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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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-3
@@ -2235,7 +2235,7 @@ void Actor_InitContext(PlayState* play, ActorContext* actorCtx, ActorEntry* acto
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s32 i;
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gSaveContext.save.weekEventReg[92] |= 0x80;
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cycleFlags = &gSaveContext.cycleSceneFlags[Play_GetOriginalSceneNumber(play->sceneNum)];
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cycleFlags = &gSaveContext.cycleSceneFlags[Play_GetOriginalSceneId(play->sceneId)];
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bzero(actorCtx, sizeof(ActorContext));
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ActorOverlayTable_Init();
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@@ -2252,8 +2252,8 @@ void Actor_InitContext(PlayState* play, ActorContext* actorCtx, ActorEntry* acto
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actorCtx->sceneFlags.chest = cycleFlags->chest;
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actorCtx->sceneFlags.switches[0] = cycleFlags->switch0;
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actorCtx->sceneFlags.switches[1] = cycleFlags->switch1;
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if (play->sceneNum == SCENE_INISIE_R) {
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cycleFlags = &gSaveContext.cycleSceneFlags[play->sceneNum];
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if (play->sceneId == SCENE_INISIE_R) {
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cycleFlags = &gSaveContext.cycleSceneFlags[play->sceneId];
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}
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actorCtx->sceneFlags.collectible[0] = cycleFlags->collectible;
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actorCtx->sceneFlags.clearedRoom = cycleFlags->clearedRoom;
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