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:
Derek Hensley
2022-09-29 19:22:59 -07:00
committed by GitHub
parent 08be0b3bd4
commit 3a723efb15
90 changed files with 975 additions and 964 deletions
+3 -3
View File
@@ -2235,7 +2235,7 @@ void Actor_InitContext(PlayState* play, ActorContext* actorCtx, ActorEntry* acto
s32 i;
gSaveContext.save.weekEventReg[92] |= 0x80;
cycleFlags = &gSaveContext.cycleSceneFlags[Play_GetOriginalSceneNumber(play->sceneNum)];
cycleFlags = &gSaveContext.cycleSceneFlags[Play_GetOriginalSceneId(play->sceneId)];
bzero(actorCtx, sizeof(ActorContext));
ActorOverlayTable_Init();
@@ -2252,8 +2252,8 @@ void Actor_InitContext(PlayState* play, ActorContext* actorCtx, ActorEntry* acto
actorCtx->sceneFlags.chest = cycleFlags->chest;
actorCtx->sceneFlags.switches[0] = cycleFlags->switch0;
actorCtx->sceneFlags.switches[1] = cycleFlags->switch1;
if (play->sceneNum == SCENE_INISIE_R) {
cycleFlags = &gSaveContext.cycleSceneFlags[play->sceneNum];
if (play->sceneId == SCENE_INISIE_R) {
cycleFlags = &gSaveContext.cycleSceneFlags[play->sceneId];
}
actorCtx->sceneFlags.collectible[0] = cycleFlags->collectible;
actorCtx->sceneFlags.clearedRoom = cycleFlags->clearedRoom;