m_play: cleanup & bugfix, add some definitions for submenu & fbdemo

This commit is contained in:
Cuyler36
2025-06-17 00:04:28 -04:00
parent 5b865cb165
commit 668cf059fb
49 changed files with 376 additions and 354 deletions
+4 -4
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@@ -126,9 +126,9 @@ static void aAL_actor_dt(ACTOR* actor, GAME* game) {
static void aAL_title_game_data_init_start_select(ANIMAL_LOGO_ACTOR* actor, GAME* game) {
GAME_PLAY* play = (GAME_PLAY*)game;
play->fb_fade_type = 8;
play->fb_wipe_type = 3;
Common_Set(transition.wipe_type, 3);
play->fb_fade_type = FADE_TYPE_SELECT;
play->fb_wipe_type = WIPE_TYPE_FADE_BLACK;
Common_Set(transition.wipe_type, WIPE_TYPE_FADE_BLACK);
mBGMPsComp_make_ps_wipe(0x1168);
}
@@ -237,7 +237,7 @@ static void aAL_game_start_wait(ANIMAL_LOGO_ACTOR* actor, GAME* game) {
actor->press_start_opacity = start_opacity;
actor->start_opacity_timer = new_opacity_timer;
if (play->fb_fade_type == 10) {
if (play->fb_fade_type == FADE_TYPE_SELECT_END) {
aAL_setupAction(actor, game, aAL_ACTION_6);
}
else if (
+1 -1
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@@ -331,7 +331,7 @@ static void aBC_actor_move(ACTOR* actorx, GAME* game) {
}
/* Only refresh the list when transitioning between acres or transitioning between scenes */
if (mFI_CheckPlayerWade(mFI_WADE_NONE) == TRUE && play->fb_fade_type == 0) {
if (mFI_CheckPlayerWade(mFI_WADE_NONE) == TRUE && play->fb_fade_type == FADE_TYPE_NONE) {
birth_control->move_actor_list_exists_flag = FALSE;
}
}
+2 -2
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@@ -83,7 +83,7 @@ static void aBRS_set_bgOffset(STRUCTURE_ACTOR* windmill, int idx) {
static void aBRS_rewrite_out_data(ACTOR* actor, GAME_PLAY* play) {
Door_data_c* door_data = Common_GetPointer(structure_exit_door_data);
if (play->fb_wipe_mode == 0) {
if (play->fb_wipe_mode == WIPE_MODE_NONE) {
xyz_t pos;
door_data->next_scene_id = Save_Get(scene_no);
@@ -101,7 +101,7 @@ static void aBRS_rewrite_out_data(ACTOR* actor, GAME_PLAY* play) {
door_data->door_actor_name = BROKER_TENT;
door_data->wipe_type = 1;
door_data->wipe_type = WIPE_TYPE_TRIFORCE;
mBGMPsComp_make_ps_wipe(0x2168);
}
}
+2 -2
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@@ -100,7 +100,7 @@ static void aBGY_rewrite_out_data(ACTOR* actor, GAME_PLAY* play) {
xyz_t pos;
door_data = Common_GetPointer(structure_exit_door_data);
if (play->fb_wipe_mode != 0) {
if (play->fb_wipe_mode != WIPE_MODE_NONE) {
return;
}
@@ -119,7 +119,7 @@ static void aBGY_rewrite_out_data(ACTOR* actor, GAME_PLAY* play) {
door_data->door_actor_name = FORTUNE_TENT;
door_data->wipe_type = 1;
door_data->wipe_type = WIPE_TYPE_TRIFORCE;
mBGMPsComp_make_ps_wipe(0x2168);
}
+2 -2
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@@ -22,7 +22,7 @@ static void aCNV_rewrite_out_data(CONVENI_ACTOR* conveni, GAME_PLAY* play) {
Door_data_c* out_data_p = Common_GetPointer(structure_exit_door_data);
xyz_t pos;
if (play->fb_wipe_mode == 0) {
if (play->fb_wipe_mode == WIPE_MODE_NONE) {
out_data_p->next_scene_id = Save_Get(scene_no);
out_data_p->exit_orientation = mSc_DIRECT_SOUTH_WEST;
out_data_p->exit_type = 0;
@@ -36,7 +36,7 @@ static void aCNV_rewrite_out_data(CONVENI_ACTOR* conveni, GAME_PLAY* play) {
out_data_p->exit_position.y = (s16)pos.y;
out_data_p->exit_position.z = (s16)pos.z;
