mirror of
https://github.com/HarbourMasters/Shipwright
synced 2026-08-02 00:34:47 -04:00
Add scene table (#3131)
* Add scene table * Re-add accidentally deleted entry * Update CrashHandlerExt.cpp * Update CrashHandlerExt.cpp
This commit is contained in:
+110
-110
@@ -834,53 +834,53 @@ void TitleCard_InitPlaceName(PlayState* play, TitleCardContext* titleCtx, void*
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SceneTableEntry* loadedScene = play->loadedScene;
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// size_t size = loadedScene->titleFile.vromEnd - loadedScene->titleFile.vromStart;
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switch (play->sceneNum) {
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case SCENE_YDAN:
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case SCENE_DEKU_TREE:
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texture = gDekuTreeTitleCardENGTex;
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break;
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case SCENE_DDAN:
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case SCENE_DODONGOS_CAVERN:
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texture = gDodongosCavernTitleCardENGTex;
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break;
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case SCENE_BDAN:
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case SCENE_JABU_JABU:
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texture = gJabuJabuTitleCardENGTex;
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break;
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case SCENE_BMORI1:
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case SCENE_FOREST_TEMPLE:
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texture = gForestTempleTitleCardENGTex;
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break;
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case SCENE_HIDAN:
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case SCENE_FIRE_TEMPLE:
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texture = gFireTempleTitleCardENGTex;
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break;
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case SCENE_MIZUSIN:
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case SCENE_WATER_TEMPLE:
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texture = gWaterTempleTitleCardENGTex;
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break;
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case SCENE_JYASINZOU:
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case SCENE_SPIRIT_TEMPLE:
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texture = gSpiritTempleTitleCardENGTex;
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break;
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case SCENE_HAKADAN:
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case SCENE_SHADOW_TEMPLE:
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texture = gShadowTempleTitleCardENGTex;
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break;
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case SCENE_HAKADANCH:
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case SCENE_BOTTOM_OF_THE_WELL:
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texture = gBottomOfTheWellTitleCardENGTex;
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break;
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case SCENE_ICE_DOUKUTO:
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case SCENE_ICE_CAVERN:
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texture = gIceCavernTitleCardENGTex;
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break;
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case SCENE_MEN:
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case SCENE_GERUDO_TRAINING_GROUND:
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texture = gGERudoTrainingGroundTitleCardENGTex;
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break;
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case SCENE_GERUDOWAY:
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case SCENE_THIEVES_HIDEOUT:
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texture = gThievesHideoutTitleCardENGTex;
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break;
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case SCENE_GANON_TOU:
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case SCENE_OUTSIDE_GANONS_CASTLE:
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texture = gGanonsCastleTitleCardENGTex;
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break;
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case SCENE_GANONTIKA:
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case SCENE_INSIDE_GANONS_CASTLE:
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texture = gInsideGanonsCastleTitleCardENGTex;
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break;
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case SCENE_TAKARAYA:
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case SCENE_TREASURE_BOX_SHOP:
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texture = gTreasureBoxShopTitleCardENGTex;
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break;
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case SCENE_MARKET_ALLEY:
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case SCENE_MARKET_ALLEY_N:
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case SCENE_BACK_ALLEY_DAY:
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case SCENE_BACK_ALLEY_NIGHT:
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texture = gBackAlleyTitleCardENGTex;
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break;
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case SCENE_MARKET_DAY:
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@@ -888,130 +888,130 @@ void TitleCard_InitPlaceName(PlayState* play, TitleCardContext* titleCtx, void*
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case SCENE_MARKET_RUINS:
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texture = gMarketTitleCardENGTex;
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break;
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case SCENE_SHOP1:
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case SCENE_BAZAAR:
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texture = gBazaarTitleCardENGTex;
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break;
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case SCENE_KOKIRI_SHOP:
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texture = gKokiriShopTitleCardENGTex;
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break;
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case SCENE_GOLON:
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case SCENE_GORON_SHOP:
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texture = gGoronShopTitleCardENGTex;
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break;
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case SCENE_ZOORA:
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case SCENE_ZORA_SHOP:
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texture = gZoraShopTitleCardENGTex;
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break;
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case SCENE_NIGHT_SHOP:
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case SCENE_BOMBCHU_SHOP:
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texture = gBombchuShopTitleCardENGTex;
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break;
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case SCENE_DRAG:
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case SCENE_MAHOUYA:
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case SCENE_ALLEY_SHOP:
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case SCENE_POTION_SHOP_KAKARIKO:
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case SCENE_POTION_SHOP_GRANNY:
