Audio Sequences: Scene/Ambience/SeqFlags Functions OK (#1033)

* import audio scene seq docs

* cleanup

* fix scene cmd

* small fixes

* more PR suggestions

* missed comment

* rename spot to resume

* cleanup comments

* SEQ_IO_VAL_NONE

* Empty-Commit

* another PR suggestion
This commit is contained in:
engineer124
2022-09-30 07:49:35 -04:00
committed by GitHub
parent 3a723efb15
commit 1af942ae12
50 changed files with 1445 additions and 855 deletions
+3 -3
View File
@@ -46,8 +46,8 @@ void GameOver_Update(PlayState* play) {
gSaveContext.unk_3DC0 = 2000;
gSaveContext.save.playerData.tatlTimer = 0;
gSaveContext.seqIndex = (u8)NA_BGM_DISABLED;
gSaveContext.nightSeqIndex = 0xFF;
gSaveContext.seqId = (u8)NA_BGM_DISABLED;
gSaveContext.ambienceId = AMBIENCE_ID_DISABLED;
gSaveContext.eventInf[0] = 0;
gSaveContext.eventInf[1] = 0;
gSaveContext.eventInf[2] = 0;
@@ -67,7 +67,7 @@ void GameOver_Update(PlayState* play) {
gameOverCtx->state = GAMEOVER_DEATH_WAIT_GROUND;
break;
case GAMEOVER_DEATH_FADE_OUT:
if (func_801A8A50(1) != NA_BGM_GAME_OVER) {
if (Audio_GetActiveSequence(SEQ_PLAYER_FANFARE) != NA_BGM_GAME_OVER) {
func_80169F78(&play->state);
if (gSaveContext.respawnFlag != -7) {
gSaveContext.respawnFlag = -6;