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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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83 changed files with 444 additions and 445 deletions
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@ -116,9 +116,9 @@ void func_80AE7590(EnRl* this, PlayState* play) {
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s32 pad;
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Player* player;
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Vec3f pos;
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s16 sceneNum = play->sceneNum;
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s16 sceneId = play->sceneId;
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if (gSaveContext.sceneLayer == 4 && sceneNum == SCENE_KENJYANOMA && play->csCtx.state != CS_STATE_IDLE &&
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if (gSaveContext.sceneLayer == 4 && sceneId == SCENE_KENJYANOMA && play->csCtx.state != CS_STATE_IDLE &&
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play->csCtx.npcActions[6] != NULL && play->csCtx.npcActions[6]->action == 2 && !this->lightMedallionGiven) {
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player = GET_PLAYER(play);
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pos.x = player->actor.world.pos.x;
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