ -1302,7 +1302,7 @@ void CutsceneCmd_Destination(PlayState* play, CutsceneContext* csCtx, CsCmdDesti
case TITLE_DEMO_GANONDORF_HORSE:
play->nextEntranceIndex = ENTR_CUTSCENE_MAP_0;
play->transitionTrigger = TRANS_TRIGGER_START;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_A;
gSaveContext.save.cutsceneIndex = CS_INDEX_6;
play->transitionType = TRANS_TYPE_FADE_BLACK;
sTitleDemoDestination = TITLE_DEMO_SPIRIT_TEMPLE;
break;
@ -1312,7 +1312,7 @@ void CutsceneCmd_Destination(PlayState* play, CutsceneContext* csCtx, CsCmdDesti
case CS_DEST_GRAVEYARD_SUNS_SONG_PART_2:
play->nextEntranceIndex = ENTR_GRAVEYARD_0;
play->transitionTrigger = TRANS_TRIGGER_START;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_5;
gSaveContext.save.cutsceneIndex = CS_INDEX_1;
play->transitionType = TRANS_TYPE_FADE_BLACK;
break;
@ -1405,7 +1405,7 @@ void CutsceneCmd_Destination(PlayState* play, CutsceneContext* csCtx, CsCmdDesti
Audio_SetSfxBanksMute(0x6F);
play->linkAgeOnLoad = LINK_AGE_ADULT;
play->nextEntranceIndex = ENTR_HYRULE_FIELD_0;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_B;
gSaveContext.save.cutsceneIndex = CS_INDEX_7;
play->transitionTrigger = TRANS_TRIGGER_START;
play->transitionType = TRANS_TYPE_FADE_WHITE;
break;
@ -2214,7 +2214,7 @@ void Cutscene_ProcessScript(PlayState* play, CutsceneContext* csCtx, u8* script)
}
void CutsceneHandler_RunScript(PlayState* play, CutsceneContext* csCtx) {
if (gSaveContext.save.cutsceneIndex >= CS_INDEX_ENTRANCE_4) {
if (gSaveContext.save.cutsceneIndex >= CS_INDEX_0) {
#if OOT_DEBUG
if (BREG(0) != 0) {
Gfx* displayList;
@ -2296,7 +2296,7 @@ void Cutscene_SetupScripted(PlayState* play, CutsceneContext* csCtx) {
gSaveContext.save.cutsceneIndex = CS_INDEX_RESET;
}
if ((gSaveContext.save.cutsceneIndex >= CS_INDEX_ENTRANCE_4) && (csCtx->state == CS_STATE_IDLE)) {
if ((gSaveContext.save.cutsceneIndex >= CS_INDEX_0) && (csCtx->state == CS_STATE_IDLE)) {
CutsceneFlags_Unset(play, 0);
sCurTextId = 0;
@ -2378,7 +2378,7 @@ void Cutscene_HandleEntranceTriggers(PlayState* play) {
if ((gSaveContext.save.entranceIndex == entranceCutscene->entrance) &&
(!Flags_GetEventChkInf(entranceCutscene->flag) || (entranceCutscene->flag == EVENTCHKINF_EPONA_OBTAINED)) &&
(gSaveContext.save.cutsceneIndex < CS_INDEX_ENTRANCE_4) && ((u8)gSaveContext.save.linkAge == requiredAge) &&
(gSaveContext.save.cutsceneIndex < CS_INDEX_0) && ((u8)gSaveContext.save.linkAge == requiredAge) &&
(gSaveContext.respawnFlag <= 0)) {
Flags_SetEventChkInf(entranceCutscene->flag);
Cutscene_SetScript(play, entranceCutscene->script);
@ -2393,32 +2393,32 @@ void Cutscene_HandleConditionalTriggers(PlayState* play) {
PRINTF("\ngame_info.mode=[%d] restart_flag", ((void)0, gSaveContext.respawnFlag));
if ((gSaveContext.gameMode == GAMEMODE_NORMAL) && (gSaveContext.respawnFlag <= 0) &&
(gSaveContext.save.cutsceneIndex < CS_INDEX_ENTRANCE_4)) {
(gSaveContext.save.cutsceneIndex < CS_INDEX_0)) {
if ((gSaveContext.save.entranceIndex == ENTR_DESERT_COLOSSUS_1) && !Flags_GetEventChkInf(EVENTCHKINF_AC)) {
Flags_SetEventChkInf(EVENTCHKINF_AC);
gSaveContext.save.entranceIndex = ENTR_DESERT_COLOSSUS_0;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_4;
gSaveContext.save.cutsceneIndex = CS_INDEX_0;
} else if ((gSaveContext.save.entranceIndex == ENTR_KAKARIKO_VILLAGE_0) && LINK_IS_ADULT &&
GET_EVENTCHKINF(EVENTCHKINF_48) && GET_EVENTCHKINF(EVENTCHKINF_49) &&
GET_EVENTCHKINF(EVENTCHKINF_4A) && !Flags_GetEventChkInf(EVENTCHKINF_AA)) {
Flags_SetEventChkInf(EVENTCHKINF_AA);
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_4;
gSaveContext.save.cutsceneIndex = CS_INDEX_0;
} else if ((gSaveContext.save.entranceIndex == ENTR_LOST_WOODS_9) && !Flags_GetEventChkInf(EVENTCHKINF_C1)) {
Flags_SetEventChkInf(EVENTCHKINF_C1);
Item_Give(play, ITEM_OCARINA_FAIRY);
gSaveContext.save.entranceIndex = ENTR_LOST_WOODS_0;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_4;
gSaveContext.save.cutsceneIndex = CS_INDEX_0;
} else if (CHECK_QUEST_ITEM(QUEST_MEDALLION_SPIRIT) && CHECK_QUEST_ITEM(QUEST_MEDALLION_SHADOW) &&
LINK_IS_ADULT && !Flags_GetEventChkInf(EVENTCHKINF_C4) &&
(gEntranceTable[((void)0, gSaveContext.save.entranceIndex)].sceneId == SCENE_TEMPLE_OF_TIME)) {
Flags_SetEventChkInf(EVENTCHKINF_C4);
gSaveContext.save.entranceIndex = ENTR_TEMPLE_OF_TIME_0;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_C;
gSaveContext.save.cutsceneIndex = CS_INDEX_8;
} else if (!Flags_GetEventChkInf(EVENTCHKINF_C7) &&
(gEntranceTable[((void)0, gSaveContext.save.entranceIndex)].sceneId == SCENE_GANON_BOSS)) {
Flags_SetEventChkInf(EVENTCHKINF_C7);
gSaveContext.save.entranceIndex = ENTR_GANON_BOSS_0;
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_4;
gSaveContext.save.cutsceneIndex = CS_INDEX_0;
}
}
}