out_data_p->door_actor_name = SHOP1;
out_data_p->wipe_type = 1;
out_data_p->wipe_type = WIPE_TYPE_TRIFORCE;
mBGMPsComp_make_ps_wipe(0x2168);
}
}
+5 -5
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@@ -521,7 +521,7 @@ static void Cottage_my_rewrite_door(ACTOR* actor, GAME_PLAY* play) {
xyz_t pos;
door_data = Common_GetPointer(structure_exit_door_data);
if (play->fb_wipe_mode != 0) {
if (play->fb_wipe_mode != WIPE_MODE_NONE) {
return;
}
@@ -540,7 +540,7 @@ static void Cottage_my_rewrite_door(ACTOR* actor, GAME_PLAY* play) {
door_data->door_actor_name = actor->npc_id;
door_data->wipe_type = 1;
door_data->wipe_type = WIPE_TYPE_TRIFORCE;
Common_Get(house_owner_name) = 0;
}
@@ -550,7 +550,7 @@ static void Cottage_npc_rewrite_door(ACTOR* actor, GAME_PLAY* play) {
xyz_t pos;
door_data = Common_GetPointer(structure_exit_door_data);
if (play->fb_wipe_mode != 0) {
if (play->fb_wipe_mode != WIPE_MODE_NONE) {
return;
}
@@ -569,7 +569,7 @@ static void Cottage_npc_rewrite_door(ACTOR* actor, GAME_PLAY* play) {
door_data->door_actor_name = actor->npc_id;
door_data->wipe_type = 1;
door_data->wipe_type = WIPE_TYPE_TRIFORCE;
Common_Get(house_owner_name) = 0;
}
@@ -778,7 +778,7 @@ static void Cottage_move_open_in(STRUCTURE_ACTOR* cottage, GAME_PLAY* play) {
goto_other_scene(play, cottage_data->door_data, FALSE);
play->fb_fade_type = 9;
play->fb_fade_type = FADE_TYPE_DEMO;
mDemo_End(&cottage->actor_class);
Cottage_move_next_init(cottage);
+2 -2
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@@ -22,7 +22,7 @@ static void aDPT_rewrite_out_data(DEPART_ACTOR* depart, GAME_PLAY* play) {
Door_data_c* out_data_p = Common_GetPointer(structure_exit_door_data);
xyz_t pos;
if (play->fb_wipe_mode == 0) {
if (play->fb_wipe_mode == WIPE_MODE_NONE) {
out_data_p->next_scene_id = Save_Get(scene_no);
out_data_p->exit_orientation = mSc_DIRECT_SOUTH_WEST;
out_data_p->exit_type = 0;
@@ -36,7 +36,7 @@ static void aDPT_rewrite_out_data(DEPART_ACTOR* depart, GAME_PLAY* play) {
out_data_p->exit_position.y = (s16)pos.y;
out_data_p->exit_position.z = (s16)pos.z;
out_data_p->door_actor_name = SHOP3;
out_data_p->wipe_type = 1;
out_data_p->wipe_type = WIPE_TYPE_TRIFORCE;
mBGMPsComp_make_ps_wipe(0x2168);
}
}
+7 -7
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@@ -2110,7 +2110,7 @@ static int title_fade(EVENT_MANAGER_ACTOR* evmgr, int type, int title_type, u32
}
door_data.door_actor_name = EMPTY_NO;
door_data.wipe_type = 6;
door_data.wipe_type = WIPE_TYPE_EVENT;
exit_drt = Common_Get(door_data).exit_orientation;
pos_s.x = Common_Get(door_data).exit_position.x;
pos_s.y = Common_Get(door_data).exit_position.y;
@@ -2133,13 +2133,13 @@ static int title_fade(EVENT_MANAGER_ACTOR* evmgr, int type, int title_type, u32
Common_Get(event_door_data).exit_position.y = pos_s.y;
Common_Get(event_door_data).exit_position.z = pos_s.z;
Common_Get(event_door_data).door_actor_name = RSV_NO;
Common_Get(event_door_data).wipe_type = 6;
Common_Get(event_door_data).wipe_type = WIPE_TYPE_EVENT;
Common_Set(event_id, type);
Common_Set(event_title_flags, title_type);
Common_Set(event_title_fade_in_progress, 0);
play->fb_wipe_type = 6;
play->fb_fade_type = 11;
Common_Get(transition).wipe_type = 6;
play->fb_wipe_type = WIPE_TYPE_EVENT;
play->fb_fade_type = FADE_TYPE_EVENT;
Common_Get(transition).wipe_type = WIPE_TYPE_EVENT;
