mirror of
https://github.com/zeldaret/mm.git
synced 2026-07-09 21:51:32 -04:00
+6
-6
@@ -1497,7 +1497,7 @@ void func_800EDBE0(PlayState* play) {
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sp24 = play->loadedScene;
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if ((sp24->titleTextId != 0) && gSaveContext.showTitleCard) {
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if ((Entrance_GetTransitionFlags(((void)0, gSaveContext.save.entrance) +
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((void)0, gSaveContext.sceneSetupIndex)) &
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((void)0, gSaveContext.sceneLayer)) &
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0x4000) != 0) {
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func_80151A68(play, sp24->titleTextId);
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}
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@@ -1608,13 +1608,13 @@ void Cutscene_ActorTranslateXZAndYawSmooth(Actor* actor, PlayState* play, s32 ac
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actor->shape.rot.y = actor->world.rot.y;
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}
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s32 Cutscene_GetSceneSetupIndex(PlayState* play) {
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s32 sceneSetupIndex = 0;
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s32 Cutscene_GetSceneLayer(PlayState* play) {
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s32 sceneLayer = 0;
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if (gSaveContext.sceneSetupIndex > 0) {
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sceneSetupIndex = gSaveContext.sceneSetupIndex;
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if (gSaveContext.sceneLayer > 0) {
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sceneLayer = gSaveContext.sceneLayer;
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}
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return sceneSetupIndex;
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return sceneLayer;
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}
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s32 Cutscene_GetActorActionIndex(PlayState* play, u16 actorActionCmd) {
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@@ -2264,7 +2264,7 @@ void Magic_Update(PlayState* play) {
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// Add magic until magicFillTarget is reached
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gSaveContext.save.playerData.magic += 0x10;
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if ((gSaveContext.gameMode == 0) && (gSaveContext.sceneSetupIndex < 4)) {
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if ((gSaveContext.gameMode == 0) && (gSaveContext.sceneLayer < 4)) {
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play_sound(NA_SE_SY_GAUGE_UP - SFX_FLAG);
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}
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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->sceneId == SCENE_OKUJOU) && (gSaveContext.sceneSetupIndex == 3)) {
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if ((play->sceneId == SCENE_OKUJOU) && (gSaveContext.sceneLayer == 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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+2
-2
@@ -455,9 +455,9 @@ void Scene_HeaderCmdAltHeaderList(PlayState* play, SceneCmd* cmd) {
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SceneCmd** altHeaderList;
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SceneCmd* altHeader;
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if (gSaveContext.sceneSetupIndex != 0) {
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if (gSaveContext.sceneLayer != 0) {
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altHeaderList = Lib_SegmentedToVirtual(cmd->altHeaders.segment);
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altHeader = altHeaderList[gSaveContext.sceneSetupIndex - 1];
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altHeader = altHeaderList[gSaveContext.sceneLayer - 1];
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if (altHeader != NULL) {
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Scene_ProcessHeader(play, Lib_SegmentedToVirtual(altHeader));
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