Rename SetupIndex to Layer (#1099)

* Rename setupIndex to Layer

* ()
This commit is contained in:
Derek Hensley
2022-09-30 19:34:28 -07:00
committed by GitHub
parent ab5fd663cc
commit 4935ec7ba1
38 changed files with 99 additions and 107 deletions
+6 -6
View File
@@ -1497,7 +1497,7 @@ void func_800EDBE0(PlayState* play) {
sp24 = play->loadedScene;
if ((sp24->titleTextId != 0) && gSaveContext.showTitleCard) {
if ((Entrance_GetTransitionFlags(((void)0, gSaveContext.save.entrance) +
((void)0, gSaveContext.sceneSetupIndex)) &
((void)0, gSaveContext.sceneLayer)) &
0x4000) != 0) {
func_80151A68(play, sp24->titleTextId);
}
@@ -1608,13 +1608,13 @@ void Cutscene_ActorTranslateXZAndYawSmooth(Actor* actor, PlayState* play, s32 ac
actor->shape.rot.y = actor->world.rot.y;
}
s32 Cutscene_GetSceneSetupIndex(PlayState* play) {
s32 sceneSetupIndex = 0;
s32 Cutscene_GetSceneLayer(PlayState* play) {
s32 sceneLayer = 0;
if (gSaveContext.sceneSetupIndex > 0) {
sceneSetupIndex = gSaveContext.sceneSetupIndex;
if (gSaveContext.sceneLayer > 0) {
sceneLayer = gSaveContext.sceneLayer;
}
return sceneSetupIndex;
return sceneLayer;
}
s32 Cutscene_GetActorActionIndex(PlayState* play, u16 actorActionCmd) {
+2 -2
View File
@@ -2264,7 +2264,7 @@ void Magic_Update(PlayState* play) {
// Add magic until magicFillTarget is reached
gSaveContext.save.playerData.magic += 0x10;
if ((gSaveContext.gameMode == 0) && (gSaveContext.sceneSetupIndex < 4)) {
if ((gSaveContext.gameMode == 0) && (gSaveContext.sceneLayer < 4)) {
play_sound(NA_SE_SY_GAUGE_UP - SFX_FLAG);
}
@@ -2863,7 +2863,7 @@ void Interface_DrawTimers(PlayState* play) {
if (sTimerId == TIMER_ID_MOON_CRASH) {
gSaveContext.save.day = 4;
if ((play->sceneId == SCENE_OKUJOU) && (gSaveContext.sceneSetupIndex == 3)) {
if ((play->sceneId == SCENE_OKUJOU) && (gSaveContext.sceneLayer == 3)) {
play->nextEntrance = ENTRANCE(TERMINA_FIELD, 1);
gSaveContext.nextCutsceneIndex = 0xFFF0;
play->transitionTrigger = TRANS_TRIGGER_START;
+2 -2
View File
@@ -455,9 +455,9 @@ void Scene_HeaderCmdAltHeaderList(PlayState* play, SceneCmd* cmd) {
SceneCmd** altHeaderList;
SceneCmd* altHeader;
if (gSaveContext.sceneSetupIndex != 0) {
if (gSaveContext.sceneLayer != 0) {
altHeaderList = Lib_SegmentedToVirtual(cmd->altHeaders.segment);
altHeader = altHeaderList[gSaveContext.sceneSetupIndex - 1];
altHeader = altHeaderList[gSaveContext.sceneLayer - 1];
if (altHeader != NULL) {
Scene_ProcessHeader(play, Lib_SegmentedToVirtual(altHeader));