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sceneNum -> sceneId (#1338)

* sceneNum -> sceneId

* forgot to save play

* scene -> sceneId where appropriate

* Missed 1 + format

* Update src/code/z_sram.c

Co-authored-by: mzxrules <mzxrules@gmail.com>

* Update src/code/z_sram.c

Co-authored-by: mzxrules <mzxrules@gmail.com>

* PR

* Fix

Co-authored-by: mzxrules <mzxrules@gmail.com>
This commit is contained in:
Derek Hensley 2022-07-31 16:44:47 -07:00 committed by GitHub
parent 706d5596bf
commit 9c6461751d
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
83 changed files with 444 additions and 445 deletions

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@ -10,7 +10,7 @@
#define DO_ACTION_TEX_SIZE ((DO_ACTION_TEX_WIDTH * DO_ACTION_TEX_HEIGHT) / 2) // (sizeof(gCheckDoActionENGTex))
typedef struct {
/* 0x00 */ u8 scene;
/* 0x00 */ u8 sceneId;
/* 0x01 */ u8 flags1;
/* 0x02 */ u8 flags2;
/* 0x03 */ u8 flags3;
@ -404,7 +404,7 @@ void func_80082850(PlayState* play, s16 maxAlpha) {
interfaceCtx->magicAlpha = alpha;
}
switch (play->sceneNum) {
switch (play->sceneId) {
case SCENE_SPOT00:
case SCENE_SPOT01:
case SCENE_SPOT02:
@ -625,11 +625,11 @@ void func_80083108(PlayState* play) {
s16 sp28 = false;
if ((gSaveContext.cutsceneIndex < 0xFFF0) ||
((play->sceneNum == SCENE_SPOT20) && (gSaveContext.cutsceneIndex == 0xFFF0))) {
((play->sceneId == SCENE_SPOT20) && (gSaveContext.cutsceneIndex == 0xFFF0))) {
gSaveContext.unk_13E7 = 0;
if ((player->stateFlags1 & PLAYER_STATE1_23) || (play->shootingGalleryStatus > 1) ||
((play->sceneNum == SCENE_BOWLING) && Flags_GetSwitch(play, 0x38))) {
((play->sceneId == SCENE_BOWLING) && Flags_GetSwitch(play, 0x38))) {
if (gSaveContext.equips.buttonItems[0] != ITEM_NONE) {
gSaveContext.unk_13E7 = 1;
@ -644,7 +644,7 @@ void func_80083108(PlayState* play) {
(gSaveContext.equips.buttonItems[0] != ITEM_NONE)) {
gSaveContext.buttonStatus[0] = gSaveContext.equips.buttonItems[0];
if ((play->sceneNum == SCENE_BOWLING) && Flags_GetSwitch(play, 0x38)) {
if ((play->sceneId == SCENE_BOWLING) && Flags_GetSwitch(play, 0x38)) {
gSaveContext.equips.buttonItems[0] = ITEM_BOMBCHU;
Interface_LoadItemIcon1(play, 0);
} else {
@ -675,7 +675,7 @@ void func_80083108(PlayState* play) {
Interface_ChangeAlpha(8);
} else if (play->shootingGalleryStatus > 1) {
Interface_ChangeAlpha(8);
} else if ((play->sceneNum == SCENE_BOWLING) && Flags_GetSwitch(play, 0x38)) {
} else if ((play->sceneId == SCENE_BOWLING) && Flags_GetSwitch(play, 0x38)) {
Interface_ChangeAlpha(8);
} else if (player->stateFlags1 & PLAYER_STATE1_23) {
Interface_ChangeAlpha(12);
@ -685,9 +685,9 @@ void func_80083108(PlayState* play) {
Interface_ChangeAlpha(12);
}
}
} else if (play->sceneNum == SCENE_KENJYANOMA) {
} else if (play->sceneId == SCENE_KENJYANOMA) {
Interface_ChangeAlpha(1);
