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SceneNum -> SceneId (#1036)
* sceneNum -> sceneId * horse data scene -> sceneId * Clean up scene table * format * PR comments * Some more * It helps if you actually save the file * PR * Remove comment * Format * Conflicts
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+4
-4
@@ -2087,7 +2087,7 @@ s32 Inventory_GetBtnBItem(PlayState* play);
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void Inventory_ChangeEquipment(s16 value);
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u8 Inventory_DeleteEquipment(PlayState* play, s16 equipment);
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void Inventory_ChangeUpgrade(s16 upgrade, u32 value);
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s32 Inventory_IsMapVisible(s16 sceneNum);
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s32 Inventory_IsMapVisible(s16 sceneId);
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void Inventory_SetMapVisibility(s16 tingleIndex);
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void Inventory_SaveDekuPlaygroundHighScore(s16 timerId);
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void Inventory_IncrementSkullTokenCount(s16 sceneIndex);
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@@ -2173,8 +2173,8 @@ void Scene_DrawConfig5(PlayState* play);
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void Scene_DrawConfigMatAnimManualStep(PlayState* play);
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void Scene_DrawConfigGreatBayTemple(PlayState* play);
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EntranceTableEntry* Entrance_GetTableEntry(u16 entrance);
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s32 Entrance_GetSceneNum(u16 entrance);
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s32 Entrance_GetSceneNumAbsolute(u16 entrance);
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s32 Entrance_GetSceneId(u16 entrance);
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s32 Entrance_GetSceneIdAbsolute(u16 entrance);
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s32 Entrance_GetSpawnNum(u16 entrance);
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s32 Entrance_GetTransitionFlags(u16 entrance);
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s32 Schedule_RunScript(PlayState* play, u8* script, ScheduleOutput* output);
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@@ -2557,7 +2557,7 @@ s32 Play_ChangeCameraSetting(PlayState* play, s16 camId, s16 setting);
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void func_80169AFC(PlayState* play, s16 camId, s16 arg2);
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u16 Play_GetActorCsCamSetting(PlayState* play, s32 csCamDataIndex);
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Vec3s* Play_GetActorCsCamFuncData(PlayState* play, s32 csCamDataIndex);
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s16 Play_GetOriginalSceneNumber(s16 sceneNum);
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s16 Play_GetOriginalSceneId(s16 sceneId);
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void Play_SaveCycleSceneFlags(GameState* gameState);
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void Play_SetRespawnData(GameState* gameState, s32 respawnNumber, u16 sceneSetup, s32 roomIndex, s32 playerParams, Vec3f* pos, s16 yaw);
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void Play_SetupRespawnPoint(GameState* gameState, s32 respawnNumber, s32 playerParams);
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+1
-1
@@ -1312,7 +1312,7 @@ extern u32 gGsFlagsShift[];
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extern void* gItemIcons[];
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extern u8 gItemSlots[];
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extern s16 gItemPrices[];
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extern u16 gScenesPerRegion[11][27];
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extern u16 gSceneIdsPerRegion[11][27];
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extern u32 D_801C2410[];
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extern s16 gPlayerFormObjectIndices[8];
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extern RomFile gObjectTable[643];
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+1
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@@ -1084,7 +1084,7 @@ typedef struct {
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struct PlayState {
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/* 0x00000 */ GameState state;
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/* 0x000A4 */ s16 sceneNum;
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/* 0x000A4 */ s16 sceneId;
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/* 0x000A6 */ u8 sceneConfig;
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/* 0x000A7 */ char unk_A7[0x9];
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/* 0x000B0 */ void* sceneSegment;
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+2
-2
@@ -165,7 +165,7 @@ typedef struct Inventory {
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} Inventory; // size = 0x88
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typedef struct HorseData {
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/* 0x0 */ s16 scene; // "spot_no"
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/* 0x0 */ s16 sceneId; // "spot_no"
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/* 0x2 */ Vec3s pos; // "horse_x", "horse_y" and "horse_z"
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/* 0x8 */ s16 yaw; // "horse_a"
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} HorseData; // size = 0xA
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@@ -226,7 +226,7 @@ typedef struct SavePlayerData {
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/* 0x20 */ u8 unk_20; // "first_memory"
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/* 0x22 */ u16 owlActivationFlags; // "memory_warp_point"
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/* 0x24 */ u8 unk_24; // "last_warp_pt"
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/* 0x26 */ s16 savedSceneNum; // "scene_data_ID"
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/* 0x26 */ s16 savedSceneId; // "scene_data_ID"
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} SavePlayerData; // size = 0x28
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typedef struct Save {
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+1
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@@ -316,7 +316,7 @@ typedef struct {
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} EntranceEntry; // size = 0x2
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typedef struct {
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/* 0x0 */ s8 sceneNum;
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/* 0x0 */ s8 sceneId;
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/* 0x1 */ s8 spawnNum;
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/* 0x2 */ u16 flags;
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} EntranceTableEntry; // size = 0x4
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@@ -42,8 +42,8 @@ typedef enum {
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/* 0x07 */ SCHEDULE_CMD_ID_NOP, // No-Op
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/* 0x08 */ SCHEDULE_CMD_ID_CHECK_MISC_S, // Special check based on items or masks and branches if check passes, short range branch
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/* 0x09 */ SCHEDULE_CMD_ID_RET_VAL_S, // Ends script and returns byte value
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/* 0x0A */ SCHEDULE_CMD_ID_CHECK_NOT_IN_SCENE_S, // Checks if the current scene is not SceneNum and branches if so, short range branch
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/* 0x0B */ SCHEDULE_CMD_ID_CHECK_NOT_IN_SCENE_L, // Checks if the current scene is not SceneNum and branches if so, long range branch
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/* 0x0A */ SCHEDULE_CMD_ID_CHECK_NOT_IN_SCENE_S, // Checks if the current scene is not SceneId and branches if so, short range branch
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/* 0x0B */ SCHEDULE_CMD_ID_CHECK_NOT_IN_SCENE_L, // Checks if the current scene is not SceneId and branches if so, long range branch
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/* 0x0C */ SCHEDULE_CMD_ID_CHECK_NOT_IN_DAY_S, // Checks if the current day is not Day and branches if so, short range branch
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/* 0x0D */ SCHEDULE_CMD_ID_CHECK_NOT_IN_DAY_L, // Checks if the current day is not Day and branches if so, long range branch
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/* 0x0E */ SCHEDULE_CMD_ID_RET_TIME, // Returns 2 time values
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@@ -130,15 +130,15 @@ typedef struct {
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typedef struct {
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/* 0x0 */ ScheduleCmdBase base;
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/* 0x1 */ u8 sceneH;
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/* 0x2 */ u8 sceneL;
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/* 0x1 */ u8 sceneIdH;
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/* 0x2 */ u8 sceneIdL;
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/* 0x3 */ s8 offset;
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} ScheduleCmdCheckNotInSceneS; // size = 0x4
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typedef struct {
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/* 0x0 */ ScheduleCmdBase base;
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/* 0x1 */ u8 sceneH;
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/* 0x2 */ u8 sceneL;
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/* 0x1 */ u8 sceneIdH;
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/* 0x2 */ u8 sceneIdL;
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/* 0x3 */ u8 offsetH;
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/* 0x4 */ u8 offsetL;
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} ScheduleCmdCheckNotInSceneL; // size = 0x5
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