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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

@ -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) {