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Introduce DEFINE_ENTRANCE for entrance table and create entrance enum (#1213)
* entrance table OK * entrance enum fixed * most entrances using enum, still need to do conditionals * more entrances * entrance_table.h cleanups * some review * remove _0 from first entrance in a group of setups * change table description * typo * wens spellcheck in vscode * remove extra line
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43 changed files with 2478 additions and 2231 deletions
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@ -204,7 +204,7 @@ void Gameplay_Init(GameState* thisx) {
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u8 tempSetupIndex;
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s32 pad[2];
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if (gSaveContext.entranceIndex == -1) {
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if (gSaveContext.entranceIndex == ENTR_LOAD_OPENING) {
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gSaveContext.entranceIndex = 0;
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globalCtx->state.running = false;
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SET_NEXT_GAMESTATE(&globalCtx->state, Opening_Init, OpeningContext);
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@ -1806,11 +1806,11 @@ void Gameplay_LoadToLastEntrance(GlobalContext* globalCtx) {
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if ((globalCtx->sceneNum == SCENE_GANON_SONOGO) || (globalCtx->sceneNum == SCENE_GANON_FINAL) ||
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(globalCtx->sceneNum == SCENE_GANONTIKA_SONOGO) || (globalCtx->sceneNum == SCENE_GANON_DEMO)) {
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globalCtx->nextEntranceIndex = 0x043F;
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globalCtx->nextEntranceIndex = ENTR_GANON_FINAL_0;
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Item_Give(globalCtx, ITEM_SWORD_MASTER);
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} else if ((gSaveContext.entranceIndex == 0x028A) || (gSaveContext.entranceIndex == 0x028E) ||
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(gSaveContext.entranceIndex == 0x0292) || (gSaveContext.entranceIndex == 0x0476)) {
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globalCtx->nextEntranceIndex = 0x01F9;
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} else if ((gSaveContext.entranceIndex == ENTR_SPOT00_11) || (gSaveContext.entranceIndex == ENTR_SPOT00_12) ||
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(gSaveContext.entranceIndex == ENTR_SPOT00_13) || (gSaveContext.entranceIndex == ENTR_SPOT00_15)) {
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globalCtx->nextEntranceIndex = ENTR_SPOT00_6;
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} else {
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globalCtx->nextEntranceIndex = gSaveContext.entranceIndex;
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}
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