mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-11-21 17:05:04 -05:00
Transition docs (#3322)
* transition variables renamed * transition circle * transition wipe * sand storm * remaining sceneloadflag rename * transition trigger macros * transition mode enum * transition type enum * tc set params * creg debug transitions
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@ -1537,7 +1537,7 @@ void KaleidoScopeCall_Draw(PlayState* play);
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void func_800BC490(PlayState* play, s16 point);
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s32 func_800BC56C(PlayState* play, s16 arg1);
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void func_800BC590(PlayState* play);
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void func_800BC5E0(PlayState* play, s32 arg1);
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void Gameplay_SetupTransition(PlayState* play, s32 arg1);
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Gfx* Play_SetFog(PlayState* play, Gfx* gfx);
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void Play_Destroy(GameState* thisx);
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void Play_Init(GameState* thisx);
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@ -86,6 +86,8 @@
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#define R_ITEM_ICON_X(i) ZREG(82 + i)
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#define R_ITEM_ICON_Y(i) ZREG(86 + i)
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#define R_ITEM_ICON_DD(i) ZREG(90 + i)
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#define R_TRANS_DBG_ENABLED CREG(11)
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#define R_TRANS_DBG_TYPE CREG(12)
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#define R_ENV_WIND_DIR(i) CREG(16 + i)
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#define R_ENV_WIND_SPEED CREG(19)
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#define R_A_BTN_Y XREG(16)
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@ -1119,6 +1119,82 @@ typedef struct {
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/* 0x4C */ u32 unk_4C;
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} PreRender; // size = 0x50
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#define TRANS_TRIGGER_OFF 0 // transition is not active
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#define TRANS_TRIGGER_START 20 // start transition (exiting an area)
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#define TRANS_TRIGGER_END -20 // transition is ending (arriving in a new area)
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typedef enum {
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/* 0 */ TRANS_MODE_OFF,
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/* 1 */ TRANS_MODE_SETUP,
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/* 2 */ TRANS_MODE_INSTANCE_INIT,
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/* 3 */ TRANS_MODE_INSTANCE_RUNNING,
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/* 4 */ TRANS_MODE_FILL_WHITE_INIT,
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/* 5 */ TRANS_MODE_FILL_IN,
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/* 6 */ TRANS_MODE_FILL_OUT,
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/* 7 */ TRANS_MODE_FILL_BROWN_INIT,
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/* 8 */ TRANS_MODE_08, // unused
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/* 9 */ TRANS_MODE_09, // unused
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/* 10 */ TRANS_MODE_INSTANT,
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/* 11 */ TRANS_MODE_INSTANCE_WAIT,
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/* 12 */ TRANS_MODE_SANDSTORM_INIT,
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/* 13 */ TRANS_MODE_SANDSTORM,
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/* 14 */ TRANS_MODE_SANDSTORM_END_INIT,
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/* 15 */ TRANS_MODE_SANDSTORM_END,
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/* 16 */ TRANS_MODE_CS_BLACK_FILL_INIT,
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/* 17 */ TRANS_MODE_CS_BLACK_FILL
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} TransitionMode;
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typedef enum {
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/* 0 */ TRANS_TYPE_WIPE,
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/* 1 */ TRANS_TYPE_TRIFORCE,
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/* 2 */ TRANS_TYPE_FADE_BLACK,
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/* 3 */ TRANS_TYPE_FADE_WHITE,
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/* 4 */ TRANS_TYPE_FADE_BLACK_FAST,
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/* 5 */ TRANS_TYPE_FADE_WHITE_FAST,
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/* 6 */ TRANS_TYPE_FADE_BLACK_SLOW,
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/* 7 */ TRANS_TYPE_FADE_WHITE_SLOW,
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/* 8 */ TRANS_TYPE_WIPE_FAST,
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/* 9 */ TRANS_TYPE_FILL_WHITE2,
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/* 10 */ TRANS_TYPE_FILL_WHITE,
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/* 11 */ TRANS_TYPE_INSTANT,
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/* 12 */ TRANS_TYPE_FILL_BROWN,
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/* 13 */ TRANS_TYPE_FADE_WHITE_CS_DELAYED,
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/* 14 */ TRANS_TYPE_SANDSTORM_PERSIST,
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/* 15 */ TRANS_TYPE_SANDSTORM_END,
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/* 16 */ TRANS_TYPE_CS_BLACK_FILL,
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/* 17 */ TRANS_TYPE_FADE_WHITE_INSTANT,
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/* 18 */ TRANS_TYPE_FADE_GREEN,
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/* 19 */ TRANS_TYPE_FADE_BLUE,
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// transition types 20 - 31 are unused
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// transition types 32 - 55 are constructed using the TRANS_TYPE_CIRCLE macro
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/* 56 */ TRANS_TYPE_MAX = 56
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} TransitionType;
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#define TRANS_NEXT_TYPE_DEFAULT 0xFF // when `nextTransitionType` is set to default, the type will be taken from the entrance table for the ending transition
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typedef enum {