} else if (play->sceneNum == SCENE_TURIBORI) {
} else if (play->sceneId == SCENE_TURIBORI) {
gSaveContext.unk_13E7 = 2;
if (play->interfaceCtx.unk_260 != 0) {
if (gSaveContext.equips.buttonItems[0] != ITEM_FISHING_POLE) {
@ -1021,7 +1021,7 @@ void func_80083108(PlayState* play) {
(gSaveContext.equips.buttonItems[i] <= ITEM_POE)) &&
!((gSaveContext.equips.buttonItems[i] >= ITEM_WEIRD_EGG) &&
(gSaveContext.equips.buttonItems[i] <= ITEM_CLAIM_CHECK))) {
if ((play->sceneNum != SCENE_TAKARAYA) ||
if ((play->sceneId != SCENE_TAKARAYA) ||
(gSaveContext.equips.buttonItems[i] != ITEM_LENS)) {
if (gSaveContext.buttonStatus[i] == BTN_ENABLED) {
sp28 = true;
@ -1076,7 +1076,7 @@ void func_80083108(PlayState* play) {
void Interface_SetSceneRestrictions(PlayState* play) {
InterfaceContext* interfaceCtx = &play->interfaceCtx;
s16 i;
u8 currentScene;
u8 sceneId;
interfaceCtx->restrictions.hGauge = interfaceCtx->restrictions.bButton = interfaceCtx->restrictions.aButton =
interfaceCtx->restrictions.bottles = interfaceCtx->restrictions.tradeItems =
@ -1088,11 +1088,11 @@ void Interface_SetSceneRestrictions(PlayState* play) {
i = 0;
// "Data settings related to button display scene_data_ID=%d\n"
osSyncPrintf("ボタン表示関係データ設定 scene_data_ID=%d\n", play->sceneNum);
osSyncPrintf("ボタン表示関係データ設定 scene_data_ID=%d\n", play->sceneId);
do {
currentScene = (u8)play->sceneNum;
if (sRestrictionFlags[i].scene == currentScene) {
sceneId = (u8)play->sceneId;
if (sRestrictionFlags[i].sceneId == sceneId) {
interfaceCtx->restrictions.hGauge = (sRestrictionFlags[i].flags1 & 0xC0) >> 6;
interfaceCtx->restrictions.bButton = (sRestrictionFlags[i].flags1 & 0x30) >> 4;
interfaceCtx->restrictions.aButton = (sRestrictionFlags[i].flags1 & 0x0C) >> 2;
@ -1122,7 +1122,7 @@ void Interface_SetSceneRestrictions(PlayState* play) {
return;
}
i++;
} while (sRestrictionFlags[i].scene != 0xFF);
} while (sRestrictionFlags[i].sceneId != 0xFF);
}
Gfx* Gfx_TextureIA8(Gfx* displayListHead, void* texture, s16 textureWidth, s16 textureHeight, s16 rectLeft, s16 rectTop,
@ -2895,7 +2895,7 @@ void Interface_DrawAmmoCount(PlayState* play, s16 button, s16 alpha) {
ammo = play->interfaceCtx.hbaAmmo;
} else if ((button == 0) && (play->shootingGalleryStatus > 1)) {
ammo = play->shootingGalleryStatus - 1;
} else if ((button == 0) && (play->sceneNum == SCENE_BOWLING) && Flags_GetSwitch(play, 0x38)) {
} else if ((button == 0) && (play->sceneId == SCENE_BOWLING) && Flags_GetSwitch(play, 0x38)) {
ammo = play->bombchuBowlingStatus;
if (ammo < 0) {
ammo = 0;
@ -3105,7 +3105,7 @@ void Interface_Draw(PlayState* play) {
gDPSetEnvColor(OVERLAY_DISP++, 0, 80, 0, 255);
OVERLAY_DISP = Gfx_TextureIA8(OVERLAY_DISP, gRupeeCounterIconTex, 16, 16, 26, 206, 16, 16, 1 << 10, 1 << 10);
switch (play->sceneNum) {
switch (play->sceneId) {
