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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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@ -115,11 +115,11 @@ void EnHorseGameCheck_FinishIngoRace(EnHorseGameCheckIngoRace* this, GlobalConte
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gSaveContext.eventInf[0] = (gSaveContext.eventInf[0] & ~0xF) | 6;
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gSaveContext.eventInf[0] = (gSaveContext.eventInf[0] & ~0x8000) | 0x8000;
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globalCtx->fadeTransition = 3;
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func_800775F0(NA_BGM_INGO);
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Environment_ForcePlaySequence(NA_BGM_INGO);
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} else {
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gSaveContext.eventInf[0] = (gSaveContext.eventInf[0] & ~0xF) | 4;
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gSaveContext.eventInf[0] = (gSaveContext.eventInf[0] & ~0x8000) | 0x8000;
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func_800775F0(NA_BGM_INGO);
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Environment_ForcePlaySequence(NA_BGM_INGO);
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globalCtx->fadeTransition = 0x2E;
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}
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} else {
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@ -630,7 +630,7 @@ void func_80A7A4C8(EnIn* this, GlobalContext* globalCtx) {
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gSaveContext.eventInf[0] = (gSaveContext.eventInf[0] & ~0x000F) | 0x0001;
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gSaveContext.eventInf[0] = (gSaveContext.eventInf[0] & ~0x8000) | 0x8000;
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gSaveContext.infTable[10] &= ~4;
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func_800775F0(NA_BGM_HORSE);
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Environment_ForcePlaySequence(NA_BGM_HORSE);
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globalCtx->msgCtx.stateTimer = 0;
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globalCtx->msgCtx.msgMode = MSGMODE_TEXT_CLOSING;
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this->unk_308.unk_00 = 0;
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@ -94,7 +94,7 @@ void EnOkarinaEffect_ManageStorm(EnOkarinaEffect* this, GlobalContext* globalCtx
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globalCtx->envCtx.unk_F2[0] = 0;
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if (globalCtx->csCtx.state == CS_STATE_IDLE) {
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func_80077684(globalCtx);
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} else if (func_800FA0B4(SEQ_PLAYER_BGM_MAIN) == NA_BGM_NATURE_BACKGROUND) {
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} else if (func_800FA0B4(SEQ_PLAYER_BGM_MAIN) == NA_BGM_NATURE_AMBIENCE) {
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func_800F6D58(0xF, 1, 0);
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func_800F6D58(0xE, 1, 0);
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}
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@ -58,7 +58,7 @@ const ActorInit En_Syateki_Man_InitVars = {
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static u16 sBgmList[] = {
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NA_BGM_GENERAL_SFX,
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NA_BGM_NATURE_BACKGROUND,
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NA_BGM_NATURE_AMBIENCE,
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NA_BGM_FIELD_LOGIC,
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NA_BGM_DUNGEON,
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NA_BGM_KAKARIKO_ADULT,
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@ -2824,8 +2824,8 @@ void func_80836448(GlobalContext* globalCtx, Player* this, LinkAnimationHeader*
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globalCtx->gameOverCtx.state = GAMEOVER_DEATH_START;
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func_800F6AB0(0);
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Audio_PlayFanfare(NA_BGM_GAME_OVER);
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gSaveContext.seqIndex = (u8)NA_BGM_DISABLED;
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gSaveContext.nightSeqIndex = 0xFF;
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gSaveContext.seqId = (u8)NA_BGM_DISABLED;
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gSaveContext.natureAmbienceId = 0xFF;
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}
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OnePointCutscene_Init(globalCtx, 9806, cond ? 120 : 60, &this->actor, MAIN_CAM);
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@ -3986,8 +3986,8 @@ s32 func_80839034(GlobalContext* globalCtx, Player* this, CollisionPoly* poly, u
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if (temp == 11) {
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func_800788CC(NA_SE_OC_SECRET_HOLE_OUT);
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func_800F6964(5);
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gSaveContext.seqIndex = (u8)NA_BGM_DISABLED;
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gSaveContext.nightSeqIndex = 0xFF;
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gSaveContext.seqId = (u8)NA_BGM_DISABLED;
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gSaveContext.natureAmbienceId = 0xFF;
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} else {
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linearVel = this->linearVelocity;
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@ -11923,8 +11923,8 @@ void func_8084E3C4(Player* this, GlobalContext* globalCtx) {
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Environment_WarpSongLeave(globalCtx);
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}
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gSaveContext.seqIndex = (u8)NA_BGM_DISABLED;
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gSaveContext.nightSeqIndex = 0xFF;
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gSaveContext.seqId = (u8)NA_BGM_DISABLED;
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gSaveContext.natureAmbienceId = 0xFF;
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}
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}
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@ -12440,8 +12440,8 @@ void func_8084F88C(Player* this, GlobalContext* globalCtx) {
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} else {
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globalCtx->fadeTransition = 2;
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gSaveContext.nextTransition = 2;
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gSaveContext.seqIndex = (u8)NA_BGM_DISABLED;
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gSaveContext.nightSeqIndex = 0xFF;
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gSaveContext.seqId = (u8)NA_BGM_DISABLED;
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gSaveContext.natureAmbienceId = 0xFF;
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}
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globalCtx->sceneLoadFlag = 0x14;
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@ -1448,8 +1448,8 @@ void FileChoose_LoadGame(GameState* thisx) {
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gSaveContext.respawn[0].entranceIndex = -1;
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gSaveContext.respawnFlag = 0;
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gSaveContext.seqIndex = 0xFF;
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gSaveContext.nightSeqIndex = 0xFF;
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gSaveContext.seqId = (u8)NA_BGM_DISABLED;
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gSaveContext.natureAmbienceId = 0xFF;
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gSaveContext.showTitleCard = true;
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gSaveContext.dogParams = 0;
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gSaveContext.timer1State = 0;
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@ -1463,7 +1463,7 @@ void FileChoose_LoadGame(GameState* thisx) {
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gSaveContext.healthAccumulator = 0;
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gSaveContext.unk_13F0 = 0;
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gSaveContext.unk_13F2 = 0;
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gSaveContext.unk_140E = 0;
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gSaveContext.forcedSeqId = NA_BGM_GENERAL_SFX;
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gSaveContext.skyboxTime = 0;
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gSaveContext.nextTransition = 0xFF;
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gSaveContext.nextCutsceneIndex = 0xFFEF;
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@ -32,8 +32,8 @@ void Select_LoadGame(SelectContext* this, s32 entranceIndex) {
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gSaveContext.entranceIndex = entranceIndex;
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gSaveContext.respawnFlag = 0;
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gSaveContext.respawn[RESPAWN_MODE_DOWN].entranceIndex = -1;
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gSaveContext.seqIndex = (u8)NA_BGM_DISABLED;
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gSaveContext.nightSeqIndex = 0xFF;
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gSaveContext.seqId = (u8)NA_BGM_DISABLED;
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gSaveContext.natureAmbienceId = 0xFF;
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gSaveContext.showTitleCard = true;
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gWeatherMode = 0;
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this->state.running = false;
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@ -136,8 +136,8 @@ void Title_Main(GameState* thisx) {
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}
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if (this->exit) {
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gSaveContext.seqIndex = (u8)NA_BGM_DISABLED;
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gSaveContext.nightSeqIndex = 0xFF;
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gSaveContext.seqId = (u8)NA_BGM_DISABLED;
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gSaveContext.natureAmbienceId = 0xFF;
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gSaveContext.gameMode = 1;
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this->state.running = false;
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SET_NEXT_GAMESTATE(&this->state, Opening_Init, OpeningContext);
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