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case SCENE_POTION_SHOP_MARKET:
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texture = gPotionShopTitleCardENGTex;
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break;
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case SCENE_FACE_SHOP:
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case SCENE_HAPPY_MASK_SHOP:
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texture = gHappyMaskShopTitleCardENGTex;
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break;
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case SCENE_MALON_STABLE:
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case SCENE_STABLE:
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texture = gStableTitleCardENGTex;
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break;
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case SCENE_HYLIA_LABO:
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case SCENE_LAKESIDE_LABORATORY:
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texture = gLakesideLaboratoryTitleCardENGTex;
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break;
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case SCENE_HUT:
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case SCENE_GRAVEKEEPERS_HUT:
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texture = gGravekeepersHutTitleCardENGTex;
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break;
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case SCENE_DAIYOUSEI_IZUMI:
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case SCENE_YOUSEI_IZUMI_YOKO:
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case SCENE_GREAT_FAIRYS_FOUNTAIN_MAGIC:
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case SCENE_GREAT_FAIRYS_FOUNTAIN_SPELLS:
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texture = gGreatFairysFountainTitleCardENGTex;
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break;
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case SCENE_YOUSEI_IZUMI_TATE:
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case SCENE_FAIRYS_FOUNTAIN:
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texture = gFairysFountainTitleCardENGTex;
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break;
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case SCENE_HAKAANA_OUKE:
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case SCENE_ROYAL_FAMILYS_TOMB:
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texture = gRoyalFamilysTombTitleCardENGTex;
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break;
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case SCENE_SYATEKIJYOU:
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case SCENE_SHOOTING_GALLERY:
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texture = gShootingGalleryTitleCardENGTex;
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break;
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case SCENE_TOKINOMA:
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case SCENE_TEMPLE_OF_TIME:
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texture = gTempleOfTimeTitleCardENGTex;
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break;
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case SCENE_KENJYANOMA:
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case SCENE_CHAMBER_OF_THE_SAGES:
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texture = gChamberOfTheSagesTitleCardENGTex;
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break;
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case SCENE_HAIRAL_NIWA:
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case SCENE_HAIRAL_NIWA_N:
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case SCENE_NAKANIWA:
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case SCENE_CASTLE_COURTYARD_GUARDS_DAY:
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case SCENE_CASTLE_COURTYARD_GUARDS_NIGHT:
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case SCENE_CASTLE_COURTYARD_ZELDA:
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case SCENE_HAIRAL_NIWA2:
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texture = gCastleCourtyardTitleCardENGTex;
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break;
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case SCENE_HAKASITARELAY:
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case SCENE_WINDMILL_AND_DAMPES_GRAVE:
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texture = gQuestionMarkTitleCardENGTex;
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break;
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case SCENE_TURIBORI:
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case SCENE_FISHING_POND:
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texture = gFishingPondTitleCardENGTex;
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break;
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case SCENE_BOWLING:
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case SCENE_BOMBCHU_BOWLING_ALLEY:
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texture = gBombchuBowlingAlleyCardENGTex;
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break;
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case SCENE_KINSUTA:
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case SCENE_HOUSE_OF_SKULLTULA:
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texture = gHouseOfSkulltulaTitleCardENGTex;
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break;
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case SCENE_SPOT00:
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case SCENE_HYRULE_FIELD:
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texture = gHyruleFieldTitleCardENGTex;
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break;
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case SCENE_SPOT01:
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case SCENE_KAKARIKO_VILLAGE:
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texture = gKakarikoVillageTitleCardENGTex;
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break;
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case SCENE_SPOT02:
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case SCENE_GRAVEYARD:
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texture = gGraveyardTitleCardENGTex;
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break;
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case SCENE_SPOT03:
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case SCENE_ZORAS_RIVER:
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texture = gZorasRiverTitleCardENGTex;
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break;
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case SCENE_SPOT04:
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case SCENE_KOKIRI_FOREST:
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texture = gKokiriForestTitleCardENGTex;
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break;
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case SCENE_SPOT05:
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case SCENE_SACRED_FOREST_MEADOW:
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texture = gSacredForestMeadowTitleCardENGTex;
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break;
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case SCENE_SPOT06:
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case SCENE_LAKE_HYLIA:
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texture = gLakeHyliaTitleCardENGTex;
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break;
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case SCENE_SPOT07:
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case SCENE_ZORAS_DOMAIN:
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texture = gZorasDomainTitleCardENGTex;
