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rename the flag for automatic sceneLayer
calc
it gets assigned to the `nextCutsceneIndex`, so `CS_INDEX_NONE` name was misleading
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parent
6eaaa8706c
commit
d9bbd67137
10 changed files with 34 additions and 34 deletions
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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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