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Retail z_scene matching (#1677)
* one left * cursed match for Scene_CommandObjectList * format * revert printf modification for permuter * more bad-returns * format * typedef scene command func
This commit is contained in:
parent
5e8e01f110
commit
593a86014c
3 changed files with 38 additions and 40 deletions
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@ -85,7 +85,7 @@ extern u32 gGsFlagsMasks[4];
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extern u32 gGsFlagsShifts[4];
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extern u32 gGsFlagsShifts[4];
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extern void* gItemIcons[0x82];
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extern void* gItemIcons[0x82];
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extern u8 gItemSlots[56];
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extern u8 gItemSlots[56];
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extern void (*gSceneCmdHandlers[SCENE_CMD_ID_MAX])(PlayState*, SceneCmd*);
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extern SceneCmdHandlerFunc gSceneCmdHandlers[SCENE_CMD_ID_MAX];
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extern s16 gLinkObjectIds[2];
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extern s16 gLinkObjectIds[2];
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extern u32 gObjectTableSize;
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extern u32 gObjectTableSize;
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extern RomFile gObjectTable[OBJECT_ID_MAX];
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extern RomFile gObjectTable[OBJECT_ID_MAX];
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@ -344,6 +344,8 @@ typedef union {
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SCmdAltHeaders altHeaders;
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SCmdAltHeaders altHeaders;
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} SceneCmd; // size = 0x8
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} SceneCmd; // size = 0x8
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typedef BAD_RETURN(s32) (*SceneCmdHandlerFunc)(struct PlayState*, SceneCmd*);
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#define DEFINE_SCENE(_0, _1, enum, _3, _4, _5) enum,
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#define DEFINE_SCENE(_0, _1, enum, _3, _4, _5) enum,
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typedef enum {
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typedef enum {
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@ -47,6 +47,7 @@ s32 Object_SpawnPersistent(ObjectContext* objectCtx, s16 objectId) {
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void Object_InitContext(PlayState* play, ObjectContext* objectCtx) {
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void Object_InitContext(PlayState* play, ObjectContext* objectCtx) {
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PlayState* play2 = play;
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PlayState* play2 = play;
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s32 pad;
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u32 spaceSize;
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u32 spaceSize;
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s32 i;
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s32 i;
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@ -171,10 +172,9 @@ void* func_800982FC(ObjectContext* objectCtx, s32 slot, s16 objectId) {
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}
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}
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s32 Scene_ExecuteCommands(PlayState* play, SceneCmd* sceneCmd) {
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s32 Scene_ExecuteCommands(PlayState* play, SceneCmd* sceneCmd) {
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u32 cmdCode;
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while (true) {
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while (true) {
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cmdCode = sceneCmd->base.code;
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u32 cmdCode = sceneCmd->base.code;
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PRINTF("*** Scene_Word = { code=%d, data1=%02x, data2=%04x } ***\n", cmdCode, sceneCmd->base.data1,
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PRINTF("*** Scene_Word = { code=%d, data1=%02x, data2=%04x } ***\n", cmdCode, sceneCmd->base.data1,
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sceneCmd->base.data2);
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sceneCmd->base.data2);
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@ -189,12 +189,14 @@ s32 Scene_ExecuteCommands(PlayState* play, SceneCmd* sceneCmd) {
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PRINTF("code の値が異常です\n"); // "code variable is abnormal"
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PRINTF("code の値が異常です\n"); // "code variable is abnormal"
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PRINTF(VT_RST);
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PRINTF(VT_RST);
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}
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}
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sceneCmd++;
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sceneCmd++;
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}
