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z_demo documentation (#1327)
* commit old stuff * progress * progress * progress * progress * more progress, renaming cues next * small changes * enum values added for all actions * hardcoded values removed when possible * commands renamed * first pass of action -> cue * fix some matches * some more cleanup * scriptPtr * forgot one * remove cue rot union * more changes * some more stuff * more stuff * fix matching issues * some more things * progress, starting to rename destinations * small changes * name some destinations * more names * need to switch branch * progress * first pass of destination names * usages fixed * use destination enum * fix csdis * format * command descriptions * revert accidental zap changes * forgot some things * use a single macro for CutsceneCameraPoint (idk why i didnt think of this sooner) * typo * review1 * clarify ruby/sapphire comment * remove endframe for commands that dont use it * some more review * most review, but not all * scriptPtr -> script, and another small change * ocarina action * remove +1 from light settings command, change comment * actionIndex -> cueIdTemp (i guess) * _SetCueX -> _SetXFromCue * format * tweak fade out seq arg names * use spline terminology * more dragorn and engineer review * misc start/end frame note * cleanup StartPosRotFromCue vs PosRotFromCue * cleanup spline terminology * sPrevCamId -> sReturnToCamId * comment on debug cs data address * Cutscene_Init -> Cutscene_InitContext * single point types are not a list * remove todo comment * some more review * rumble struct names * some review * more review * missed one * reword pointer comment * even more review * match transition terminology with z_play * change condition and format * frame count * command specific structs with alignment * anon review * remove unneeded arg from time macro * yeet `CsCmdGeneric` * remove unused from single point types * typo * compromise attempt -- name endFrame everywhere * fixes * fix again * copied the wrong note * cutscene data note * review, format * compat defines * idk whats going on man Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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@ -4301,12 +4301,12 @@ void Interface_Update(PlayState* play) {
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gSaveContext.nextDayTime = NEXT_TIME_NIGHT;
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play->transitionType = TRANS_TYPE_FADE_BLACK_FAST;
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gSaveContext.nextTransitionType = TRANS_TYPE_FADE_BLACK;
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play->unk_11DE9 = true;
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play->haltAllActors = true;
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} else {
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gSaveContext.nextDayTime = NEXT_TIME_DAY;
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play->transitionType = TRANS_TYPE_FADE_WHITE_FAST;
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gSaveContext.nextTransitionType = TRANS_TYPE_FADE_WHITE;
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play->unk_11DE9 = true;
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play->haltAllActors = true;
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}
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if (play->sceneId == SCENE_HAUNTED_WASTELAND) {
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