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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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9c6461751d
83 changed files with 444 additions and 445 deletions
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@ -397,9 +397,9 @@ void EnXc_SetNutThrowSFX(EnXc* this, PlayState* play) {
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void EnXc_SetLandingSFX(EnXc* this, PlayState* play) {
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u32 sfxId;
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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_SPOT11)) {
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if ((gSaveContext.sceneLayer != 4) || (sceneId != SCENE_SPOT11)) {
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if (Animation_OnFrame(&this->skelAnime, 11.0f)) {
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sfxId = SFX_FLAG;
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sfxId += SurfaceType_GetSfxId(&play->colCtx, this->actor.floorPoly, this->actor.floorBgId);
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@ -410,11 +410,11 @@ void EnXc_SetLandingSFX(EnXc* this, PlayState* play) {
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void EnXc_SetColossusAppearSFX(EnXc* this, PlayState* play) {
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static Vec3f sXyzDist;
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s16 sceneNum;
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s16 sceneId;
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if (gSaveContext.sceneLayer == 4) {
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sceneNum = play->sceneNum;
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if (sceneNum == SCENE_SPOT11) {
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sceneId = play->sceneId;
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if (sceneId == SCENE_SPOT11) {
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CutsceneContext* csCtx = &play->csCtx;
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u16 frameCount = csCtx->frames;
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f32 wDest[2];
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@ -436,9 +436,9 @@ void EnXc_SetColossusAppearSFX(EnXc* this, PlayState* play) {
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}
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void func_80B3D118(PlayState* play) {
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s16 sceneNum;
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s16 sceneId;
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if ((gSaveContext.sceneLayer != 4) || (sceneNum = play->sceneNum, sceneNum != SCENE_SPOT11)) {
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if ((gSaveContext.sceneLayer != 4) || (sceneId = play->sceneId, sceneId != SCENE_SPOT11)) {
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func_800788CC(NA_SE_PL_SKIP);
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}
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}
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@ -452,9 +452,9 @@ void EnXc_SetColossusWindSFX(PlayState* play) {
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static f32 sMaxSpeed = 0.0f;
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static Vec3f D_80B42DB0;
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s32 pad;
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s16 sceneNum = play->sceneNum;
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s16 sceneId = play->sceneId;
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if (sceneNum == SCENE_SPOT11) {
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if (sceneId == SCENE_SPOT11) {
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CutsceneContext* csCtx = &play->csCtx;
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u16 frameCount = csCtx->frames;
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@ -520,9 +520,9 @@ void EnXc_DestroyFlame(EnXc* this) {
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void EnXc_InitFlame(EnXc* this, PlayState* play) {
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static s32 D_80B41DA8 = 1;
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s32 pad;
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s16 sceneNum = play->sceneNum;
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s16 sceneId = play->sceneId;
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if (sceneNum == SCENE_SPOT17) {
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if (sceneId == SCENE_SPOT17) {
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CsCmdActorAction* npcAction = EnXc_GetCsCmd(play, 0);
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if (npcAction != NULL) {
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s32 action = npcAction->action;
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@ -861,10 +861,10 @@ void EnXc_SetupDisappear(EnXc* this, PlayState* play) {
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CsCmdActorAction* npcAction = play->csCtx.npcActions[4];
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if (npcAction != NULL && npcAction->action == 9) {
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s16 sceneNum = play->sceneNum;
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s16 sceneId = play->sceneId;
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// Sheik fades away if end of Bolero CS, kill actor otherwise
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if (sceneNum == SCENE_SPOT17) {
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if (sceneId == SCENE_SPOT17) {
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this->action = SHEIK_ACTION_FADE;
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this->drawMode = SHEIK_DRAW_NOTHING;
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this->actor.shape.shadowAlpha = 0;
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