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}
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return 0;
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return 0;
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}
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}
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void Scene_CommandPlayerEntryList(PlayState* play, SceneCmd* cmd) {
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BAD_RETURN(s32) Scene_CommandPlayerEntryList(PlayState* play, SceneCmd* cmd) {
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ActorEntry* playerEntry = play->playerEntry =
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ActorEntry* playerEntry = play->playerEntry =
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(ActorEntry*)SEGMENTED_TO_VIRTUAL(cmd->playerEntryList.data) + play->spawnList[play->spawn].playerEntryIndex;
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(ActorEntry*)SEGMENTED_TO_VIRTUAL(cmd->playerEntryList.data) + play->spawnList[play->spawn].playerEntryIndex;
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s16 linkObjectId;
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s16 linkObjectId;
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@ -207,16 +209,16 @@ void Scene_CommandPlayerEntryList(PlayState* play, SceneCmd* cmd) {
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Object_SpawnPersistent(&play->objectCtx, linkObjectId);
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Object_SpawnPersistent(&play->objectCtx, linkObjectId);
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}
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}
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void Scene_CommandActorEntryList(PlayState* play, SceneCmd* cmd) {
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BAD_RETURN(s32) Scene_CommandActorEntryList(PlayState* play, SceneCmd* cmd) {
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play->numActorEntries = cmd->actorEntryList.length;
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play->numActorEntries = cmd->actorEntryList.length;
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play->actorEntryList = SEGMENTED_TO_VIRTUAL(cmd->actorEntryList.data);
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play->actorEntryList = SEGMENTED_TO_VIRTUAL(cmd->actorEntryList.data);
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}
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}
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void Scene_CommandUnused2(PlayState* play, SceneCmd* cmd) {
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BAD_RETURN(s32) Scene_CommandUnused2(PlayState* play, SceneCmd* cmd) {
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play->unk_11DFC = SEGMENTED_TO_VIRTUAL(cmd->unused02.segment);
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play->unk_11DFC = SEGMENTED_TO_VIRTUAL(cmd->unused02.segment);
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}
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}
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void Scene_CommandCollisionHeader(PlayState* play, SceneCmd* cmd) {
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BAD_RETURN(s32) Scene_CommandCollisionHeader(PlayState* play, SceneCmd* cmd) {
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CollisionHeader* colHeader = SEGMENTED_TO_VIRTUAL(cmd->colHeader.data);
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CollisionHeader* colHeader = SEGMENTED_TO_VIRTUAL(cmd->colHeader.data);
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colHeader->vtxList = SEGMENTED_TO_VIRTUAL(colHeader->vtxList);
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colHeader->vtxList = SEGMENTED_TO_VIRTUAL(colHeader->vtxList);
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@ -228,16 +230,16 @@ void Scene_CommandCollisionHeader(PlayState* play, SceneCmd* cmd) {
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BgCheck_Allocate(&play->colCtx, play, colHeader);
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BgCheck_Allocate(&play->colCtx, play, colHeader);
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}
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}
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void Scene_CommandRoomList(PlayState* play, SceneCmd* cmd) {
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BAD_RETURN(s32) Scene_CommandRoomList(PlayState* play, SceneCmd* cmd) {
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play->numRooms = cmd->roomList.length;
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play->numRooms = cmd->roomList.length;
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play->roomList = SEGMENTED_TO_VIRTUAL(cmd->roomList.data);
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play->roomList = SEGMENTED_TO_VIRTUAL(cmd->roomList.data);
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}
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}
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void Scene_CommandSpawnList(PlayState* play, SceneCmd* cmd) {
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BAD_RETURN(s32) Scene_CommandSpawnList(PlayState* play, SceneCmd* cmd) {
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play->spawnList = SEGMENTED_TO_VIRTUAL(cmd->spawnList.data);
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play->spawnList = SEGMENTED_TO_VIRTUAL(cmd->spawnList.data);
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}
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}
