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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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@ -3324,48 +3324,57 @@ void KaleidoScope_Update(GlobalContext* globalCtx) {
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Gameplay_SaveSceneFlags(globalCtx);
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switch (gSaveContext.entranceIndex) {
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case 0x0000:
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case 0x0004:
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case 0x0028:
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case 0x0169:
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case 0x0165:
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case 0x0010:
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case 0x0082:
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case 0x0037:
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case 0x041B:
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case 0x0008:
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case 0x0088:
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case 0x0486:
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case 0x0098:
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case 0x0467:
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case 0x0179:
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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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break;
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case 0x040F:
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gSaveContext.entranceIndex = 0x0000;
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case ENTR_YDAN_BOSS_0:
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gSaveContext.entranceIndex = ENTR_YDAN_0;
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break;
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case 0x040B:
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gSaveContext.entranceIndex = 0x0004;
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case ENTR_DDAN_BOSS_0:
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gSaveContext.entranceIndex = ENTR_DDAN_0;
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break;
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case 0x0301:
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gSaveContext.entranceIndex = 0x0028;
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case ENTR_BDAN_BOSS_0:
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gSaveContext.entranceIndex = ENTR_BDAN_0;
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break;
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case 0x000C:
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gSaveContext.entranceIndex = 0x0169;
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case ENTR_MORIBOSSROOM_0:
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gSaveContext.entranceIndex = ENTR_BMORI1_0;
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break;
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case 0x0305:
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gSaveContext.entranceIndex = 0x0165;
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case ENTR_FIRE_BS_0:
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gSaveContext.entranceIndex = ENTR_HIDAN_0;
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break;
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case 0x0417:
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gSaveContext.entranceIndex = 0x0010;
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case ENTR_MIZUSIN_BS_0:
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gSaveContext.entranceIndex = ENTR_MIZUSIN_0;
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break;
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case 0x008D:
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gSaveContext.entranceIndex = 0x0082;
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case ENTR_JYASINBOSS_0:
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gSaveContext.entranceIndex = ENTR_JYASINZOU_0;
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break;
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case 0x0413:
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gSaveContext.entranceIndex = 0x0037;
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case ENTR_HAKADAN_BS_0:
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gSaveContext.entranceIndex = ENTR_HAKADAN_0;
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break;
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case 0x041F:
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gSaveContext.entranceIndex = 0x041B;
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case ENTR_GANON_BOSS_0:
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gSaveContext.entranceIndex = ENTR_GANON_0;
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break;
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}
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} else {
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