mirror of
https://github.com/zeldaret/mm.git
synced 2026-09-07 11:01:38 -04:00
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
This commit is contained in:
+4
-4
@@ -2087,7 +2087,7 @@ s32 Inventory_GetBtnBItem(PlayState* play);
|
||||
void Inventory_ChangeEquipment(s16 value);
|
||||
u8 Inventory_DeleteEquipment(PlayState* play, s16 equipment);
|
||||
void Inventory_ChangeUpgrade(s16 upgrade, u32 value);
|
||||
s32 Inventory_IsMapVisible(s16 sceneNum);
|
||||
s32 Inventory_IsMapVisible(s16 sceneId);
|
||||
void Inventory_SetMapVisibility(s16 tingleIndex);
|
||||
void Inventory_SaveDekuPlaygroundHighScore(s16 timerId);
|
||||
void Inventory_IncrementSkullTokenCount(s16 sceneIndex);
|
||||
@@ -2173,8 +2173,8 @@ void Scene_DrawConfig5(PlayState* play);
|
||||
void Scene_DrawConfigMatAnimManualStep(PlayState* play);
|
||||
void Scene_DrawConfigGreatBayTemple(PlayState* play);
|
||||
EntranceTableEntry* Entrance_GetTableEntry(u16 entrance);
|
||||
s32 Entrance_GetSceneNum(u16 entrance);
|
||||
s32 Entrance_GetSceneNumAbsolute(u16 entrance);
|
||||
s32 Entrance_GetSceneId(u16 entrance);
|
||||
s32 Entrance_GetSceneIdAbsolute(u16 entrance);
|
||||
s32 Entrance_GetSpawnNum(u16 entrance);
|
||||
s32 Entrance_GetTransitionFlags(u16 entrance);
|
||||
s32 Schedule_RunScript(PlayState* play, u8* script, ScheduleOutput* output);
|
||||
@@ -2557,7 +2557,7 @@ s32 Play_ChangeCameraSetting(PlayState* play, s16 camId, s16 setting);
|
||||
void func_80169AFC(PlayState* play, s16 camId, s16 arg2);
|
||||
u16 Play_GetActorCsCamSetting(PlayState* play, s32 csCamDataIndex);
|
||||
Vec3s* Play_GetActorCsCamFuncData(PlayState* play, s32 csCamDataIndex);
|
||||
s16 Play_GetOriginalSceneNumber(s16 sceneNum);
|
||||
s16 Play_GetOriginalSceneId(s16 sceneId);
|
||||
void Play_SaveCycleSceneFlags(GameState* gameState);
|
||||
void Play_SetRespawnData(GameState* gameState, s32 respawnNumber, u16 sceneSetup, s32 roomIndex, s32 playerParams, Vec3f* pos, s16 yaw);
|
||||
void Play_SetupRespawnPoint(GameState* gameState, s32 respawnNumber, s32 playerParams);
|
||||
|
||||
Reference in New Issue
Block a user