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https://github.com/HarbourMasters/Shipwright
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Entrance Enum and Name Refactor (#4484)
* Rename entrance enums for clearer location by name. Change entrance name strings to be clearer for single-entrance tracking. * Rename grotto macros to remove "RANDO", and move them to `randomizerTypes.h` for use elsewhere. * Add entrance enums to rando's entrance.cpp. Rename a couple RandomizerRegions for consistency. * Swap entrance ids to enum values in rando's entrance.cpp. Few more renames for clarity and consistency. * Adapt entrance tracker to utilize new names and only display original source and substituted destination. Few more renames for consistency. * Missed a space in the tracker output. * Restore pre-digit names of some enums, name great fairies more consistently.
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@@ -1322,7 +1322,7 @@ void Environment_DrawSunAndMoon(PlayState* play) {
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play->envCtx.sunPos.z = +(Math_CosS(((void)0, gSaveContext.dayTime) - 0x8000) * 20.0f) * 25.0f;
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}
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if (gSaveContext.entranceIndex != ENTR_HYRULE_FIELD_0 || ((void)0, gSaveContext.sceneSetupIndex) != 5) {
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if (gSaveContext.entranceIndex != ENTR_HYRULE_FIELD_PAST_BRIDGE_SPAWN || ((void)0, gSaveContext.sceneSetupIndex) != 5) {
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Matrix_Translate(play->view.eye.x + play->envCtx.sunPos.x,
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play->view.eye.y + play->envCtx.sunPos.y,
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play->view.eye.z + play->envCtx.sunPos.z, MTXMODE_NEW);
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@@ -2004,7 +2004,7 @@ void Environment_PlaySceneSequence(PlayState* play) {
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play->envCtx.unk_E0 = 0xFF;
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// both lost woods exits on the bridge from kokiri to hyrule field
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if (((void)0, gSaveContext.entranceIndex) == ENTR_LOST_WOODS_8 || ((void)0, gSaveContext.entranceIndex) == ENTR_LOST_WOODS_9) {
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if (((void)0, gSaveContext.entranceIndex) == ENTR_LOST_WOODS_BRIDGE_WEST_EXIT || ((void)0, gSaveContext.entranceIndex) == ENTR_LOST_WOODS_BRIDGE_EAST_EXIT) {
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Audio_PlayNatureAmbienceSequence(NATURE_ID_KOKIRI_REGION);
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} else if (((void)0, gSaveContext.forcedSeqId) != NA_BGM_GENERAL_SFX) {
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if (!Environment_IsForcedSequenceDisabled()) {
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@@ -2546,22 +2546,22 @@ void Environment_WarpSongLeave(PlayState* play) {
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gSaveContext.nextTransitionType = TRANS_TYPE_FADE_WHITE;
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switch (play->nextEntranceIndex) {
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case ENTR_DEATH_MOUNTAIN_CRATER_0:
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case ENTR_DEATH_MOUNTAIN_CRATER_UPPER_EXIT:
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Flags_SetEventChkInf(EVENTCHKINF_ENTERED_DEATH_MOUNTAIN_CRATER);
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break;
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case ENTR_LAKE_HYLIA_0:
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case ENTR_LAKE_HYLIA_NORTH_EXIT:
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Flags_SetEventChkInf(EVENTCHKINF_ENTERED_LAKE_HYLIA);
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break;
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case ENTR_DESERT_COLOSSUS_0:
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case ENTR_DESERT_COLOSSUS_EAST_EXIT:
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Flags_SetEventChkInf(EVENTCHKINF_ENTERED_DESERT_COLOSSUS);
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break;
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case ENTR_GRAVEYARD_0:
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case ENTR_GRAVEYARD_ENTRANCE:
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Flags_SetEventChkInf(EVENTCHKINF_ENTERED_GRAVEYARD);
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break;
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case ENTR_TEMPLE_OF_TIME_0:
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case ENTR_TEMPLE_OF_TIME_ENTRANCE:
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Flags_SetEventChkInf(EVENTCHKINF_ENTERED_TEMPLE_OF_TIME);
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break;
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case ENTR_SACRED_FOREST_MEADOW_0:
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case ENTR_SACRED_FOREST_MEADOW_SOUTH_EXIT:
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break;
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}
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}
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