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/* 0 */ TCA_NORMAL,
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/* 1 */ TCA_WAVE,
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/* 2 */ TCA_RIPPLE,
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/* 3 */ TCA_STARBURST
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} TransitionCircleAppearance;
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typedef enum {
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/* 0 */ TCC_BLACK,
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/* 1 */ TCC_WHITE,
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/* 2 */ TCC_GRAY,
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/* 3 */ TCC_SPECIAL // color varies depending on appearance. unused and appears broken
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} TransitionCircleColor;
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typedef enum {
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/* 0 */ TCS_FAST,
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/* 1 */ TCS_SLOW
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} TransitionCircleSpeed;
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#define TC_SET_PARAMS (1 << 7)
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#define TRANS_TYPE_CIRCLE(appearance, color, speed) ((1 << 5) | ((color & 3) << 3) | ((appearance & 3) << 1) | (speed & 1))
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typedef struct {
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union {
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TransitionFade fade;
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@ -1381,14 +1457,14 @@ typedef struct PlayState {
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/* 0x11E0C */ ElfMessage* cUpElfMsgs;
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/* 0x11E10 */ void* specialEffects;
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/* 0x11E14 */ u8 skyboxId;
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/* 0x11E15 */ s8 sceneLoadFlag; // "fade_direction"
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/* 0x11E15 */ s8 transitionTrigger; // "fade_direction"
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/* 0x11E16 */ s16 unk_11E16;
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/* 0x11E18 */ s16 unk_11E18;
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/* 0x11E1A */ s16 nextEntranceIndex;
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/* 0x11E1C */ char unk_11E1C[0x40];
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/* 0x11E5C */ s8 shootingGalleryStatus;
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/* 0x11E5D */ s8 bombchuBowlingStatus; // "bombchu_game_flag"
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/* 0x11E5E */ u8 fadeTransition;
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/* 0x11E5E */ u8 transitionType;
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/* 0x11E60 */ CollisionCheckContext colChkCtx;
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/* 0x120FC */ u16 envFlags[20];
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/* 0x12124 */ PreRender pauseBgPreRender;
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@ -30,6 +30,14 @@ typedef enum {
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/* 13 */ SKYBOX_DMA_PAL2_START
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} SkyboxDmaState;
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typedef enum {
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/* 0 */ SANDSTORM_OFF,
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/* 1 */ SANDSTORM_FILL,
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/* 2 */ SANDSTORM_UNFILL,
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/* 3 */ SANDSTORM_ACTIVE,
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/* 4 */ SANDSTORM_DISSIPATE
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} SandstormState;
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typedef struct {
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/* 0x00 */ u8 state;
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/* 0x01 */ u8 flashRed;
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@ -50,11 +50,16 @@ typedef struct {
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/* 0x004 */ Color_RGBA8_u32 envColor;
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/* 0x008 */ s32 texX;
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/* 0x00C */ s32 texY;
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/* 0x010 */ s32 step;
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/* 0x014 */ u8 unk_14;
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/* 0x015 */ u8 typeColor;
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/* 0x016 */ u8 speed;
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/* 0x017 */ u8 effect;
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// /* 0x010 */ s32 step;
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// /* 0x014 */ u8 unk_14;
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// /* 0x015 */ u8 typeColor;
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// /* 0x016 */ u8 speed;
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// /* 0x017 */ u8 effect;
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/* 0x010 */ s32 speed;
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/* 0x014 */ u8 direction;
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/* 0x015 */ u8 colorType;
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/* 0x016 */ u8 speedType;
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/* 0x017 */ u8 appearanceType;
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/* 0x018 */ u8 isDone;
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/* 0x019 */ u8 frame;
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/* 0x01A */ u16 normal;
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@ -218,8 +218,8 @@ void BossRush_HandleBlueWarp(PlayState* play, f32 warpPosX, f32 warpPosZ) {
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} else if (gSaveContext.bossRushOptions[BR_OPTIONS_BOSSES] == BR_CHOICE_BOSSES_CHILD) {
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play->nextEntranceIndex = 0x6B;
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gSaveContext.nextCutsceneIndex = 0xFFF2;
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play->sceneLoadFlag = 0x14;
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play->fadeTransition = 3;
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play->transitionTrigger = TRANS_TRIGGER_START;
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play->transitionType = TRANS_TYPE_FADE_WHITE;