aMR_SaveWaltzTempo2();
mPlib_request_player_warp_forEvent();
mBGMForce_inform_start();
@@ -4329,7 +4329,7 @@ static int event_at_wade(EVENT_MANAGER_ACTOR* evmgr, aEvMgr_event_ctrl_c* ctrl)
}
}
} else {
if (mFI_CheckPlayerWade(mFI_WADE_NONE) == TRUE && ((GAME_PLAY*)gamePT)->fb_fade_type == 0) {
if (mFI_CheckPlayerWade(mFI_WADE_NONE) == TRUE && ((GAME_PLAY*)gamePT)->fb_fade_type == FADE_TYPE_NONE) {
return FALSE;
}
@@ -4674,7 +4674,7 @@ static void schedule_main(ACTOR* actorx) {
mFI_CheckPlayerWade(mFI_WADE_START) == TRUE ||
mFI_CheckPlayerWade(mFI_WADE_INPROGRESS) == TRUE ||
mFI_CheckPlayerWade(mFI_WADE_END) == TRUE ||
play->fb_fade_type != 0 ||
play->fb_fade_type != FADE_TYPE_NONE ||
mEv_someone_died() != FALSE
// clang-format on
) {
+3 -3
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@@ -204,7 +204,7 @@ static void aHUS_rewrite_out_data(HOUSE_ACTOR* house, GAME_PLAY* play) {
mActor_name_t name;
xyz_t pos;
if (play->fb_wipe_mode == 0) {
if (play->fb_wipe_mode == WIPE_MODE_NONE) {
name = NPC_START + (house->actor_class.npc_id - NPC_HOUSE_START);
if (mNpc_SearchAnimalinfo(Save_Get(animals), name, ANIMAL_NUM_MAX) == -1) {
name = RSV_NO;
@@ -224,7 +224,7 @@ static void aHUS_rewrite_out_data(HOUSE_ACTOR* house, GAME_PLAY* play) {
out_data_p->exit_position.y = (s16)pos.y;
out_data_p->exit_position.z = (s16)pos.z;
out_data_p->door_actor_name = house->actor_class.npc_id;
out_data_p->wipe_type = 1;
out_data_p->wipe_type = WIPE_TYPE_TRIFORCE;
}
}
@@ -433,7 +433,7 @@ static void aHUS_open_door(HOUSE_ACTOR* house, GAME_PLAY* play) {
case 3:
aHUS_rewrite_out_data(house, play);
goto_other_scene(play, &aHUS_npc_house_door_data, FALSE);
play->fb_fade_type = 9;
play->fb_fade_type = FADE_TYPE_DEMO;
next_act = aHUS_ACTION_NEXT_SCENE_WAIT;
mDemo_End((ACTOR*)house);
break;
+2 -2
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@@ -97,7 +97,7 @@ static void aKKR_rewrite_out_data(ACTOR* actor, GAME_PLAY* play) {
xyz_t pos;
door_data = Common_GetPointer(structure_exit_door_data);
if (play->fb_wipe_mode == 0) {
if (play->fb_wipe_mode == WIPE_MODE_NONE) {
door_data->next_scene_id = Save_Get(scene_no);
door_data->exit_orientation = mSc_DIRECT_SOUTH;
door_data->exit_type = 0;
@@ -113,7 +113,7 @@ static void aKKR_rewrite_out_data(ACTOR* actor, GAME_PLAY* play) {
door_data->door_actor_name = KAMAKURA;
door_data->wipe_type = 1;
door_data->wipe_type = WIPE_TYPE_TRIFORCE;
mBGMPsComp_make_ps_wipe(0x2168);
}
+2 -2
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@@ -153,7 +153,7 @@ static void aMsm_rewrite_out_data(ACTOR* actor, GAME_PLAY* play) {
xyz_t pos;
door_data = Common_GetPointer(structure_exit_door_data);
if (play->fb_wipe_mode != 0) {
if (play->fb_wipe_mode != WIPE_MODE_NONE) {
return;
}
@@ -172,7 +172,7 @@ static void aMsm_rewrite_out_data(ACTOR* actor, GAME_PLAY* play) {
door_data->door_actor_name = MUSEUM;
door_data->wipe_type = 1;
door_data->wipe_type = WIPE_TYPE_TRIFORCE;
mBGMPsComp_make_ps_wipe(0x2168);
}
+5 -5
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@@ -60,10 +60,10 @@ static void aMHS_goto_next_pl_scene(GAME_PLAY* play, STRUCTURE_ACTOR* my_house)
door_data.exit_position.y = 0;
door_data.exit_position.z = startZ[my_house->arg0];
door_data.door_actor_name = EMPTY_NO;
door_data.wipe_type = 1;
door_data.wipe_type = WIPE_TYPE_TRIFORCE;
goto_other_scene(play, &door_data, 0);
