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Clean Up Sequence Structs in Scene/Save/z64 (#1051)
* Clean up sound scene struct * Follow-up cleaning * cleanup * Document forcedSeqId * Update include/z64save.h Co-authored-by: fig02 <fig02srl@gmail.com> * Update include/z64.h Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com> Co-authored-by: fig02 <fig02srl@gmail.com> Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
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20 changed files with 96 additions and 97 deletions
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@ -413,11 +413,11 @@ void func_80099134(GlobalContext* globalCtx, SceneCmd* cmd) {
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// Scene Command 0x15: Sound Settings
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void func_80099140(GlobalContext* globalCtx, SceneCmd* cmd) {
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globalCtx->soundCtx.seqIndex = cmd->soundSettings.seqIndex;
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globalCtx->soundCtx.nightSeqIndex = cmd->soundSettings.nightSeqIndex;
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globalCtx->sequenceCtx.seqId = cmd->soundSettings.seqId;
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globalCtx->sequenceCtx.natureAmbienceId = cmd->soundSettings.natureAmbienceId;
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if (gSaveContext.seqIndex == (u8)NA_BGM_DISABLED) {
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Audio_QueueSeqCmd(cmd->soundSettings.bgmId | 0xF0000000);
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if (gSaveContext.seqId == (u8)NA_BGM_DISABLED) {
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Audio_QueueSeqCmd(cmd->soundSettings.specId | 0xF0000000);
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}
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}
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