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void Scene_CommandSpecialFiles(PlayState* play, SceneCmd* cmd) {
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BAD_RETURN(s32) Scene_CommandSpecialFiles(PlayState* play, SceneCmd* cmd) {
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if (cmd->specialFiles.keepObjectId != OBJECT_INVALID) {
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if (cmd->specialFiles.keepObjectId != OBJECT_INVALID) {
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play->objectCtx.subKeepSlot = Object_SpawnPersistent(&play->objectCtx, cmd->specialFiles.keepObjectId);
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play->objectCtx.subKeepSlot = Object_SpawnPersistent(&play->objectCtx, cmd->specialFiles.keepObjectId);
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gSegments[5] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[play->objectCtx.subKeepSlot].segment);
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gSegments[5] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[play->objectCtx.subKeepSlot].segment);
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@ -248,18 +250,18 @@ void Scene_CommandSpecialFiles(PlayState* play, SceneCmd* cmd) {
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}
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}
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}
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}
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void Scene_CommandRoomBehavior(PlayState* play, SceneCmd* cmd) {
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BAD_RETURN(s32) Scene_CommandRoomBehavior(PlayState* play, SceneCmd* cmd) {
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play->roomCtx.curRoom.behaviorType1 = cmd->roomBehavior.gpFlag1;
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play->roomCtx.curRoom.behaviorType1 = cmd->roomBehavior.gpFlag1;
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play->roomCtx.curRoom.behaviorType2 = cmd->roomBehavior.gpFlag2 & 0xFF;
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play->roomCtx.curRoom.behaviorType2 = cmd->roomBehavior.gpFlag2 & 0xFF;
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play->roomCtx.curRoom.lensMode = (cmd->roomBehavior.gpFlag2 >> 8) & 1;
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play->roomCtx.curRoom.lensMode = (cmd->roomBehavior.gpFlag2 >> 8) & 1;
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play->msgCtx.disableWarpSongs = (cmd->roomBehavior.gpFlag2 >> 0xA) & 1;
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play->msgCtx.disableWarpSongs = (cmd->roomBehavior.gpFlag2 >> 0xA) & 1;
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}
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}
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void Scene_CommandRoomShape(PlayState* play, SceneCmd* cmd) {
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BAD_RETURN(s32) Scene_CommandRoomShape(PlayState* play, SceneCmd* cmd) {
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play->roomCtx.curRoom.roomShape = SEGMENTED_TO_VIRTUAL(cmd->mesh.data);
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play->roomCtx.curRoom.roomShape = SEGMENTED_TO_VIRTUAL(cmd->mesh.data);
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}
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}
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void Scene_CommandObjectList(PlayState* play, SceneCmd* cmd) {
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BAD_RETURN(s32) Scene_CommandObjectList(PlayState* play, SceneCmd* cmd) {
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s32 i;
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s32 i;
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s32 j;
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s32 j;
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s32 k;
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s32 k;
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@ -311,7 +313,7 @@ void Scene_CommandObjectList(PlayState* play, SceneCmd* cmd) {
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play->objectCtx.numEntries = i;
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play->objectCtx.numEntries = i;
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}
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}
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void Scene_CommandLightList(PlayState* play, SceneCmd* cmd) {
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BAD_RETURN(s32) Scene_CommandLightList(PlayState* play, SceneCmd* cmd) {
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s32 i;
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s32 i;
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LightInfo* lightInfo = SEGMENTED_TO_VIRTUAL(cmd->lightList.data);
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LightInfo* lightInfo = SEGMENTED_TO_VIRTUAL(cmd->lightList.data);
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@ -321,11 +323,11 @@ void Scene_CommandLightList(PlayState* play, SceneCmd* cmd) {
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}
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}
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}
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}
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void Scene_CommandPathList(PlayState* play, SceneCmd* cmd) {
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BAD_RETURN(s32) Scene_CommandPathList(PlayState* play, SceneCmd* cmd) {