play->fb_fade_type = 9;
play->fb_fade_type = FADE_TYPE_DEMO;
}
// In
@@ -131,7 +131,7 @@ static void aMHS_rewrite_pl_out_data(GAME_PLAY* play, STRUCTURE_ACTOR* my_house)
Door_data_c* exit_data = Common_GetPointer(structure_exit_door_data);
int direct = my_house->action & 1;
if (play->fb_wipe_mode == 0) {
if (play->fb_wipe_mode == WIPE_MODE_NONE) {
xyz_t exit_pos;
s_xyz* exit_pos_p = &exit_data->exit_position;
@@ -148,7 +148,7 @@ static void aMHS_rewrite_pl_out_data(GAME_PLAY* play, STRUCTURE_ACTOR* my_house)
exit_pos_p->y = exit_pos.y;
exit_pos_p->z = exit_pos.z;
exit_data->door_actor_name = my_house->actor_class.npc_id;
exit_data->wipe_type = 1;
exit_data->wipe_type = WIPE_TYPE_TRIFORCE;
Common_Set(house_owner_name, my_house->action);
}
@@ -469,7 +469,7 @@ static void aMHS_actor_move(ACTOR* actorx, GAME* game) {
if (my_house->actor_class.world.angle.z > 0) {
goto_other_scene(play, &door_data, 1);
Common_Get(transition).wipe_type = 3;
play->fb_fade_type = 9;
play->fb_fade_type = FADE_TYPE_DEMO;
my_house->actor_class.world.angle.z = -1;
}
}
+2 -2
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@@ -51,7 +51,7 @@ static void aNW_rewrite_out_data(STRUCTURE_ACTOR* shop, GAME_PLAY* play) {
xyz_t pos;
door_data = Common_GetPointer(structure_exit_door_data);
if (play->fb_wipe_mode == 0) {
if (play->fb_wipe_mode == WIPE_MODE_NONE) {
door_data->next_scene_id = Save_Get(scene_no);
door_data->exit_orientation = mSc_DIRECT_SOUTH_WEST;
door_data->exit_type = 0;
@@ -67,7 +67,7 @@ static void aNW_rewrite_out_data(STRUCTURE_ACTOR* shop, GAME_PLAY* play) {
door_data->door_actor_name = NEEDLEWORK_SHOP;
door_data->wipe_type = 1;
door_data->wipe_type = WIPE_TYPE_TRIFORCE;
}
}
+2 -2
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@@ -44,7 +44,7 @@ static void aPBOX_rewrite_out_data(STRUCTURE_ACTOR* shop, GAME_PLAY* play) {
xyz_t pos;
door_data = Common_GetPointer(structure_exit_door_data);
if (play->fb_wipe_mode == 0) {
if (play->fb_wipe_mode == WIPE_MODE_NONE) {
door_data->next_scene_id = Save_Get(scene_no);
door_data->exit_orientation = mSc_DIRECT_SOUTH_EAST;
door_data->exit_type = 0;
@@ -60,7 +60,7 @@ static void aPBOX_rewrite_out_data(STRUCTURE_ACTOR* shop, GAME_PLAY* play) {
door_data->door_actor_name = POLICE_STATION;
door_data->wipe_type = 1;
door_data->wipe_type = WIPE_TYPE_TRIFORCE;
mBGMPsComp_make_ps_wipe(0x2168);
}
+2 -2
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@@ -51,7 +51,7 @@ static void aPOFF_rewrite_out_data(STRUCTURE_ACTOR* office, GAME_PLAY* play) {
xyz_t pos;
door_data = Common_GetPointer(structure_exit_door_data);
if (play->fb_wipe_mode == 0) {
if (play->fb_wipe_mode == WIPE_MODE_NONE) {
door_data->next_scene_id = Save_Get(scene_no);
door_data->exit_orientation = mSc_DIRECT_SOUTH_WEST;
door_data->exit_type = 0;
@@ -67,7 +67,7 @@ static void aPOFF_rewrite_out_data(STRUCTURE_ACTOR* office, GAME_PLAY* play) {
door_data->door_actor_name = POST_OFFICE;
door_data->wipe_type = 1;
door_data->wipe_type = WIPE_TYPE_TRIFORCE;
}
}
+2 -2
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@@ -75,7 +75,7 @@ static void aSNMgr_actor_ct(ACTOR* actorx, GAME* game) {
bzero(manager->npc_info.timer, sizeof(manager->npc_info.timer));
if (play->fb_wipe_type == 6) {
if (play->fb_wipe_type == WIPE_TYPE_EVENT) {
aSNMgr_move_event_set(manager);