View file

@ -192,7 +192,7 @@ void func_8006D684(PlayState* play, Player* player) {
(((void)0, gSaveContext.save.cutsceneIndex) == D_8011F9B8[i].cutsceneIndex)) {
if (D_8011F9B8[i].type == 7) {
if ((play->sceneId == SCENE_LON_LON_RANCH) &&
(((void)0, gSaveContext.save.cutsceneIndex) == CS_INDEX_ENTRANCE_5)) {
(((void)0, gSaveContext.save.cutsceneIndex) == CS_INDEX_1)) {
D_8011F9B8[i].pos.x = player->actor.world.pos.x;
D_8011F9B8[i].pos.y = player->actor.world.pos.y;
D_8011F9B8[i].pos.z = player->actor.world.pos.z;

View file

@ -66,7 +66,7 @@ void KaleidoSetup_Update(PlayState* play) {
if (!IS_PAUSED(pauseCtx) && play->gameOverCtx.state == GAMEOVER_INACTIVE &&
play->transitionTrigger == TRANS_TRIGGER_OFF && play->transitionMode == TRANS_MODE_OFF &&
gSaveContext.save.cutsceneIndex < CS_INDEX_ENTRANCE_4 && gSaveContext.nextCutsceneIndex < CS_INDEX_ENTRANCE_4 &&
gSaveContext.save.cutsceneIndex < CS_INDEX_0 && gSaveContext.nextCutsceneIndex < CS_INDEX_0 &&
!Play_InCsMode(play) && play->shootingGalleryStatus <= 1 &&
gSaveContext.magicState != MAGIC_STATE_STEP_CAPACITY && gSaveContext.magicState != MAGIC_STATE_FILL &&
(play->sceneId != SCENE_BOMBCHU_BOWLING_ALLEY || !Flags_GetSwitch(play, 0x38))) {

View file

@ -4294,7 +4294,7 @@ void Message_Update(PlayState* play) {
if (msgCtx->textId != 0x2061 && msgCtx->textId != 0x2025 && msgCtx->textId != 0x208C &&
((msgCtx->textId < 0x88D || msgCtx->textId >= 0x893) || msgCtx->choiceIndex != 0) &&
(msgCtx->textId != 0x3055 && gSaveContext.save.cutsceneIndex < CS_INDEX_ENTRANCE_4)) {
(msgCtx->textId != 0x3055 && gSaveContext.save.cutsceneIndex < CS_INDEX_0)) {
PRINTF("=== day_time=%x ", ((void)0, gSaveContext.save.cutsceneIndex));
if (play->activeCamId == CAM_ID_MAIN) {
if (gSaveContext.prevHudVisibilityMode == HUD_VISIBILITY_NO_CHANGE ||

View file

@ -644,8 +644,8 @@ void func_80083108(PlayState* play) {
s16 i;
s16 sp28 = false;
if ((gSaveContext.save.cutsceneIndex < CS_INDEX_ENTRANCE_4) ||
((play->sceneId == SCENE_LON_LON_RANCH) && (gSaveContext.save.cutsceneIndex == CS_INDEX_ENTRANCE_4))) {
if ((gSaveContext.save.cutsceneIndex < CS_INDEX_0) ||
((play->sceneId == SCENE_LON_LON_RANCH) && (gSaveContext.save.cutsceneIndex == CS_INDEX_0))) {
gSaveContext.forceRisingButtonAlphas = false;
if ((player->stateFlags1 & PLAYER_STATE1_23) || (play->shootingGalleryStatus > 1) ||

