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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>
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706d5596bf
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83 changed files with 444 additions and 445 deletions
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@ -37,7 +37,7 @@ const ActorInit En_Encount2_InitVars = {
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void EnEncount2_Init(Actor* thisx, PlayState* play) {
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EnEncount2* this = (EnEncount2*)thisx;
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if (play->sceneNum != SCENE_SPOT16) {
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if (play->sceneId != SCENE_SPOT16) {
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this->isNotDeathMountain = true;
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}
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@ -73,10 +73,10 @@ void EnEncount2_Wait(EnEncount2* this, PlayState* play) {
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spawnerState = ENCOUNT2_ACTIVE_DEATH_MOUNTAIN;
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}
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} else if ((this->actor.xzDistToPlayer < 700.0f) && (Flags_GetSwitch(play, 0x37))) {
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s16 scene = play->sceneNum;
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s16 sceneId = play->sceneId;
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if (((scene == SCENE_GANON_DEMO) || (scene == SCENE_GANON_FINAL) || (scene == SCENE_GANON_SONOGO) ||
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(scene == SCENE_GANONTIKA_SONOGO)) &&
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if (((sceneId == SCENE_GANON_DEMO) || (sceneId == SCENE_GANON_FINAL) || (sceneId == SCENE_GANON_SONOGO) ||
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(sceneId == SCENE_GANONTIKA_SONOGO)) &&
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(!this->collapseSpawnerInactive)) {
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spawnerState = ENCOUNT2_ACTIVE_GANONS_TOWER;
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}
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@ -153,10 +153,10 @@ void EnEncount2_SpawnRocks(EnEncount2* this, PlayState* play) {
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Audio_PlayActorSfx2(&this->actor, NA_SE_EV_VOLCANO - SFX_FLAG);
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} else if ((this->actor.xzDistToPlayer < 700.0f) && (Flags_GetSwitch(play, 0x37) != 0)) {
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s16 scene = play->sceneNum;
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s16 sceneId = play->sceneId;
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if (((scene == SCENE_GANON_DEMO) || (scene == SCENE_GANON_FINAL) || (scene == SCENE_GANON_SONOGO) ||
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(scene == SCENE_GANONTIKA_SONOGO)) &&
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if (((sceneId == SCENE_GANON_DEMO) || (sceneId == SCENE_GANON_FINAL) || (sceneId == SCENE_GANON_SONOGO) ||
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(sceneId == SCENE_GANONTIKA_SONOGO)) &&
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(!this->collapseSpawnerInactive)) {
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maxRocks = 1;
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spawnerState = ENCOUNT2_ACTIVE_GANONS_TOWER;
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@ -325,7 +325,7 @@ void EnEncount2_UpdateEffects(EnEncount2* this, PlayState* play) {
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Math_ApproachF(&effect->pos.z, targetPos.z, 0.3f, 30.0f);
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Math_ApproachF(&effect->moveDirection.y, -20.0f, 0.9f, 1.0f);
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if (play->sceneNum != SCENE_SPOT16) {
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if (play->sceneId != SCENE_SPOT16) {
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if (effect->pos.y < (player->actor.floorHeight - 50.0f)) {
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effect->isAlive = 0;
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}
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