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rename the flag for freeing nextCutsceneIndex

This commit is contained in:
feacur 2024-11-05 17:00:42 +01:00
parent 2bd2ca20dd
commit 6eaaa8706c
5 changed files with 8 additions and 8 deletions

View file

@ -360,7 +360,7 @@ correlation with `enum EntranceIndex`
*/
typedef enum CutsceneIndex {
CS_INDEX_NONE = 0x0000,
CS_INDEX_NEXT_USED = 0xFFEF, // assigned cutscene index, can schedule next again
CS_INDEX_NEXT_EMPTY = 0xFFEF, // is allowed to schedule a cutscene
CS_INDEX_0 = 0xFFF0,
CS_INDEX_1 = 0xFFF1,
CS_INDEX_2 = 0xFFF2,

View file

@ -16,7 +16,7 @@ void SaveContext_Init(void) {
gSaveContext.seqId = (u8)NA_BGM_DISABLED;
gSaveContext.natureAmbienceId = NATURE_ID_DISABLED;
gSaveContext.forcedSeqId = NA_BGM_GENERAL_SFX;
gSaveContext.nextCutsceneIndex = CS_INDEX_NEXT_USED;
gSaveContext.nextCutsceneIndex = CS_INDEX_NEXT_EMPTY;
gSaveContext.cutsceneTrigger = 0;
gSaveContext.chamberCutsceneNum = CHAMBER_CS_FOREST;
gSaveContext.nextDayTime = NEXT_TIME_NONE;

View file

@ -324,9 +324,9 @@ void Play_Init(GameState* thisx) {
AnimTaskQueue_Reset(&this->animTaskQueue);
Cutscene_InitContext(this, &this->csCtx);
if (gSaveContext.nextCutsceneIndex != CS_INDEX_NEXT_USED) {
if (gSaveContext.nextCutsceneIndex != CS_INDEX_NEXT_EMPTY) {
gSaveContext.save.cutsceneIndex = gSaveContext.nextCutsceneIndex;
gSaveContext.nextCutsceneIndex = CS_INDEX_NEXT_USED;
gSaveContext.nextCutsceneIndex = CS_INDEX_NEXT_EMPTY;
}
if (gSaveContext.save.cutsceneIndex == CS_INDEX_TRIGGERED) {

View file

@ -489,7 +489,7 @@ void DoorWarp1_ChildWarpOut(DoorWarp1* this, PlayState* play) {
Math_SmoothStepToF(&this->lightRayAlpha, 0.0f, 0.2f, 6.0f, 0.01f);
this->warpTimer++;
if (sWarpTimerTarget < this->warpTimer && gSaveContext.nextCutsceneIndex == CS_INDEX_NEXT_USED) {
if (sWarpTimerTarget < this->warpTimer && gSaveContext.nextCutsceneIndex == CS_INDEX_NEXT_EMPTY) {
PRINTF("\n\n\nじかんがきたからおーしまい fade_direction=[%d]", play->transitionTrigger, TRANS_TRIGGER_START);
if (play->sceneId == SCENE_DODONGOS_CAVERN_BOSS) {
@ -600,7 +600,7 @@ void DoorWarp1_RutoWarpOut(DoorWarp1* this, PlayState* play) {
Math_SmoothStepToF(&this->lightRayAlpha, 0.0f, 0.2f, 6.0f, 0.01f);
this->warpTimer++;
if (this->warpTimer > sWarpTimerTarget && gSaveContext.nextCutsceneIndex == CS_INDEX_NEXT_USED) {
if (this->warpTimer > sWarpTimerTarget && gSaveContext.nextCutsceneIndex == CS_INDEX_NEXT_EMPTY) {
SET_EVENTCHKINF(EVENTCHKINF_37);
Item_Give(play, ITEM_ZORA_SAPPHIRE);
play->nextEntranceIndex = ENTR_ZORAS_FOUNTAIN_0;
@ -700,7 +700,7 @@ void DoorWarp1_AdultWarpOut(DoorWarp1* this, PlayState* play) {
}
this->warpTimer++;
if (this->warpTimer > sWarpTimerTarget && gSaveContext.nextCutsceneIndex == CS_INDEX_NEXT_USED) {
if (this->warpTimer > sWarpTimerTarget && gSaveContext.nextCutsceneIndex == CS_INDEX_NEXT_EMPTY) {
if (play->sceneId == SCENE_FOREST_TEMPLE_BOSS) {
if (!GET_EVENTCHKINF(EVENTCHKINF_48)) {
SET_EVENTCHKINF(EVENTCHKINF_48);

View file

@ -1890,7 +1890,7 @@ void FileSelect_LoadGame(GameState* thisx) {
gSaveContext.forcedSeqId = NA_BGM_GENERAL_SFX;
gSaveContext.skyboxTime = CLOCK_TIME(0, 0);
gSaveContext.nextTransitionType = TRANS_NEXT_TYPE_DEFAULT;
gSaveContext.nextCutsceneIndex = CS_INDEX_NEXT_USED;
gSaveContext.nextCutsceneIndex = CS_INDEX_NEXT_EMPTY;
gSaveContext.cutsceneTrigger = 0;
gSaveContext.chamberCutsceneNum = CHAMBER_CS_FOREST;
gSaveContext.nextDayTime = NEXT_TIME_NONE;