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Add names for Medallion cutscene data (#2319)

* Add names for Medallion cutscene data

* Rename to Cs at end
This commit is contained in:
Jordan Longstaff 2024-12-08 20:45:02 -05:00 committed by GitHub
parent d886e76960
commit e9b165b6e5
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GPG key ID: B5690EEEBB952194
11 changed files with 15 additions and 15 deletions

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@ -201,7 +201,7 @@ void DemoDu_CsFireMedallion_AdvanceTo01(DemoDu* this, PlayState* play) {
Player* player = GET_PLAYER(play);
this->updateIndex = CS_FIREMEDALLION_SUBSCENE(1);
play->csCtx.script = D_8096C1A4;
play->csCtx.script = gFireMedallionCs;
gSaveContext.cutsceneTrigger = 2;
Item_Give(play, ITEM_MEDALLION_FIRE);

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@ -2,7 +2,7 @@
#include "z64cutscene_commands.h"
// clang-format off
static CutsceneData D_8096C1A4[] = {
static CutsceneData gFireMedallionCs[] = {
CS_HEADER(31, 3000),
CS_UNK_DATA_LIST(0x00000020, 1),
CS_UNK_DATA(0x00010000, 0x0BB80000, 0x00000000, 0x00000000, 0xFFFFFFFC, 0x00000002, 0x00000000, 0xFFFFFFFC, 0x00000002, 0x00000000, 0x00000000, 0x00000000),

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@ -333,7 +333,7 @@ void func_8098544C(DemoIm* this, PlayState* play) {
Player* player = GET_PLAYER(play);
this->action = 1;
play->csCtx.script = D_8098786C;
play->csCtx.script = gShadowMedallionCs;
gSaveContext.cutsceneTrigger = 2;
Item_Give(play, ITEM_MEDALLION_SHADOW);
player->actor.world.rot.y = player->actor.shape.rot.y = this->actor.world.rot.y + 0x8000;

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@ -2,7 +2,7 @@
#include "z64cutscene_commands.h"
// clang-format off
static CutsceneData D_8098786C[] = {
static CutsceneData gShadowMedallionCs[] = {
CS_HEADER(32, 3000),
CS_UNK_DATA_LIST(0x00000020, 1),
CS_UNK_DATA(0x00010000, 0x0BB80000, 0x00000000, 0x00000000, 0xFFFFFFFC, 0x00000002, 0x00000000, 0xFFFFFFFC, 0x00000002, 0x00000000, 0x00000000, 0x00000000),

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@ -261,7 +261,7 @@ void func_8098E960(DemoSa* this, PlayState* play) {
if ((gSaveContext.chamberCutsceneNum == CHAMBER_CS_FOREST) && !IS_CUTSCENE_LAYER) {
player = GET_PLAYER(play);
this->action = 1;
play->csCtx.script = D_8099010C;
play->csCtx.script = gForestMedallionCs;
gSaveContext.cutsceneTrigger = 2;
Item_Give(play, ITEM_MEDALLION_FOREST);
player->actor.world.rot.y = player->actor.shape.rot.y = this->actor.world.rot.y + 0x8000;

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@ -2,7 +2,7 @@
#include "z64cutscene_commands.h"
// clang-format off
static CutsceneData D_8099010C[] = {
static CutsceneData gForestMedallionCs[] = {
CS_HEADER(29, 3001),
CS_UNK_DATA_LIST(0x00000020, 1),
CS_UNK_DATA(0x00010000, 0x0BB80000, 0x00000000, 0x00000000, 0xFFFFFFFC, 0x00000002, 0x00000000, 0xFFFFFFFC, 0x00000002, 0x00000000, 0x00000000, 0x00000000),

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@ -349,7 +349,7 @@ void EnNb_SetupChamberCsImpl(EnNb* this, PlayState* play) {
if ((gSaveContext.chamberCutsceneNum == CHAMBER_CS_SPIRIT) && !IS_CUTSCENE_LAYER) {
player = GET_PLAYER(play);
this->action = NB_CHAMBER_UNDERGROUND;
play->csCtx.script = D_80AB431C;
play->csCtx.script = gSpiritMedallionCs;
gSaveContext.cutsceneTrigger = 2;
Item_Give(play, ITEM_MEDALLION_SPIRIT);
player->actor.world.rot.y = player->actor.shape.rot.y = this->actor.world.rot.y + 0x8000;

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@ -2,7 +2,7 @@
#include "z64cutscene_commands.h"
// clang-format off
static CutsceneData D_80AB431C[] = {
static CutsceneData gSpiritMedallionCs[] = {
CS_HEADER(27, 3011),
CS_UNK_DATA_LIST(0x00000020, 1),
CS_UNK_DATA(0x00010000, 0x0BB80000, 0x00000000, 0x00000000, 0xFFFFFFFC, 0x00000002, 0x00000000, 0xFFFFFFFC, 0x00000002, 0x00000000, 0x00000000, 0x00000000),

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@ -345,7 +345,7 @@ void EnRu2_CheckWaterMedallionCutscene(EnRu2* this, PlayState* play) {
if ((gSaveContext.chamberCutsceneNum == CHAMBER_CS_WATER) && !IS_CUTSCENE_LAYER) {
player = GET_PLAYER(play);
this->action = ENRU2_AWAIT_BLUE_WARP;
play->csCtx.script = gWaterMedallionCS;
play->csCtx.script = gWaterMedallionCs;
gSaveContext.cutsceneTrigger = 2;
Item_Give(play, ITEM_MEDALLION_WATER);
temp = this->actor.world.rot.y + 0x8000;

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@ -2,7 +2,7 @@
#include "z64cutscene_commands.h"
// clang-format off
static CutsceneData gWaterMedallionCS[] = {
static CutsceneData gWaterMedallionCs[] = {
CS_HEADER(35, 3338),
CS_UNK_DATA_LIST(0x00000020, 1),
CS_UNK_DATA(0x00010000, 0x0BB80000, 0x00000000, 0x00000000, 0xFFFFFFFC, 0x00000002, 0x00000000, 0xFFFFFFFC, 0x00000002, 0x00000000, 0x00000000, 0x00000000),