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}
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}
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}
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@ -397,9 +397,9 @@ static bool EntranceHandler(std::shared_ptr<LUS::Console> Console, const std::ve
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}
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gPlayState->nextEntranceIndex = entrance;
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gPlayState->sceneLoadFlag = 0x14;
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gPlayState->fadeTransition = 11;
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gSaveContext.nextTransitionType = 11;
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gPlayState->transitionTrigger = TRANS_TRIGGER_START;
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gPlayState->transitionType = TRANS_TYPE_INSTANT;
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gSaveContext.nextTransitionType = TRANS_TYPE_INSTANT;
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}
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static bool VoidHandler(std::shared_ptr<LUS::Console> Console, const std::vector<std::string>& args, std::string* output) {
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@ -407,10 +407,10 @@ static bool VoidHandler(std::shared_ptr<LUS::Console> Console, const std::vector
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gSaveContext.respawn[RESPAWN_MODE_DOWN].tempSwchFlags = gPlayState->actorCtx.flags.tempSwch;
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gSaveContext.respawn[RESPAWN_MODE_DOWN].tempCollectFlags = gPlayState->actorCtx.flags.tempCollect;
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gSaveContext.respawnFlag = 1;
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gPlayState->sceneLoadFlag = 0x14;
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gPlayState->transitionTrigger = TRANS_TRIGGER_START;
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gPlayState->nextEntranceIndex = gSaveContext.respawn[RESPAWN_MODE_DOWN].entranceIndex;
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gPlayState->fadeTransition = 2;
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gSaveContext.nextTransitionType = 2;
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gPlayState->transitionType = TRANS_TYPE_FADE_BLACK;
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gSaveContext.nextTransitionType = TRANS_TYPE_FADE_BLACK;
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} else {
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ERROR_MESSAGE("gPlayState == nullptr");
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return 1;
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@ -421,9 +421,9 @@ static bool VoidHandler(std::shared_ptr<LUS::Console> Console, const std::vector
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static bool ReloadHandler(std::shared_ptr<LUS::Console> Console, const std::vector<std::string>& args, std::string* output) {
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if (gPlayState != nullptr) {
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gPlayState->nextEntranceIndex = gSaveContext.entranceIndex;
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gPlayState->sceneLoadFlag = 0x14;
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gPlayState->fadeTransition = 11;
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gSaveContext.nextTransitionType = 11;
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gPlayState->transitionTrigger = TRANS_TRIGGER_START;
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gPlayState->transitionType = TRANS_TYPE_INSTANT;
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gSaveContext.nextTransitionType = TRANS_TYPE_INSTANT;
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} else {
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ERROR_MESSAGE("gPlayState == nullptr");
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return 1;
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@ -457,9 +457,9 @@ static bool FWHandler(std::shared_ptr<LUS::Console> Console, const std::vector<s
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break;
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case 1: //warp
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if (gSaveContext.respawn[RESPAWN_MODE_TOP].data > 0) {
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gPlayState->sceneLoadFlag = 0x14;
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gPlayState->transitionTrigger = TRANS_TRIGGER_START;
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gPlayState->nextEntranceIndex = gSaveContext.respawn[RESPAWN_MODE_TOP].entranceIndex;
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gPlayState->fadeTransition = 5;
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gPlayState->transitionType = TRANS_TYPE_FADE_WHITE_FAST;
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} else {
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ERROR_MESSAGE("Farore's wind not set!");
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return 1;
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@ -326,9 +326,9 @@ void GameInteractor::RawAction::UpdateActor(void* refActor) {
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void GameInteractor::RawAction::TeleportPlayer(int32_t nextEntrance) {
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Audio_PlaySoundGeneral(NA_SE_EN_GANON_LAUGH, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
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gPlayState->nextEntranceIndex = nextEntrance;
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gPlayState->sceneLoadFlag = 0x14;
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gPlayState->fadeTransition = 2;
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gSaveContext.nextTransitionType = 2;
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gPlayState->transitionTrigger = TRANS_TRIGGER_START;
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gPlayState->transitionType = TRANS_TYPE_FADE_BLACK;
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gSaveContext.nextTransitionType = TRANS_TYPE_FADE_BLACK;
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}
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void GameInteractor::RawAction::ClearAssignedButtons(uint8_t buttonSet) {
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@ -39,9 +39,9 @@ uint32_t ResourceMgr_IsSceneMasterQuest(s16 sceneNum);
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// TODO: When there's more uses of something like this, create a new GI::RawAction?