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play->pathList = SEGMENTED_TO_VIRTUAL(cmd->pathList.data);
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play->pathList = SEGMENTED_TO_VIRTUAL(cmd->pathList.data);
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}
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}
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void Scene_CommandTransitionActorEntryList(PlayState* play, SceneCmd* cmd) {
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BAD_RETURN(s32) Scene_CommandTransitionActorEntryList(PlayState* play, SceneCmd* cmd) {
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play->transiActorCtx.numActors = cmd->transiActorList.length;
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play->transiActorCtx.numActors = cmd->transiActorList.length;
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play->transiActorCtx.list = SEGMENTED_TO_VIRTUAL(cmd->transiActorList.data);
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play->transiActorCtx.list = SEGMENTED_TO_VIRTUAL(cmd->transiActorList.data);
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}
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}
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@ -334,23 +336,23 @@ void TransitionActor_InitContext(GameState* state, TransitionActorContext* trans
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transiActorCtx->numActors = 0;
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transiActorCtx->numActors = 0;
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}
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}
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void Scene_CommandLightSettingsList(PlayState* play, SceneCmd* cmd) {
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BAD_RETURN(s32) Scene_CommandLightSettingsList(PlayState* play, SceneCmd* cmd) {
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play->envCtx.numLightSettings = cmd->lightSettingList.length;
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play->envCtx.numLightSettings = cmd->lightSettingList.length;
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play->envCtx.lightSettingsList = SEGMENTED_TO_VIRTUAL(cmd->lightSettingList.data);
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play->envCtx.lightSettingsList = SEGMENTED_TO_VIRTUAL(cmd->lightSettingList.data);
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}
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}
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void Scene_CommandSkyboxSettings(PlayState* play, SceneCmd* cmd) {
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BAD_RETURN(s32) Scene_CommandSkyboxSettings(PlayState* play, SceneCmd* cmd) {
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play->skyboxId = cmd->skyboxSettings.skyboxId;
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play->skyboxId = cmd->skyboxSettings.skyboxId;
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play->envCtx.skyboxConfig = play->envCtx.changeSkyboxNextConfig = cmd->skyboxSettings.skyboxConfig;
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play->envCtx.skyboxConfig = play->envCtx.changeSkyboxNextConfig = cmd->skyboxSettings.skyboxConfig;
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play->envCtx.lightMode = cmd->skyboxSettings.envLightMode;
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play->envCtx.lightMode = cmd->skyboxSettings.envLightMode;
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}
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}
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void Scene_CommandSkyboxDisables(PlayState* play, SceneCmd* cmd) {
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BAD_RETURN(s32) Scene_CommandSkyboxDisables(PlayState* play, SceneCmd* cmd) {
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play->envCtx.skyboxDisabled = cmd->skyboxDisables.skyboxDisabled;
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play->envCtx.skyboxDisabled = cmd->skyboxDisables.skyboxDisabled;
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play->envCtx.sunMoonDisabled = cmd->skyboxDisables.sunMoonDisabled;
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play->envCtx.sunMoonDisabled = cmd->skyboxDisables.sunMoonDisabled;
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}
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}
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void Scene_CommandTimeSettings(PlayState* play, SceneCmd* cmd) {
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BAD_RETURN(s32) Scene_CommandTimeSettings(PlayState* play, SceneCmd* cmd) {
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if ((cmd->timeSettings.hour != 0xFF) && (cmd->timeSettings.min != 0xFF)) {
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if ((cmd->timeSettings.hour != 0xFF) && (cmd->timeSettings.min != 0xFF)) {
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gSaveContext.skyboxTime = gSaveContext.save.dayTime =
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gSaveContext.skyboxTime = gSaveContext.save.dayTime =
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((cmd->timeSettings.hour + (cmd->timeSettings.min / 60.0f)) * 60.0f) / ((f32)(24 * 60) / 0x10000);
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((cmd->timeSettings.hour + (cmd->timeSettings.min / 60.0f)) * 60.0f) / ((f32)(24 * 60) / 0x10000);
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@ -387,7 +389,7 @@ void Scene_CommandTimeSettings(PlayState* play, SceneCmd* cmd) {
