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rename the flag for automatic sceneLayer calc

it gets assigned to the `nextCutsceneIndex`,
so `CS_INDEX_NONE` name was misleading
This commit is contained in:
feacur 2024-11-05 17:07:03 +01:00
parent 6eaaa8706c
commit d9bbd67137
10 changed files with 34 additions and 34 deletions

View file

@ -591,7 +591,7 @@ void CutsceneCmd_Destination(PlayState* play, CutsceneContext* csCtx, CsCmdDesti
gSaveContext.forceRisingButtonAlphas = true;
}
gSaveContext.save.cutsceneIndex = CS_INDEX_NONE;
gSaveContext.save.cutsceneIndex = CS_INDEX_AUTO;
switch (cmd->destination) {
case CS_DEST_CUTSCENE_MAP_GANON_HORSE:
@ -2267,7 +2267,7 @@ void CutsceneHandler_StopScript(PlayState* play, CutsceneContext* csCtx) {
PRINTF(T("\n\n\n\n\nやっぱりここかいな", "\n\n\n\n\nThis is it after all"));
gSaveContext.save.cutsceneIndex = CS_INDEX_NONE;
gSaveContext.save.cutsceneIndex = CS_INDEX_AUTO;
gSaveContext.gameMode = GAMEMODE_NORMAL;
if (gUseCutsceneCam) {

View file

@ -2618,7 +2618,7 @@ void Environment_StopStormNatureAmbience(PlayState* play) {
void Environment_WarpSongLeave(PlayState* play) {
gWeatherMode = WEATHER_MODE_CLEAR;
gSaveContext.save.cutsceneIndex = CS_INDEX_NONE;
gSaveContext.save.cutsceneIndex = CS_INDEX_AUTO;
gSaveContext.respawnFlag = -3;
play->nextEntranceIndex = gSaveContext.respawn[RESPAWN_MODE_RETURN].entranceIndex;
play->transitionTrigger = TRANS_TRIGGER_START;

View file

@ -3523,7 +3523,7 @@ void Interface_Draw(PlayState* play) {
(Message_GetState(&play->msgCtx) == TEXT_STATE_EVENT)) {
// Trade quest timer reached 0
sSubTimerStateTimer = 40;
gSaveContext.save.cutsceneIndex = CS_INDEX_NONE;
gSaveContext.save.cutsceneIndex = CS_INDEX_AUTO;
play->transitionTrigger = TRANS_TRIGGER_START;
play->transitionType = TRANS_TYPE_FADE_WHITE;
gSaveContext.subTimerState = SUBTIMER_STATE_OFF;
@ -3861,7 +3861,7 @@ void Interface_Draw(PlayState* play) {
(play->sceneId != SCENE_INSIDE_GANONS_CASTLE_COLLAPSE))) {
sSubTimerStateTimer = 40;
gSaveContext.subTimerState = SUBTIMER_STATE_RESPAWN;
gSaveContext.save.cutsceneIndex = CS_INDEX_NONE;
gSaveContext.save.cutsceneIndex = CS_INDEX_AUTO;
Message_StartTextbox(play, 0x71B0, NULL);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
} else {

View file

@ -330,7 +330,7 @@ void Play_Init(GameState* thisx) {
}
if (gSaveContext.save.cutsceneIndex == CS_INDEX_TRIGGERED) {
gSaveContext.save.cutsceneIndex = CS_INDEX_NONE;
gSaveContext.save.cutsceneIndex = CS_INDEX_AUTO;
}
if (gSaveContext.nextDayTime != NEXT_TIME_NONE) {

View file

@ -797,7 +797,7 @@ void Sram_InitSave(FileSelectState* fileSelect, SramContext* sramCtx) {
#if OOT_DEBUG
if (fileSelect->buttonIndex == 0) {
gSaveContext.save.cutsceneIndex = CS_INDEX_NONE;
gSaveContext.save.cutsceneIndex = CS_INDEX_AUTO;
}
#endif