aSNMgr_force_go_home_event_start(manager);
}
@@ -1264,7 +1264,7 @@ static void aSNMgr_actor_move(ACTOR* actorx, GAME* game) {
aSNMgr_setup_set_proc(manager, aSNMgr_SET_MODE_GUEST);
break;
case mFI_WADE_NONE:
if (play->fb_fade_type == 0) {
if (play->fb_fade_type == FADE_TYPE_NONE) {
aSNMgr_clear_make_npc(manager->npc_info.make, aSNMgr_EVENT_NORMAL_NPC_NUM);
if (!aSNMgr_chk_arbeit_and_demo_and_halloween()) {
aSNMgr_force_go_home(manager);
+2 -2
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@@ -66,7 +66,7 @@ static void aSHOP_rewrite_out_data(ACTOR* actor, GAME_PLAY* play) {
xyz_t pos;
door_data = Common_GetPointer(structure_exit_door_data);
if (play->fb_wipe_mode != 0) {
if (play->fb_wipe_mode != WIPE_MODE_NONE) {
return;
}
@@ -85,7 +85,7 @@ static void aSHOP_rewrite_out_data(ACTOR* actor, GAME_PLAY* play) {
door_data->door_actor_name = SHOP0;
door_data->wipe_type = 1;
door_data->wipe_type = WIPE_TYPE_TRIFORCE;
mBGMPsComp_make_ps_wipe(0x2168);
}
+2 -2
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@@ -22,7 +22,7 @@ static void aSPR_rewrite_out_data(SUPER_ACTOR* super, GAME_PLAY* play) {
Door_data_c* out_data_p = Common_GetPointer(structure_exit_door_data);
xyz_t pos;
if (play->fb_wipe_mode == 0) {
if (play->fb_wipe_mode == WIPE_MODE_NONE) {
out_data_p->next_scene_id = Save_Get(scene_no);
out_data_p->exit_orientation = mSc_DIRECT_SOUTH_WEST;
out_data_p->exit_type = 0;
@@ -36,7 +36,7 @@ static void aSPR_rewrite_out_data(SUPER_ACTOR* super, GAME_PLAY* play) {
out_data_p->exit_position.y = (s16)pos.y;
out_data_p->exit_position.z = (s16)pos.z;
out_data_p->door_actor_name = SHOP2;
out_data_p->wipe_type = 1;
out_data_p->wipe_type = WIPE_TYPE_TRIFORCE;
mBGMPsComp_make_ps_wipe(0x2168);
}
}
+2 -2
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@@ -122,7 +122,7 @@ static void aTnt_SetBgOffset(ACTOR* actor, int type) {
static void aTnt_rewrite_out_data(ACTOR* actor, GAME_PLAY* play) {
Door_data_c* door_data = Common_GetPointer(structure_exit_door_data);
if (play->fb_wipe_mode == 0) {
if (play->fb_wipe_mode == WIPE_MODE_NONE) {
xyz_t pos;
door_data->next_scene_id = Save_Get(scene_no);
@@ -140,7 +140,7 @@ static void aTnt_rewrite_out_data(ACTOR* actor, GAME_PLAY* play) {
door_data->door_actor_name = TENT;
door_data->wipe_type = 1;
door_data->wipe_type = WIPE_TYPE_TRIFORCE;
mBGMPsComp_make_ps_wipe(0x2168);
}
}
+2 -2
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@@ -4,7 +4,7 @@ static void aTOU_rewrite_door(ACTOR* actor, GAME_PLAY* play){
xyz_t pos;
Door_data_c* door_data = Common_GetPointer(structure_exit_door_data);
if(play->fb_wipe_mode == 0){
if(play->fb_wipe_mode == WIPE_MODE_NONE){
door_data->next_scene_id = Save_Get(scene_no);
door_data->exit_orientation = 4;
door_data->exit_type = 0;
@@ -17,7 +17,7 @@ static void aTOU_rewrite_door(ACTOR* actor, GAME_PLAY* play){
door_data->exit_position.y = pos.y;
door_data->exit_position.z = pos.z;
door_data->door_actor_name = light->actor_class.npc_id;
door_data->wipe_type = 1;
door_data->wipe_type = WIPE_TYPE_TRIFORCE;
mBGMPsComp_make_ps_wipe(0x2168);
}
}
+2 -2
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@@ -437,12 +437,12 @@ static void Weather_Actor_ct(ACTOR* actor, GAME* game) {
} else if (((Common_Get(last_scene_no) == SCENE_MY_ROOM_BASEMENT_S) ||
((Common_Get(last_scene_no) - SCENE_MY_ROOM_BASEMENT_M) <= 1U) ||