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break;
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case SCENE_SPOT08:
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case SCENE_ZORAS_FOUNTAIN:
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texture = gZorasFountainTitleCardENGTex;
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break;
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case SCENE_SPOT09:
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case SCENE_GERUDO_VALLEY:
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texture = gGERudoValleyTitleCardENGTex;
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break;
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case SCENE_SPOT10:
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case SCENE_LOST_WOODS:
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texture = gLostWoodsTitleCardENGTex;
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break;
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case SCENE_SPOT11:
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case SCENE_DESERT_COLOSSUS:
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texture = gDesertColossusTitleCardENGTex;
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break;
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case SCENE_SPOT12:
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case SCENE_GERUDOS_FORTRESS:
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texture = gGERudosFortressTitleCardENGTex;
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break;
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case SCENE_SPOT13:
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case SCENE_HAUNTED_WASTELAND:
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texture = gHauntedWastelandTitleCardENGTex;
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break;
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case SCENE_SPOT15:
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case SCENE_HYRULE_CASTLE:
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texture = gHyruleCastleTitleCardENGTex;
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break;
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case SCENE_SPOT16:
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case SCENE_DEATH_MOUNTAIN_TRAIL:
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texture = gDeathMountainTrailTitleCardENGTex;
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break;
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case SCENE_SPOT17:
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case SCENE_DEATH_MOUNTAIN_CRATER:
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texture = gDeathMountainCraterTitleCardENGTex;
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break;
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case SCENE_SPOT18:
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case SCENE_GORON_CITY:
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texture = gGoronCityTitleCardENGTex;
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break;
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case SCENE_SPOT20:
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case SCENE_LON_LON_RANCH:
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texture = gLonLonRanchTitleCardENGTex;
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break;
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default:
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@@ -1200,7 +1200,7 @@ void Actor_Init(Actor* actor, PlayState* play) {
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if (CVarGetInteger("gDisableDrawDistance", 0) != 0 && actor->id != ACTOR_EN_TORCH2 && actor->id != ACTOR_EN_BLKOBJ // Extra check for Dark Link and his room
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&& actor->id != ACTOR_EN_HORSE // Check for Epona, else if we call her she will spawn at the other side of the map + we can hear her during the title screen sequence
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&& actor->id != ACTOR_EN_HORSE_GANON && actor->id != ACTOR_EN_HORSE_ZELDA // check for Zelda's and Ganondorf's horses that will always be scene during cinematic whith camera paning
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&& (play->sceneNum != SCENE_DDAN && actor->id != ACTOR_EN_ZF)) { // Check for DC and Lizalfos for the case where the miniboss music would still play under certains conditions and changing room
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&& (play->sceneNum != SCENE_DODONGOS_CAVERN && actor->id != ACTOR_EN_ZF)) { // Check for DC and Lizalfos for the case where the miniboss music would still play under certains conditions and changing room
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actor->uncullZoneForward = 32767.0f;
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actor->uncullZoneScale = 32767.0f;
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actor->uncullZoneDownward = 32767.0f;
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@@ -2843,7 +2843,7 @@ s32 func_800314D4(PlayState* play, Actor* actor, Vec3f* arg2, f32 arg3) {
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if (CVarGetInteger("gDisableDrawDistance", 0) != 0 && actor->id != ACTOR_EN_TORCH2 && actor->id != ACTOR_EN_BLKOBJ // Extra check for Dark Link and his room
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&& actor->id != ACTOR_EN_HORSE // Check for Epona, else if we call her she will spawn at the other side of the map + we can hear her during the title screen sequence
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&& actor->id != ACTOR_EN_HORSE_GANON && actor->id != ACTOR_EN_HORSE_ZELDA // check for Zelda's and Ganondorf's horses that will always be scene during cinematic whith camera paning
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&& (play->sceneNum != SCENE_DDAN && actor->id != ACTOR_EN_ZF)) { // Check for DC and Lizalfos for the case where the miniboss music would still play under certains conditions and changing room
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&& (play->sceneNum != SCENE_DODONGOS_CAVERN && actor->id != ACTOR_EN_ZF)) { // Check for DC and Lizalfos for the case where the miniboss music would still play under certains conditions and changing room
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return true;
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}
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@@ -3740,69 +3740,69 @@ void Actor_SetTextWithPrefix(PlayState* play, Actor* actor, s16 baseTextId) {
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s16 prefix;
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switch (play->sceneNum) {
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case SCENE_YDAN:
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case SCENE_YDAN_BOSS:
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case SCENE_MORIBOSSROOM:
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case SCENE_KOKIRI_HOME:
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case SCENE_KOKIRI_HOME3:
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case SCENE_KOKIRI_HOME4:
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case SCENE_KOKIRI_HOME5:
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case SCENE_DEKU_TREE:
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case SCENE_DEKU_TREE_BOSS:
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case SCENE_FOREST_TEMPLE_BOSS:
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case SCENE_KNOW_IT_ALL_BROS_HOUSE:
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case SCENE_TWINS_HOUSE:
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case SCENE_MIDOS_HOUSE:
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case SCENE_SARIAS_HOUSE:
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case SCENE_KOKIRI_SHOP:
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case SCENE_LINK_HOME:
