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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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@ -397,9 +397,9 @@ void EnXc_SetNutThrowSFX(EnXc* this, PlayState* play) {
void EnXc_SetLandingSFX(EnXc* this, PlayState* play) {
u32 sfxId;
s16 sceneNum = play->sceneNum;
s16 sceneId = play->sceneId;
if ((gSaveContext.sceneLayer != 4) || (sceneNum != SCENE_SPOT11)) {
if ((gSaveContext.sceneLayer != 4) || (sceneId != SCENE_SPOT11)) {
if (Animation_OnFrame(&this->skelAnime, 11.0f)) {
sfxId = SFX_FLAG;
sfxId += SurfaceType_GetSfxId(&play->colCtx, this->actor.floorPoly, this->actor.floorBgId);
@ -410,11 +410,11 @@ void EnXc_SetLandingSFX(EnXc* this, PlayState* play) {
void EnXc_SetColossusAppearSFX(EnXc* this, PlayState* play) {
static Vec3f sXyzDist;
s16 sceneNum;
s16 sceneId;
if (gSaveContext.sceneLayer == 4) {
sceneNum = play->sceneNum;
if (sceneNum == SCENE_SPOT11) {
sceneId = play->sceneId;
if (sceneId == SCENE_SPOT11) {
CutsceneContext* csCtx = &play->csCtx;
u16 frameCount = csCtx->frames;
f32 wDest[2];
@ -436,9 +436,9 @@ void EnXc_SetColossusAppearSFX(EnXc* this, PlayState* play) {
}
void func_80B3D118(PlayState* play) {
s16 sceneNum;
s16 sceneId;
if ((gSaveContext.sceneLayer != 4) || (sceneNum = play->sceneNum, sceneNum != SCENE_SPOT11)) {
if ((gSaveContext.sceneLayer != 4) || (sceneId = play->sceneId, sceneId != SCENE_SPOT11)) {
func_800788CC(NA_SE_PL_SKIP);
}
}
@ -452,9 +452,9 @@ void EnXc_SetColossusWindSFX(PlayState* play) {
static f32 sMaxSpeed = 0.0f;
static Vec3f D_80B42DB0;
s32 pad;
s16 sceneNum = play->sceneNum;
s16 sceneId = play->sceneId;
if (sceneNum == SCENE_SPOT11) {
if (sceneId == SCENE_SPOT11) {
CutsceneContext* csCtx = &play->csCtx;
u16 frameCount = csCtx->frames;
@ -520,9 +520,9 @@ void EnXc_DestroyFlame(EnXc* this) {
void EnXc_InitFlame(EnXc* this, PlayState* play) {
static s32 D_80B41DA8 = 1;
s32 pad;
s16 sceneNum = play->sceneNum;
s16 sceneId = play->sceneId;
if (sceneNum == SCENE_SPOT17) {
if (sceneId == SCENE_SPOT17) {
CsCmdActorAction* npcAction = EnXc_GetCsCmd(play, 0);
if (npcAction != NULL) {
s32 action = npcAction->action;
@ -861,10 +861,10 @@ void EnXc_SetupDisappear(EnXc* this, PlayState* play) {
CsCmdActorAction* npcAction = play->csCtx.npcActions[4];
if (npcAction != NULL && npcAction->action == 9) {
s16 sceneNum = play->sceneNum;
s16 sceneId = play->sceneId;
// Sheik fades away if end of Bolero CS, kill actor otherwise
if (sceneNum == SCENE_SPOT17) {
if (sceneId == SCENE_SPOT17) {
this->action = SHEIK_ACTION_FADE;
this->drawMode = SHEIK_DRAW_NOTHING;
this->actor.shape.shadowAlpha = 0;