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Rename "Scene Setup Index" to "Scene Layer" (#1300)
* setup -> layer * IS_CUTSCENE_LAYER * review * backtick * remove some more mentions of setup * alt header block * clarifying comment
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51 changed files with 169 additions and 156 deletions
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@ -2439,7 +2439,7 @@ void Magic_Update(PlayState* play) {
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// Add magic until magicFillTarget is reached
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gSaveContext.magic += 4;
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if (gSaveContext.gameMode == GAMEMODE_NORMAL && gSaveContext.sceneSetupIndex < 4) {
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if (gSaveContext.gameMode == GAMEMODE_NORMAL && !IS_CUTSCENE_LAYER) {
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Audio_PlaySfxGeneral(NA_SE_SY_GAUGE_UP - SFX_FLAG, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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}
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@ -3889,8 +3889,8 @@ void Interface_Update(PlayState* play) {
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}
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if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0)) {
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if ((gSaveContext.minigameState == 1) || (gSaveContext.sceneSetupIndex < 4) ||
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((play->sceneNum == SCENE_SPOT20) && (gSaveContext.sceneSetupIndex == 4))) {
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if ((gSaveContext.minigameState == 1) || !IS_CUTSCENE_LAYER ||
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((play->sceneNum == SCENE_SPOT20) && (gSaveContext.sceneLayer == 4))) {
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if ((msgCtx->msgMode == MSGMODE_NONE) ||
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((msgCtx->msgMode != MSGMODE_NONE) && (play->sceneNum == SCENE_BOWLING))) {
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if (play->gameOverCtx.state == GAMEOVER_INACTIVE) {
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