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void ReloadSceneTogglingLinkAge() {
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gPlayState->nextEntranceIndex = gSaveContext.entranceIndex;
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gPlayState->sceneLoadFlag = 0x14;
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gPlayState->fadeTransition = 42; // Fade Out
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gSaveContext.nextTransitionType = 42;
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gPlayState->transitionTrigger = TRANS_TRIGGER_START;
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gPlayState->transitionType = TRANS_TYPE_CIRCLE(TCA_WAVE, TCC_WHITE, TCS_FAST); // Fade Out
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gSaveContext.nextTransitionType = TRANS_TYPE_CIRCLE(TCA_WAVE, TCC_WHITE, TCS_FAST);
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gPlayState->linkAgeOnLoad ^= 1; // toggle linkAgeOnLoad
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}
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@ -205,8 +205,8 @@ void RegisterSwitchAge() {
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warped = true;
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}
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if (warped && gPlayState->sceneLoadFlag != 0x0014 &&
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gSaveContext.nextTransitionType == 255) {
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if (warped && gPlayState->transitionTrigger != TRANS_TRIGGER_START &&
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gSaveContext.nextTransitionType == TRANS_NEXT_TYPE_DEFAULT) {
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GET_PLAYER(gPlayState)->actor.shape.rot.y = playerYaw;
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GET_PLAYER(gPlayState)->actor.world.pos = playerPos;
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if (roomNum != roomCtx->curRoom.num) {
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@ -630,8 +630,8 @@ void RegisterTriforceHunt() {
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if (GameInteractor::State::TriforceHuntCreditsWarpActive) {
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gPlayState->nextEntranceIndex = 0x6B;
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gSaveContext.nextCutsceneIndex = 0xFFF2;
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gPlayState->sceneLoadFlag = 0x14;
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gPlayState->fadeTransition = 3;
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gPlayState->transitionTrigger = TRANS_TRIGGER_START;
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gPlayState->transitionType = TRANS_TYPE_FADE_WHITE;
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GameInteractor::State::TriforceHuntCreditsWarpActive = 0;
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}
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@ -649,7 +649,7 @@ void RegisterTriforceHunt() {
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uint8_t requiredPieces = OTRGlobals::Instance->gRandomizer->GetRandoSettingValue(RSK_TRIFORCE_HUNT_PIECES_REQUIRED);
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// Give Boss Key when player loads back into the savefile.
