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rename the flag for freeing nextCutsceneIndex
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parent
2bd2ca20dd
commit
6eaaa8706c
5 changed files with 8 additions and 8 deletions
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@ -360,7 +360,7 @@ correlation with `enum EntranceIndex`
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*/
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typedef enum CutsceneIndex {
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CS_INDEX_NONE = 0x0000,
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CS_INDEX_NEXT_USED = 0xFFEF, // assigned cutscene index, can schedule next again
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CS_INDEX_NEXT_EMPTY = 0xFFEF, // is allowed to schedule a cutscene
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CS_INDEX_0 = 0xFFF0,
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CS_INDEX_1 = 0xFFF1,
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CS_INDEX_2 = 0xFFF2,
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@ -16,7 +16,7 @@ void SaveContext_Init(void) {
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gSaveContext.seqId = (u8)NA_BGM_DISABLED;
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gSaveContext.natureAmbienceId = NATURE_ID_DISABLED;
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gSaveContext.forcedSeqId = NA_BGM_GENERAL_SFX;
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gSaveContext.nextCutsceneIndex = CS_INDEX_NEXT_USED;
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gSaveContext.nextCutsceneIndex = CS_INDEX_NEXT_EMPTY;
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gSaveContext.cutsceneTrigger = 0;
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gSaveContext.chamberCutsceneNum = CHAMBER_CS_FOREST;
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gSaveContext.nextDayTime = NEXT_TIME_NONE;
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@ -324,9 +324,9 @@ void Play_Init(GameState* thisx) {
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AnimTaskQueue_Reset(&this->animTaskQueue);
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Cutscene_InitContext(this, &this->csCtx);
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if (gSaveContext.nextCutsceneIndex != CS_INDEX_NEXT_USED) {
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if (gSaveContext.nextCutsceneIndex != CS_INDEX_NEXT_EMPTY) {
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gSaveContext.save.cutsceneIndex = gSaveContext.nextCutsceneIndex;
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gSaveContext.nextCutsceneIndex = CS_INDEX_NEXT_USED;
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gSaveContext.nextCutsceneIndex = CS_INDEX_NEXT_EMPTY;
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}
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if (gSaveContext.save.cutsceneIndex == CS_INDEX_TRIGGERED) {
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@ -489,7 +489,7 @@ void DoorWarp1_ChildWarpOut(DoorWarp1* this, PlayState* play) {
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Math_SmoothStepToF(&this->lightRayAlpha, 0.0f, 0.2f, 6.0f, 0.01f);
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this->warpTimer++;
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if (sWarpTimerTarget < this->warpTimer && gSaveContext.nextCutsceneIndex == CS_INDEX_NEXT_USED) {
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if (sWarpTimerTarget < this->warpTimer && gSaveContext.nextCutsceneIndex == CS_INDEX_NEXT_EMPTY) {
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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);
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if (play->sceneId == SCENE_DODONGOS_CAVERN_BOSS) {
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@ -600,7 +600,7 @@ void DoorWarp1_RutoWarpOut(DoorWarp1* this, PlayState* play) {
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Math_SmoothStepToF(&this->lightRayAlpha, 0.0f, 0.2f, 6.0f, 0.01f);
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this->warpTimer++;
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if (this->warpTimer > sWarpTimerTarget && gSaveContext.nextCutsceneIndex == CS_INDEX_NEXT_USED) {
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if (this->warpTimer > sWarpTimerTarget && gSaveContext.nextCutsceneIndex == CS_INDEX_NEXT_EMPTY) {
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SET_EVENTCHKINF(EVENTCHKINF_37);
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Item_Give(play, ITEM_ZORA_SAPPHIRE);
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play->nextEntranceIndex = ENTR_ZORAS_FOUNTAIN_0;
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@ -700,7 +700,7 @@ void DoorWarp1_AdultWarpOut(DoorWarp1* this, PlayState* play) {
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}
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this->warpTimer++;
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if (this->warpTimer > sWarpTimerTarget && gSaveContext.nextCutsceneIndex == CS_INDEX_NEXT_USED) {
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if (this->warpTimer > sWarpTimerTarget && gSaveContext.nextCutsceneIndex == CS_INDEX_NEXT_EMPTY) {
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if (play->sceneId == SCENE_FOREST_TEMPLE_BOSS) {
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if (!GET_EVENTCHKINF(EVENTCHKINF_48)) {
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SET_EVENTCHKINF(EVENTCHKINF_48);
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@ -1890,7 +1890,7 @@ void FileSelect_LoadGame(GameState* thisx) {
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gSaveContext.forcedSeqId = NA_BGM_GENERAL_SFX;
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gSaveContext.skyboxTime = CLOCK_TIME(0, 0);
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gSaveContext.nextTransitionType = TRANS_NEXT_TYPE_DEFAULT;
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gSaveContext.nextCutsceneIndex = CS_INDEX_NEXT_USED;
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gSaveContext.nextCutsceneIndex = CS_INDEX_NEXT_EMPTY;
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gSaveContext.cutsceneTrigger = 0;
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gSaveContext.chamberCutsceneNum = CHAMBER_CS_FOREST;
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gSaveContext.nextDayTime = NEXT_TIME_NONE;
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