(Common_Get(last_scene_no) == SCENE_MY_ROOM_BASEMENT_LL1)) &&
(play->fb_wipe_type == 6)) {
(play->fb_wipe_type == WIPE_TYPE_EVENT)) {
weather->basement_event = 2;
} else {
weather->basement_event = 0;
}
if ((play->fb_wipe_type == 6) && (aWeather_IsLand_Event_Check() == 0) &&
if ((play->fb_wipe_type == WIPE_TYPE_EVENT) && (aWeather_IsLand_Event_Check() == 0) &&
(aWeather_Basement_Event_Check(actor) == 0)) {
weather->current_sound_effect = Common_Get(current_sound_effect);
} else {
+1 -1
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@@ -24,7 +24,7 @@ static void aNPC_act_leave_house_wait(NPC_ACTOR* nactorx, GAME_PLAY* play) {
if (ctrl->door_exit_actor == NULL && ctrl->door_exit_timer == 0) {
if (!aNPC_check_entrance_humanoid(nactorx, play)) {
if (play->fb_wipe_mode == 0 && play->fb_fade_type == 0) {
if (play->fb_wipe_mode == WIPE_MODE_NONE && play->fb_fade_type == FADE_TYPE_NONE) {
if (aNPC_request_house(nactorx, play, 2) == TRUE) {
aNPC_act_leave_house_chg_step(nactorx, aNPC_ACT_LEAVE_HOUSE_STEP_OUT_OF_DOOR);
nactorx->npc_info.animal->is_home = FALSE;
+2 -2
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@@ -718,8 +718,8 @@ static void aNG2_last_talk_end_wait_init(NPC_GUIDE2_ACTOR* guide2, GAME_PLAY* pl
static void aNG2_scene_change_wait_init(NPC_GUIDE2_ACTOR* guide2, GAME_PLAY* play) {
/* Init next scene transition */
goto_next_scene(play, 0, 1);
play->fb_wipe_type = 3;
Common_Get(transition).wipe_type = 4;
play->fb_wipe_type = WIPE_TYPE_FADE_BLACK;
Common_Get(transition).wipe_type = WIPE_TYPE_CIRCLE_LEFT;
mEv_SetFirstJob();
mEv_SetFirstIntro();
+2 -2
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@@ -745,8 +745,8 @@ static void aNGD_scene_change_wait_init(NPC_GUIDE_ACTOR* guide, GAME_PLAY* play)
/* Init next scene transition */
goto_next_scene(play, 0, 1);
play->fb_wipe_type = 3;
Common_Get(transition).wipe_type = 4;
play->fb_wipe_type = WIPE_TYPE_FADE_BLACK;
Common_Get(transition).wipe_type = WIPE_TYPE_CIRCLE_LEFT;
/* Clear plant growth renew time */
Save_Set(all_grow_renew_time, mTM_rtcTime_clear_code);
+2 -2
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@@ -737,8 +737,8 @@ static void aNM2_talk_end_wait_init() {
static void aNM2_scene_change_wait_init(NPC_MASK_CAT2_ACTOR* actorx, GAME_PLAY* play) {
goto_next_scene(play, 0, TRUE);
play->fb_wipe_type = 3;
Common_Set(transition.wipe_type, 4);
play->fb_wipe_type = WIPE_TYPE_FADE_BLACK;
Common_Set(transition.wipe_type, WIPE_TYPE_CIRCLE_LEFT);
Common_Set(submenu_disabled, TRUE);
mBGMPsComp_make_ps_wipe(0x41c2);
mBGMPsComp_scene_mode(18);
+1 -1
View File
@@ -948,7 +948,7 @@ static void aNNW_talk_exit(NPC_NEEDLEWORK_ACTOR* actor, GAME_PLAY* play) {
if (mMsg_Check_main_wait(msg_p) == TRUE) {
goto_other_scene(play, Common_GetPointer(structure_exit_door_data), TRUE);
if (play->fb_wipe_mode == 0) {
if (play->fb_wipe_mode == WIPE_MODE_NONE) {
mBGMPsComp_scene_mode(14);
mBGMPsComp_volume_talk_end();
mBGMPsComp_make_ps_wipe(0x195);
+5 -5
View File
@@ -500,7 +500,7 @@ static void aNPS2_make_door_data(Door_data_c* door_data, int type, NPC_P_SEL2_AC
door_data->exit_position.y = 0;
door_data->exit_position.z = data_p->pos_z;
door_data->door_actor_name = EMPTY_NO;
door_data->wipe_type = 3;
door_data->wipe_type = WIPE_TYPE_FADE_BLACK;
if (type == aNPS2_DOOR_EXIT_TYPE_HOME) {