View file

@ -55,8 +55,7 @@ void Play_SetViewpoint(PlayState* this, s16 viewpoint) {
this->viewpoint = viewpoint;
if ((R_SCENE_CAM_TYPE != SCENE_CAM_TYPE_FIXED_SHOP_VIEWPOINT) &&
(gSaveContext.save.cutsceneIndex < CS_INDEX_ENTRANCE_4)) {
if ((R_SCENE_CAM_TYPE != SCENE_CAM_TYPE_FIXED_SHOP_VIEWPOINT) && (gSaveContext.save.cutsceneIndex < CS_INDEX_0)) {
// Play a sfx when the player toggles the camera
Audio_PlaySfxGeneral((viewpoint == VIEWPOINT_LOCKED) ? NA_SE_SY_CAMERA_ZOOM_DOWN : NA_SE_SY_CAMERA_ZOOM_UP,
&gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
@ -347,7 +346,7 @@ void Play_Init(GameState* thisx) {
Cutscene_HandleConditionalTriggers(this);
if (gSaveContext.gameMode != GAMEMODE_NORMAL || gSaveContext.save.cutsceneIndex >= CS_INDEX_ENTRANCE_4) {
if (gSaveContext.gameMode != GAMEMODE_NORMAL || gSaveContext.save.cutsceneIndex >= CS_INDEX_0) {
gSaveContext.nayrusLoveTimer = 0;
Magic_Reset(this);
gSaveContext.sceneLayer = SCENE_LAYER_CUTSCENE_FIRST + (gSaveContext.save.cutsceneIndex & 0xF);
@ -597,7 +596,7 @@ void Play_Update(PlayState* this) {
Interface_ChangeHudVisibilityMode(HUD_VISIBILITY_NOTHING);
if (gSaveContext.save.cutsceneIndex >= CS_INDEX_ENTRANCE_4) {
if (gSaveContext.save.cutsceneIndex >= CS_INDEX_0) {
sceneLayer = SCENE_LAYER_CUTSCENE_FIRST + (gSaveContext.save.cutsceneIndex & 0xF);
}

View file

@ -382,7 +382,7 @@ BAD_RETURN(s32) Scene_CommandTimeSettings(PlayState* play, SceneCmd* cmd) {
play->envCtx.sunPos.y = (Math_CosS(((void)0, gSaveContext.save.dayTime) - CLOCK_TIME(12, 0)) * 120.0f) * 25.0f;
play->envCtx.sunPos.z = (Math_CosS(((void)0, gSaveContext.save.dayTime) - CLOCK_TIME(12, 0)) * 20.0f) * 25.0f;
if (((play->envCtx.sceneTimeSpeed == 0) && (gSaveContext.save.cutsceneIndex < CS_INDEX_ENTRANCE_4)) ||
if (((play->envCtx.sceneTimeSpeed == 0) && (gSaveContext.save.cutsceneIndex < CS_INDEX_0)) ||
(gSaveContext.save.entranceIndex == ENTR_LAKE_HYLIA_8)) {
#if OOT_VERSION >= PAL_1_0
gSaveContext.skyboxTime = ((void)0, gSaveContext.save.dayTime);
@ -488,7 +488,7 @@ BAD_RETURN(s32) Scene_CommandMiscSettings(PlayState* play, SceneCmd* cmd) {
if (((play->sceneId >= SCENE_HYRULE_FIELD) && (play->sceneId <= SCENE_OUTSIDE_GANONS_CASTLE)) ||
((play->sceneId >= SCENE_MARKET_ENTRANCE_DAY) && (play->sceneId <= SCENE_TEMPLE_OF_TIME_EXTERIOR_RUINS))) {
if (gSaveContext.save.cutsceneIndex < CS_INDEX_ENTRANCE_4) {
if (gSaveContext.save.cutsceneIndex < CS_INDEX_0) {
gSaveContext.save.info.worldMapAreaData |= gBitFlags[((void)0, gSaveContext.worldMapArea)];
PRINTF(" _%x (%d)\n", gSaveContext.save.info.worldMapAreaData,
((void)0, gSaveContext.worldMapArea));

View file

@ -793,7 +793,7 @@ void Sram_InitSave(FileSelectState* fileSelect, SramContext* sramCtx) {
gSaveContext.save.entranceIndex = ENTR_LINKS_HOUSE_0;
gSaveContext.save.linkAge = LINK_AGE_CHILD;
gSaveContext.save.dayTime = CLOCK_TIME(10, 0);
gSaveContext.save.cutsceneIndex = CS_INDEX_ENTRANCE_5;
gSaveContext.save.cutsceneIndex = CS_INDEX_1;
#if OOT_DEBUG
if (fileSelect->buttonIndex == 0) {