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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
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GPG key ID: 4AEE18F83AFDEB23
83 changed files with 444 additions and 445 deletions

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@ -116,9 +116,9 @@ void func_80AE7590(EnRl* this, PlayState* play) {
s32 pad;
Player* player;
Vec3f pos;
s16 sceneNum = play->sceneNum;
s16 sceneId = play->sceneId;
if (gSaveContext.sceneLayer == 4 && sceneNum == SCENE_KENJYANOMA && play->csCtx.state != CS_STATE_IDLE &&
if (gSaveContext.sceneLayer == 4 && sceneId == SCENE_KENJYANOMA && play->csCtx.state != CS_STATE_IDLE &&
play->csCtx.npcActions[6] != NULL && play->csCtx.npcActions[6]->action == 2 && !this->lightMedallionGiven) {
player = GET_PLAYER(play);
pos.x = player->actor.world.pos.x;