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case SCENE_SPOT04:
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case SCENE_SPOT05:
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case SCENE_SPOT10:
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case SCENE_LINKS_HOUSE:
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case SCENE_KOKIRI_FOREST:
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case SCENE_SACRED_FOREST_MEADOW:
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case SCENE_LOST_WOODS:
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case 112:
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prefix = 0x1000;
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break;
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case SCENE_MALON_STABLE:
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case SCENE_SPOT00:
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case SCENE_SPOT20:
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case SCENE_STABLE:
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case SCENE_HYRULE_FIELD:
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case SCENE_LON_LON_RANCH:
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prefix = 0x2000;
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break;
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case SCENE_HIDAN:
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case SCENE_DDAN_BOSS:
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case SCENE_FIRE_BS:
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case SCENE_SPOT16:
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case SCENE_SPOT17:
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case SCENE_SPOT18:
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case SCENE_FIRE_TEMPLE:
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case SCENE_DODONGOS_CAVERN_BOSS:
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case SCENE_FIRE_TEMPLE_BOSS:
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case SCENE_DEATH_MOUNTAIN_TRAIL:
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case SCENE_DEATH_MOUNTAIN_CRATER:
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case SCENE_GORON_CITY:
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prefix = 0x3000;
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break;
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case SCENE_BDAN:
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case SCENE_BDAN_BOSS:
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case SCENE_SPOT03:
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case SCENE_SPOT07:
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case SCENE_SPOT08:
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case SCENE_JABU_JABU:
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case SCENE_JABU_JABU_BOSS:
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case SCENE_ZORAS_RIVER:
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case SCENE_ZORAS_DOMAIN:
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case SCENE_ZORAS_FOUNTAIN:
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prefix = 0x4000;
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break;
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case SCENE_HAKADAN:
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case SCENE_HAKADAN_BS:
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case SCENE_KAKARIKO:
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case SCENE_KAKARIKO3:
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case SCENE_IMPA:
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case SCENE_HUT:
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case SCENE_HAKAANA:
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case SCENE_HAKASITARELAY:
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case SCENE_SPOT01:
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case SCENE_SPOT02:
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case SCENE_SHADOW_TEMPLE:
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case SCENE_SHADOW_TEMPLE_BOSS:
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case SCENE_KAKARIKO_CENTER_GUEST_HOUSE:
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case SCENE_BACK_ALLEY_HOUSE:
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case SCENE_DOG_LADY_HOUSE:
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case SCENE_GRAVEKEEPERS_HUT:
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case SCENE_REDEAD_GRAVE:
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case SCENE_WINDMILL_AND_DAMPES_GRAVE:
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case SCENE_KAKARIKO_VILLAGE:
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case SCENE_GRAVEYARD:
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prefix = 0x5000;
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break;
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case SCENE_JYASINZOU:
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case SCENE_JYASINBOSS:
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case SCENE_LABO:
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case SCENE_TENT:
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case SCENE_SPOT06:
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case SCENE_SPOT09:
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case SCENE_SPOT11:
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case SCENE_SPIRIT_TEMPLE:
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case SCENE_SPIRIT_TEMPLE_BOSS:
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case SCENE_IMPAS_HOUSE:
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case SCENE_CARPENTERS_TENT:
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case SCENE_LAKE_HYLIA:
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case SCENE_GERUDO_VALLEY:
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case SCENE_DESERT_COLOSSUS:
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prefix = 0x6000;
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break;
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case SCENE_ENTRA:
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case SCENE_MARKET_ALLEY:
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case SCENE_MARKET_ALLEY_N:
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case SCENE_MARKET_ENTRANCE_DAY:
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case SCENE_BACK_ALLEY_DAY:
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case SCENE_BACK_ALLEY_NIGHT:
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case SCENE_MARKET_DAY:
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case SCENE_MARKET_NIGHT:
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case SCENE_MARKET_RUINS:
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case SCENE_SPOT15:
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case SCENE_HYRULE_CASTLE:
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prefix = 0x7000;
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break;
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default:
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@@ -5096,7 +5096,7 @@ u32 func_80035BFC(PlayState* play, s16 arg1) {
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}
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break;
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case 16:
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if (play->sceneNum == SCENE_SPOT15) {
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if (play->sceneNum == SCENE_HYRULE_CASTLE) {
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retTextId = 0x7002;
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} else if (Flags_GetInfTable(INFTABLE_6A)) {
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retTextId = 0x7004;
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