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introduce enum CutsceneIndex as a first step

This commit is contained in:
feacur 2024-11-05 00:36:28 +01:00
parent 5b27899b9f
commit 53cd39d38f
32 changed files with 223 additions and 200 deletions

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@ -644,8 +644,8 @@ void func_80083108(PlayState* play) {
s16 i;
s16 sp28 = false;
if ((gSaveContext.save.cutsceneIndex < 0xFFF0) ||
((play->sceneId == SCENE_LON_LON_RANCH) && (gSaveContext.save.cutsceneIndex == 0xFFF0))) {
if ((gSaveContext.save.cutsceneIndex < CS_INDEX_FFF0) ||
((play->sceneId == SCENE_LON_LON_RANCH) && (gSaveContext.save.cutsceneIndex == CS_INDEX_FFF0))) {
gSaveContext.forceRisingButtonAlphas = false;
if ((player->stateFlags1 & PLAYER_STATE1_23) || (play->shootingGalleryStatus > 1) ||
@ -3523,7 +3523,7 @@ void Interface_Draw(PlayState* play) {
(Message_GetState(&play->msgCtx) == TEXT_STATE_EVENT)) {
// Trade quest timer reached 0
sSubTimerStateTimer = 40;
gSaveContext.save.cutsceneIndex = 0;
gSaveContext.save.cutsceneIndex = CS_INDEX_NONE;
play->transitionTrigger = TRANS_TRIGGER_START;
play->transitionType = TRANS_TYPE_FADE_WHITE;
gSaveContext.subTimerState = SUBTIMER_STATE_OFF;
@ -3861,7 +3861,7 @@ void Interface_Draw(PlayState* play) {
(play->sceneId != SCENE_INSIDE_GANONS_CASTLE_COLLAPSE))) {
sSubTimerStateTimer = 40;
gSaveContext.subTimerState = SUBTIMER_STATE_RESPAWN;
gSaveContext.save.cutsceneIndex = 0;
gSaveContext.save.cutsceneIndex = CS_INDEX_NONE;
Message_StartTextbox(play, 0x71B0, NULL);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
} else {