case SCENE_BMORI1:
case SCENE_HIDAN:
case SCENE_MIZUSIN:
@ -3221,7 +3221,7 @@ void Interface_Draw(PlayState* play) {
Interface_DrawItemIconTexture(play, interfaceCtx->iconItemSegment, 0);
if ((player->stateFlags1 & PLAYER_STATE1_23) || (play->shootingGalleryStatus > 1) ||
((play->sceneNum == SCENE_BOWLING) && Flags_GetSwitch(play, 0x38))) {
((play->sceneId == SCENE_BOWLING) && Flags_GetSwitch(play, 0x38))) {
gDPPipeSync(OVERLAY_DISP++);
gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE,
0, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
@ -3469,7 +3469,7 @@ void Interface_Draw(PlayState* play) {
(play->gameOverCtx.state == GAMEOVER_INACTIVE) && (msgCtx->msgMode == MSGMODE_NONE) &&
!(player->stateFlags2 & PLAYER_STATE2_24) && (play->transitionTrigger == TRANS_TRIGGER_OFF) &&
(play->transitionMode == TRANS_MODE_OFF) && !Play_InCsMode(play) && (gSaveContext.minigameState != 1) &&
(play->shootingGalleryStatus <= 1) && !((play->sceneNum == SCENE_BOWLING) && Flags_GetSwitch(play, 0x38))) {
(play->shootingGalleryStatus <= 1) && !((play->sceneId == SCENE_BOWLING) && Flags_GetSwitch(play, 0x38))) {
svar6 = 0;
switch (gSaveContext.timer1State) {
case 1:
@ -3731,10 +3731,10 @@ void Interface_Draw(PlayState* play) {
if (gSaveContext.timer2Value <= 0) {
if (!Flags_GetSwitch(play, 0x37) ||
((play->sceneNum != SCENE_GANON_DEMO) &&
(play->sceneNum != SCENE_GANON_FINAL) &&
(play->sceneNum != SCENE_GANON_SONOGO) &&
(play->sceneNum != SCENE_GANONTIKA_SONOGO))) {
((play->sceneId != SCENE_GANON_DEMO) &&
(play->sceneId != SCENE_GANON_FINAL) &&
(play->sceneId != SCENE_GANON_SONOGO) &&
(play->sceneId != SCENE_GANONTIKA_SONOGO))) {
D_8015FFE6 = 40;
gSaveContext.timer2State = 5;
gSaveContext.cutsceneIndex = 0;
@ -3891,9 +3891,9 @@ void Interface_Update(PlayState* play) {
if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0)) {
if ((gSaveContext.minigameState == 1) || !IS_CUTSCENE_LAYER ||
((play->sceneNum == SCENE_SPOT20) && (gSaveContext.sceneLayer == 4))) {
((play->sceneId == SCENE_SPOT20) && (gSaveContext.sceneLayer == 4))) {
if ((msgCtx->msgMode == MSGMODE_NONE) ||
((msgCtx->msgMode != MSGMODE_NONE) && (play->sceneNum == SCENE_BOWLING))) {
((msgCtx->msgMode != MSGMODE_NONE) && (play->sceneId == SCENE_BOWLING))) {
if (play->gameOverCtx.state == GAMEOVER_INACTIVE) {
func_80083108(play);
}
@ -3949,7 +3949,7 @@ void Interface_Update(PlayState* play) {
interfaceCtx->magicAlpha = alpha1;
}
switch (play->sceneNum) {
switch (play->sceneId) {
case SCENE_SPOT00:
case SCENE_SPOT01:
case SCENE_SPOT02:
@ -4228,7 +4228,7 @@ void Interface_Update(PlayState* play) {
play->unk_11DE9 = true;
}
if (play->sceneNum == SCENE_SPOT13) {
if (play->sceneId == SCENE_SPOT13) {
play->transitionType = TRANS_TYPE_SANDSTORM_PERSIST;
gSaveContext.nextTransitionType = TRANS_TYPE_SANDSTORM_PERSIST;
}