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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

@ -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 {