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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:
parent
6eaaa8706c
commit
d9bbd67137
10 changed files with 34 additions and 34 deletions
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@ -591,7 +591,7 @@ void CutsceneCmd_Destination(PlayState* play, CutsceneContext* csCtx, CsCmdDesti
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gSaveContext.forceRisingButtonAlphas = true;
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}
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gSaveContext.save.cutsceneIndex = CS_INDEX_NONE;
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gSaveContext.save.cutsceneIndex = CS_INDEX_AUTO;
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switch (cmd->destination) {
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case CS_DEST_CUTSCENE_MAP_GANON_HORSE:
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@ -2267,7 +2267,7 @@ void CutsceneHandler_StopScript(PlayState* play, CutsceneContext* csCtx) {
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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"));
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gSaveContext.save.cutsceneIndex = CS_INDEX_NONE;
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gSaveContext.save.cutsceneIndex = CS_INDEX_AUTO;
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gSaveContext.gameMode = GAMEMODE_NORMAL;
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if (gUseCutsceneCam) {
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@ -2618,7 +2618,7 @@ void Environment_StopStormNatureAmbience(PlayState* play) {
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void Environment_WarpSongLeave(PlayState* play) {
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gWeatherMode = WEATHER_MODE_CLEAR;
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gSaveContext.save.cutsceneIndex = CS_INDEX_NONE;
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gSaveContext.save.cutsceneIndex = CS_INDEX_AUTO;
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gSaveContext.respawnFlag = -3;
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play->nextEntranceIndex = gSaveContext.respawn[RESPAWN_MODE_RETURN].entranceIndex;
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play->transitionTrigger = TRANS_TRIGGER_START;
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@ -3523,7 +3523,7 @@ void Interface_Draw(PlayState* play) {
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(Message_GetState(&play->msgCtx) == TEXT_STATE_EVENT)) {
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// Trade quest timer reached 0
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sSubTimerStateTimer = 40;
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gSaveContext.save.cutsceneIndex = CS_INDEX_NONE;
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gSaveContext.save.cutsceneIndex = CS_INDEX_AUTO;
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play->transitionTrigger = TRANS_TRIGGER_START;
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play->transitionType = TRANS_TYPE_FADE_WHITE;
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gSaveContext.subTimerState = SUBTIMER_STATE_OFF;
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@ -3861,7 +3861,7 @@ void Interface_Draw(PlayState* play) {
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(play->sceneId != SCENE_INSIDE_GANONS_CASTLE_COLLAPSE))) {
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sSubTimerStateTimer = 40;
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gSaveContext.subTimerState = SUBTIMER_STATE_RESPAWN;
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gSaveContext.save.cutsceneIndex = CS_INDEX_NONE;
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gSaveContext.save.cutsceneIndex = CS_INDEX_AUTO;
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Message_StartTextbox(play, 0x71B0, NULL);
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Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
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} else {
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@ -330,7 +330,7 @@ void Play_Init(GameState* thisx) {
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}
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if (gSaveContext.save.cutsceneIndex == CS_INDEX_TRIGGERED) {
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gSaveContext.save.cutsceneIndex = CS_INDEX_NONE;
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gSaveContext.save.cutsceneIndex = CS_INDEX_AUTO;
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}
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if (gSaveContext.nextDayTime != NEXT_TIME_NONE) {
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@ -797,7 +797,7 @@ void Sram_InitSave(FileSelectState* fileSelect, SramContext* sramCtx) {
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#if OOT_DEBUG
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if (fileSelect->buttonIndex == 0) {
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gSaveContext.save.cutsceneIndex = CS_INDEX_NONE;
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gSaveContext.save.cutsceneIndex = CS_INDEX_AUTO;
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}
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#endif
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