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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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@ -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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