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}
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}
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}
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}
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void Scene_CommandWindSettings(PlayState* play, SceneCmd* cmd) {
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BAD_RETURN(s32) Scene_CommandWindSettings(PlayState* play, SceneCmd* cmd) {
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s8 x = cmd->windSettings.x;
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s8 x = cmd->windSettings.x;
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s8 y = cmd->windSettings.y;
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s8 y = cmd->windSettings.y;
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s8 z = cmd->windSettings.z;
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s8 z = cmd->windSettings.z;
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@ -399,14 +401,14 @@ void Scene_CommandWindSettings(PlayState* play, SceneCmd* cmd) {
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play->envCtx.windSpeed = cmd->windSettings.unk_07;
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play->envCtx.windSpeed = cmd->windSettings.unk_07;
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}
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}
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void Scene_CommandExitList(PlayState* play, SceneCmd* cmd) {
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BAD_RETURN(s32) Scene_CommandExitList(PlayState* play, SceneCmd* cmd) {
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play->exitList = SEGMENTED_TO_VIRTUAL(cmd->exitList.data);
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play->exitList = SEGMENTED_TO_VIRTUAL(cmd->exitList.data);
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}
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}
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void Scene_CommandUndefined9(PlayState* play, SceneCmd* cmd) {
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BAD_RETURN(s32) Scene_CommandUndefined9(PlayState* play, SceneCmd* cmd) {
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}
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}
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void Scene_CommandSoundSettings(PlayState* play, SceneCmd* cmd) {
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BAD_RETURN(s32) Scene_CommandSoundSettings(PlayState* play, SceneCmd* cmd) {
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play->sequenceCtx.seqId = cmd->soundSettings.seqId;
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play->sequenceCtx.seqId = cmd->soundSettings.seqId;
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play->sequenceCtx.natureAmbienceId = cmd->soundSettings.natureAmbienceId;
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play->sequenceCtx.natureAmbienceId = cmd->soundSettings.natureAmbienceId;
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@ -415,22 +417,17 @@ void Scene_CommandSoundSettings(PlayState* play, SceneCmd* cmd) {
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}
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}
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}
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}
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void Scene_CommandEchoSettings(PlayState* play, SceneCmd* cmd) {
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BAD_RETURN(s32) Scene_CommandEchoSettings(PlayState* play, SceneCmd* cmd) {
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play->roomCtx.curRoom.echo = cmd->echoSettings.echo;
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play->roomCtx.curRoom.echo = cmd->echoSettings.echo;
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}
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}
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void Scene_CommandAlternateHeaderList(PlayState* play, SceneCmd* cmd) {
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BAD_RETURN(s32) Scene_CommandAlternateHeaderList(PlayState* play, SceneCmd* cmd) {
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s32 pad;
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SceneCmd* altHeader;
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PRINTF("\n[ZU]sceneset age =[%X]", ((void)0, gSaveContext.save.linkAge));
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PRINTF("\n[ZU]sceneset age =[%X]", ((void)0, gSaveContext.save.linkAge));
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PRINTF("\n[ZU]sceneset time =[%X]", ((void)0, gSaveContext.save.cutsceneIndex));
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PRINTF("\n[ZU]sceneset time =[%X]", ((void)0, gSaveContext.save.cutsceneIndex));
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PRINTF("\n[ZU]sceneset counter=[%X]", ((void)0, gSaveContext.sceneLayer));
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PRINTF("\n[ZU]sceneset counter=[%X]", ((void)0, gSaveContext.sceneLayer));
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if (gSaveContext.sceneLayer != 0) {
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if (gSaveContext.sceneLayer != 0) {
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altHeader = ((SceneCmd**)SEGMENTED_TO_VIRTUAL(cmd->altHeaders.data))[gSaveContext.sceneLayer - 1];
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SceneCmd* altHeader = ((SceneCmd**)SEGMENTED_TO_VIRTUAL(cmd->altHeaders.data))[gSaveContext.sceneLayer - 1];
