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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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@@ -621,7 +621,7 @@ void Interface_UpdateHudAlphas(PlayState* play, s16 dimmingAlpha) {
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interfaceCtx->magicAlpha = risingAlpha;
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}
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if (play->sceneNum == SCENE_SPOT00) {
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if (play->sceneId == SCENE_SPOT00) {
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if (interfaceCtx->minimapAlpha < 170) {
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interfaceCtx->minimapAlpha = risingAlpha;
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} else {
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@@ -1173,7 +1173,7 @@ u8 Item_Give(PlayState* play, u8 item) {
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if (item == ITEM_SKULL_TOKEN) {
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SET_QUEST_ITEM(item - ITEM_SKULL_TOKEN + QUEST_SKULL_TOKEN);
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Inventory_IncrementSkullTokenCount(play->sceneNum);
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Inventory_IncrementSkullTokenCount(play->sceneId);
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return ITEM_NONE;
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} else if (item == ITEM_TINGLE_MAP) {
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@@ -2863,7 +2863,7 @@ void Interface_DrawTimers(PlayState* play) {
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if (sTimerId == TIMER_ID_MOON_CRASH) {
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gSaveContext.save.day = 4;
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if ((play->sceneNum == SCENE_OKUJOU) && (gSaveContext.sceneSetupIndex == 3)) {
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if ((play->sceneId == SCENE_OKUJOU) && (gSaveContext.sceneSetupIndex == 3)) {
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play->nextEntrance = ENTRANCE(TERMINA_FIELD, 1);
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gSaveContext.nextCutsceneIndex = 0xFFF0;
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play->transitionTrigger = TRANS_TRIGGER_START;
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@@ -2892,7 +2892,7 @@ void Interface_DrawTimers(PlayState* play) {
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gSaveContext.timerStopTimes[sTimerId] = SECONDS_TO_TIMER(120);
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gSaveContext.timerCurTimes[sTimerId] = SECONDS_TO_TIMER(120);
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}
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} else if ((gSaveContext.eventInf[3] & 0x10) && (play->sceneNum == SCENE_DEKUTES) &&
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} else if ((gSaveContext.eventInf[3] & 0x10) && (play->sceneId == SCENE_DEKUTES) &&
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(gSaveContext.timerStopTimes[sTimerId] >= SECONDS_TO_TIMER(120))) {
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gSaveContext.timerCurTimes[sTimerId] = SECONDS_TO_TIMER(120);
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}
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@@ -3001,7 +3001,7 @@ void Interface_DrawTimers(PlayState* play) {
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if (osTime >= SECONDS_TO_TIMER(120)) {
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osTime = SECONDS_TO_TIMER(120);
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}
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} else if ((gSaveContext.eventInf[3] & 0x10) && (play->sceneNum == SCENE_DEKUTES) &&
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} else if ((gSaveContext.eventInf[3] & 0x10) && (play->sceneId == SCENE_DEKUTES) &&
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(osTime >= SECONDS_TO_TIMER(120))) {
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osTime = SECONDS_TO_TIMER(120);
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}
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@@ -3018,7 +3018,7 @@ void Interface_DrawTimers(PlayState* play) {
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play_sound(NA_SE_SY_WARNING_COUNT_E);
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sTimerBeepSfxSeconds = sTimerDigits[4];
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}
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} else if ((gSaveContext.eventInf[3] & 0x10) && (play->sceneNum == SCENE_DEKUTES)) {
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} else if ((gSaveContext.eventInf[3] & 0x10) && (play->sceneId == SCENE_DEKUTES)) {
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if ((((void)0, gSaveContext.timerCurTimes[sTimerId]) >
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(gSaveContext.save.dekuPlaygroundHighScores[CURRENT_DAY - 1] - SECONDS_TO_TIMER(9))) &&
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(sTimerBeepSfxSeconds != sTimerDigits[4])) {
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@@ -3056,7 +3056,7 @@ void Interface_DrawTimers(PlayState* play) {
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} else {
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, 255);
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}
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} else if ((gSaveContext.eventInf[3] & 0x10) && (play->sceneNum == SCENE_DEKUTES)) {
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} else if ((gSaveContext.eventInf[3] & 0x10) && (play->sceneId == SCENE_DEKUTES)) {
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if (((void)0, gSaveContext.timerCurTimes[sTimerId]) >=
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gSaveContext.save.dekuPlaygroundHighScores[CURRENT_DAY - 1]) {
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 50, 0, 255);
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