int arrange_idx = mHS_get_arrange_idx(p_sel2->player_no);
@@ -510,7 +510,7 @@ static void aNPS2_make_door_data(Door_data_c* door_data, int type, NPC_P_SEL2_AC
door_data->exit_position.z = homeZ[arrange_idx];
door_data->exit_orientation = drt[arrange_idx];
door_data->door_actor_name = HOUSE0 + arrange_idx;
Common_Get(transition).wipe_type = 1;
Common_Get(transition).wipe_type = WIPE_TYPE_TRIFORCE;
Now_Private->birthday_present_npc = EMPTY_NO;
if ((Now_Private->state_flags & mPr_FLAG_BIRTHDAY_ACTIVE) != 0) {
@@ -531,7 +531,7 @@ static void aNPS2_make_door_data(Door_data_c* door_data, int type, NPC_P_SEL2_AC
}
}
} else if (type == aNPS2_DOOR_EXIT_TYPE_DEMO2) {
Common_Get(transition).wipe_type = 3;
Common_Get(transition).wipe_type = WIPE_TYPE_FADE_BLACK;
mGH_animal_return_init();
} else {
Common_Set(demo_profiles[0], mAc_PROFILE_RIDE_OFF_DEMO);
@@ -539,7 +539,7 @@ static void aNPS2_make_door_data(Door_data_c* door_data, int type, NPC_P_SEL2_AC
Common_Set(demo_profiles[1], mAc_PROFILE_RESET_DEMO);
}
Common_Get(transition).wipe_type = 4;
Common_Get(transition).wipe_type = WIPE_TYPE_CIRCLE_LEFT;
}
}
@@ -1232,7 +1232,7 @@ static void aNPS2_game_start_wait(NPC_P_SEL2_ACTOR* p_sel2, GAME_PLAY* play) {
static void aNPS2_return_title(NPC_P_SEL2_ACTOR* p_sel2, GAME_PLAY* play) {
if (mDemo_Check(mDemo_TYPE_SPEAK, (ACTOR*)p_sel2) == FALSE) {
play->fb_fade_type = 4;
play->fb_fade_type = FADE_TYPE_OUT_RETURN_TITLE;
mPlib_request_main_invade_type1((GAME*)play);
Actor_info_save_actor(play);
aNPS2_change_talk_proc(p_sel2, play, aNPS2_TALK_WAIT);
+1 -1
View File
@@ -7,7 +7,7 @@ static int aNPS_setup_game_start(GAME_PLAY* play) {
if (mCD_InitGameStart_bg(0, -1, 0, &chan) == 0) {
goto_other_scene(play, &door_data, TRUE);
Common_Set(transition.wipe_type, 3);
Common_Set(transition.wipe_type, WIPE_TYPE_FADE_BLACK);
Common_Set(map_flag, FALSE);
res = TRUE;
}
+1 -1
View File
@@ -12,7 +12,7 @@ static void aNRG2_set_exit_info(ACTOR* actorx) {
static void aNRG2_exit_check(ACTOR* actorx, GAME_PLAY* play) {
PLAYER_ACTOR* player = GET_PLAYER_ACTOR(play);
if (player != NULL && player->item_in_front == EXIT_DOOR1 && play->fb_wipe_mode == 0) {
if (player != NULL && player->item_in_front == EXIT_DOOR1 && play->fb_wipe_mode == WIPE_MODE_NONE) {
mDemo_Request(mDemo_TYPE_EXITSCENE, actorx, &aNRG2_set_exit_info);
}
}
@@ -189,7 +189,7 @@ static void aNRG2_job_start_wait(NPC_RCN_GUIDE2_ACTOR* rcn_guide2, GAME_PLAY* pl
}
static void aNRG2_all_job_end(NPC_RCN_GUIDE2_ACTOR* rcn_guide2, GAME_PLAY* play) {
if (play->fb_wipe_mode == 0) {
if (play->fb_wipe_mode == WIPE_MODE_NONE) {
rcn_guide2->counter++;
if (rcn_guide2->counter > 60) {
+5 -5
View File
@@ -3,8 +3,8 @@ static void aNRST_think_start(NPC_RESTART_ACTOR* actor, GAME_PLAY* play) {
}
static void aNRST_think_title(NPC_RESTART_ACTOR* actor, GAME_PLAY* play) {
play->fb_wipe_type = 3;
play->fb_fade_type = 4;
play->fb_wipe_type = WIPE_TYPE_FADE_BLACK;
play->fb_fade_type = FADE_TYPE_OUT_RETURN_TITLE;
mPlib_request_main_invade_type1((GAME*)play);
Actor_info_save_actor(play);
actor->think_idx = aNRST_THINK_WAIT;
@@ -24,7 +24,7 @@ static void aNRST_think_door(NPC_RESTART_ACTOR* actor, GAME_PLAY* play) {
door_data.extra_data = 1;
door_data.exit_position.y = 0;
door_data.door_actor_name = EMPTY_NO;
door_data.wipe_type = 3;
door_data.wipe_type = WIPE_TYPE_FADE_BLACK;
// set with real data?