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if (1) {}
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if (altHeader != NULL) {
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if (altHeader != NULL) {
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Scene_ExecuteCommands(play, SEGMENTED_TO_VIRTUAL(altHeader));
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Scene_ExecuteCommands(play, SEGMENTED_TO_VIRTUAL(altHeader));
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@ -441,7 +438,7 @@ void Scene_CommandAlternateHeaderList(PlayState* play, SceneCmd* cmd) {
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if (gSaveContext.sceneLayer == SCENE_LAYER_ADULT_NIGHT) {
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if (gSaveContext.sceneLayer == SCENE_LAYER_ADULT_NIGHT) {
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// Due to the condition above, this is equivalent to accessing altHeaders[SCENE_LAYER_ADULT_DAY - 1]
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// Due to the condition above, this is equivalent to accessing altHeaders[SCENE_LAYER_ADULT_DAY - 1]
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altHeader = ((SceneCmd**)SEGMENTED_TO_VIRTUAL(
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SceneCmd* altHeader = ((SceneCmd**)SEGMENTED_TO_VIRTUAL(
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cmd->altHeaders
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cmd->altHeaders
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.data))[(gSaveContext.sceneLayer - SCENE_LAYER_ADULT_NIGHT) + SCENE_LAYER_ADULT_DAY - 1];
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.data))[(gSaveContext.sceneLayer - SCENE_LAYER_ADULT_NIGHT) + SCENE_LAYER_ADULT_DAY - 1];
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@ -457,13 +454,12 @@ void Scene_CommandAlternateHeaderList(PlayState* play, SceneCmd* cmd) {
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}
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}
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}
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}
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void Scene_CommandCutsceneData(PlayState* play, SceneCmd* cmd) {
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BAD_RETURN(s32) Scene_CommandCutsceneData(PlayState* play, SceneCmd* cmd) {
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PRINTF("\ngame_play->demo_play.data=[%x]", play->csCtx.script);
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PRINTF("\ngame_play->demo_play.data=[%x]", play->csCtx.script);
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play->csCtx.script = SEGMENTED_TO_VIRTUAL(cmd->cutsceneData.data);
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play->csCtx.script = SEGMENTED_TO_VIRTUAL(cmd->cutsceneData.data);
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}
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}
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// Camera & World Map Area
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BAD_RETURN(s32) Scene_CommandMiscSettings(PlayState* play, SceneCmd* cmd) {
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void Scene_CommandMiscSettings(PlayState* play, SceneCmd* cmd) {
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R_SCENE_CAM_TYPE = cmd->miscSettings.sceneCamType;
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R_SCENE_CAM_TYPE = cmd->miscSettings.sceneCamType;
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gSaveContext.worldMapArea = cmd->miscSettings.area;
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gSaveContext.worldMapArea = cmd->miscSettings.area;
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@ -476,9 +472,9 @@ void Scene_CommandMiscSettings(PlayState* play, SceneCmd* cmd) {
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if (((play->sceneId >= SCENE_HYRULE_FIELD) && (play->sceneId <= SCENE_OUTSIDE_GANONS_CASTLE)) ||
|
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))) {
|
((play->sceneId >= SCENE_MARKET_ENTRANCE_DAY) && (play->sceneId <= SCENE_TEMPLE_OF_TIME_EXTERIOR_RUINS))) {
|
||||||
if (gSaveContext.save.cutsceneIndex < 0xFFF0) {
|
if (gSaveContext.save.cutsceneIndex < 0xFFF0) {
|
||||||
gSaveContext.save.info.worldMapAreaData |= gBitFlags[gSaveContext.worldMapArea];
|
gSaveContext.save.info.worldMapAreaData |= gBitFlags[((void)0, gSaveContext.worldMapArea)];
|
||||||
PRINTF("000 area_arrival=%x (%d)\n", gSaveContext.save.info.worldMapAreaData,
|
PRINTF("000 area_arrival=%x (%d)\n", gSaveContext.save.info.worldMapAreaData,
|
||||||
gSaveContext.worldMapArea);
|
((void)0, gSaveContext.worldMapArea));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -503,7 +499,7 @@ void Scene_SetTransitionForNextEntrance(PlayState* play) {
|
||||||
play->transitionType = ENTRANCE_INFO_START_TRANS_TYPE(gEntranceTable[entranceIndex].field);
|
play->transitionType = ENTRANCE_INFO_START_TRANS_TYPE(gEntranceTable[entranceIndex].field);
|
||||||
}
|
}
|
||||||
|
|
||||||
void (*gSceneCmdHandlers[SCENE_CMD_ID_MAX])(PlayState*, SceneCmd*) = {
|
SceneCmdHandlerFunc gSceneCmdHandlers[SCENE_CMD_ID_MAX] = {
|
||||||
Scene_CommandPlayerEntryList, // SCENE_CMD_ID_SPAWN_LIST
|
Scene_CommandPlayerEntryList, // SCENE_CMD_ID_SPAWN_LIST
|
||||||
Scene_CommandActorEntryList, // SCENE_CMD_ID_ACTOR_LIST
|
Scene_CommandActorEntryList, // SCENE_CMD_ID_ACTOR_LIST
|
||||||
Scene_CommandUnused2, // SCENE_CMD_ID_UNUSED_2
|
Scene_CommandUnused2, // SCENE_CMD_ID_UNUSED_2
|
||||||
|
|
Loading…
Reference in a new issue