// this is strange and I suspect this was toggled on/off for debugging
@@ -34,8 +34,8 @@ static void aNRST_think_door(NPC_RESTART_ACTOR* actor, GAME_PLAY* play) {
door_data.door_actor_name = HOUSE0 + arrange_idx;
goto_other_scene(play, &door_data, TRUE);
Common_Get(transition).wipe_type = 1;
play->fb_fade_type = 9;
Common_Get(transition).wipe_type = WIPE_TYPE_TRIFORCE;
play->fb_fade_type = FADE_TYPE_DEMO;
mBGMPsComp_make_ps_wipe(0x31C2);
}
+4 -4
View File
@@ -15,8 +15,8 @@ static void aNRTC_think_start(NPC_ACTOR* actor, GAME_PLAY* play) {
static void aNRTC_think_title(NPC_ACTOR* actor, GAME_PLAY* play) {
NPC_RTC_ACTOR* rtc = (NPC_RTC_ACTOR*)actor;
play->fb_wipe_type = 3;
play->fb_fade_type = 4;
play->fb_wipe_type = WIPE_TYPE_FADE_BLACK;
play->fb_fade_type = FADE_TYPE_OUT_RETURN_TITLE;
mPlib_request_main_invade_type1((GAME*)play);
Actor_info_save_actor(play);
rtc->think_idx = aNRTC_THINK_WAIT;
@@ -38,7 +38,7 @@ static Door_data_c door_data = {
static void aNRTC_think_door(NPC_ACTOR* actor, GAME_PLAY* play) {
if (sAdo_BgmFadeoutCheck() != 0) {
goto_other_scene(play, &door_data, 1);
Common_Set(transition.wipe_type, 3);
Common_Set(transition.wipe_type, WIPE_TYPE_FADE_BLACK);
}
}
@@ -47,7 +47,7 @@ static void aNRTC_think_check(NPC_ACTOR* actor, GAME_PLAY* play) {
if (sAdo_BgmFadeoutCheck() != 0) {
goto_other_scene(play, &door_data, 1);
mCD_ReCheckLoadLand(play);
Common_Set(transition.wipe_type, 3);
Common_Set(transition.wipe_type, WIPE_TYPE_FADE_BLACK);
rtc->think_idx = aNRTC_THINK_WAIT;
}
}
+3 -3
View File
@@ -2880,8 +2880,8 @@ static void aNSC_exit_wait(NPC_SHOP_COMMON_ACTOR* shop_common, GAME_PLAY* play)
if (mMsg_Check_main_wait(mMsg_Get_base_window_p()) == TRUE) {
goto_other_scene(play, &stairs, TRUE);
if (play->fb_wipe_mode == 0) {
play->fb_fade_type = 12;
if (play->fb_wipe_mode == WIPE_MODE_NONE) {
play->fb_fade_type = FADE_TYPE_OTHER_ROOM;
mBGMPsComp_volume_talk_end();
mBGMPsComp_make_ps_wipe(0x195);
}
@@ -2891,7 +2891,7 @@ static void aNSC_exit_wait(NPC_SHOP_COMMON_ACTOR* shop_common, GAME_PLAY* play)
if (mMsg_Check_main_wait(mMsg_Get_base_window_p()) == TRUE) {
goto_other_scene(play, Common_GetPointer(structure_exit_door_data), TRUE);
if (play->fb_wipe_mode == 0) {
if (play->fb_wipe_mode == WIPE_MODE_NONE) {
mBGMPsComp_scene_mode(0xe);
mBGMPsComp_volume_talk_end();
mBGMPsComp_make_ps_wipe(0x195);
@@ -288,7 +288,7 @@ static void aSHM_exit_wait(NPC_SHOP_MASTERSP_ACTOR* shop_mastersp, GAME_PLAY* pl
if (mMsg_CHECK_MAIN_WAIT() == TRUE) {
goto_other_scene(play, Common_GetPointer(structure_exit_door_data), TRUE);
if (play->fb_wipe_mode == 0) {
if (play->fb_wipe_mode == WIPE_MODE_NONE) {
mBGMPsComp_scene_mode(14);
mBGMPsComp_volume_talk_end();
mBGMPsComp_make_ps_wipe(0x195);
@@ -29,8 +29,8 @@ static void aNPS2_make_door_data(Door_data_c* door_data) {
door_data->exit_position.y = 0;
door_data->exit_position.z = demo2_data.pos_z;
door_data->door_actor_name = EMPTY_NO;
door_data->wipe_type = 5;
Common_Get(transition).wipe_type = 3;
door_data->wipe_type = WIPE_TYPE_CIRCLE_RIGHT;
Common_Get(transition).wipe_type = WIPE_TYPE_FADE_BLACK;
}
static int aNPS2_setup_game_start(GAME_PLAY* play) {
@@ -358,8 +358,8 @@ static void aSTM_game_end_init(NPC_STATION_MASTER_ACTOR* actor, GAME_PLAY* play)
aNPS2_setup_game_start(play);
} else {
mBGMPsComp_make_ps_wipe(0x328A);
play->fb_fade_type = 5;
play->fb_wipe_type = 5;
play->fb_fade_type = FADE_TYPE_OUT_GAME_END_TRAIN;
play->fb_wipe_type = WIPE_TYPE_CIRCLE_RIGHT;
mPlib_request_main_invade_type1((GAME*)play);
}
+1 -1
View File
@@ -506,7 +506,7 @@ static void aEBR2_say_goodbye(EV_BROKER2_ACTOR* broker2, GAME_PLAY* play) {
static void aEBR2_exit_wait(EV_BROKER2_ACTOR* broker2, GAME_PLAY* play) {
if (mMsg_CHECK_MAIN_WAIT() == TRUE) {
goto_other_scene(play, Common_GetPointer(structure_exit_door_data), TRUE);
if (play->fb_wipe_mode == 0) {
if (play->fb_wipe_mode == WIPE_MODE_NONE) {
mBGMPsComp_scene_mode(14);
mBGMPsComp_make_ps_wipe(0x195);
mBGMPsComp_volume_talk_end();