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if (currentPieces >= requiredPieces && gPlayState->sceneLoadFlag != 0x14 &&
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if (currentPieces >= requiredPieces && gPlayState->transitionTrigger != TRANS_TRIGGER_START &&
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(1 << 0 & gSaveContext.inventory.dungeonItems[SCENE_GANONS_TOWER]) == 0) {
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GetItemEntry getItemEntry = ItemTableManager::Instance->RetrieveItemEntry(MOD_RANDOMIZER, RG_GANONS_CASTLE_BOSS_KEY);
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GiveItemEntryWithoutActor(gPlayState, getItemEntry);
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@ -406,8 +406,8 @@ void Entrance_SetSavewarpEntrance(void) {
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}
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void Entrance_SetWarpSongEntrance(void) {
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gPlayState->sceneLoadFlag = 0x14;
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gPlayState->fadeTransition = 5;
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gPlayState->transitionTrigger = TRANS_TRIGGER_START;
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gPlayState->transitionType = TRANS_TYPE_FADE_WHITE_FAST;
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switch (gPlayState->msgCtx.lastPlayedSong) {
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case 0:
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gPlayState->nextEntranceIndex = Entrance_OverrideNextIndex(0x0600); // Minuet
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@ -428,7 +428,7 @@ void Entrance_SetWarpSongEntrance(void) {
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gPlayState->nextEntranceIndex = Entrance_OverrideNextIndex(0x05F4); // Prelude
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break;
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default:
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gPlayState->sceneLoadFlag = 0; // if something goes wrong, the animation plays normally
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gPlayState->transitionTrigger = TRANS_TRIGGER_OFF; // if something goes wrong, the animation plays normally
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}
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// If one of the warp songs happens to lead to a grotto return, then we
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@ -481,8 +481,8 @@ void Entrance_OverrideCutsceneEntrance(u16 cutsceneCmd) {
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switch (cutsceneCmd) {
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case 24: // Dropping a fish for Jabu Jabu
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gPlayState->nextEntranceIndex = Entrance_OverrideNextIndex(newJabuJabusBellyEntrance);
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gPlayState->sceneLoadFlag = 0x14;
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gPlayState->fadeTransition = 2;
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gPlayState->transitionTrigger = TRANS_TRIGGER_START;
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gPlayState->transitionType = TRANS_TYPE_FADE_BLACK;
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// In case Jabu's mouth leads to a grotto return
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Grotto_ForceGrottoReturnOnSpecialEntrance();
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break;
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@ -161,12 +161,12 @@ s16 Grotto_OverrideSpecialEntrance(s16 nextEntranceIndex) {
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if (gPlayState != NULL && gPlayState->nextEntranceIndex != -1) {
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gSaveContext.respawnFlag = 2;
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nextEntranceIndex = grotto.entranceIndex;
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gPlayState->fadeTransition = 3;
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gSaveContext.nextTransitionType = 3;
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gPlayState->transitionType = TRANS_TYPE_FADE_WHITE;
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gSaveContext.nextTransitionType = TRANS_TYPE_FADE_WHITE;
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} else if (gPlayState == NULL) { // Handle spawn position when loading from a save file
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gSaveContext.respawnFlag = 2;
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nextEntranceIndex = grotto.entranceIndex;
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gSaveContext.nextTransitionType = 3;
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gSaveContext.nextTransitionType = TRANS_TYPE_FADE_WHITE;
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// Otherwise return 0x7FFF and let the game handle it
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} else {
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nextEntranceIndex = 0x7FFF;
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@ -7594,7 +7594,7 @@ Vec3s Camera_Update(Camera* camera) {
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D_8011D3F0--;
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sCameraInterfaceFlags = 0x3200;
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Camera_UpdateInterface(sCameraInterfaceFlags);
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} else if (camera->play->transitionMode != 0) {
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} else if (camera->play->transitionMode != TRANS_MODE_OFF) {
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sCameraInterfaceFlags = 0xF200;
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Camera_UpdateInterface(sCameraInterfaceFlags);
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} else if (camera->play->csCtx.state != CS_STATE_IDLE) {
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@ -14,6 +14,6 @@ void SaveContext_Init(void) {
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gSaveContext.nextDayTime = 0xFFFF;
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gSaveContext.skyboxTime = 0;
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gSaveContext.dogIsLost = true;
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gSaveContext.nextTransitionType = 0xFF;
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gSaveContext.nextTransitionType = TRANS_NEXT_TYPE_DEFAULT;
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gSaveContext.unk_13EE = 50;
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}
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@ -168,7 +168,7 @@ void func_800645A0(PlayState* play, CutsceneContext* csCtx) {
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gSaveContext.cutsceneTrigger = 1;
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}
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if ((gSaveContext.cutsceneTrigger != 0) && (play->sceneLoadFlag == 0x14)) {
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if ((gSaveContext.cutsceneTrigger != 0) && (play->transitionTrigger == TRANS_TRIGGER_START)) {
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gSaveContext.cutsceneTrigger = 0;
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}
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@ -409,7 +409,7 @@ void func_80064824(PlayState* play, CutsceneContext* csCtx, CsCmdBase* cmd) {
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break;
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case 32:
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if (sp3F != 0) {
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play->envCtx.sandstormState = 1;
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play->envCtx.sandstormState = SANDSTORM_FILL;
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}
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func_800788CC(NA_SE_EV_SAND_STORM - SFX_FLAG);
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break;
|
||||
@ -506,7 +506,7 @@ void Cutscene_Command_Terminator(PlayState* play, CutsceneContext* csCtx, CsCmdB
|
||||
(CHECK_BTN_ALL(play->state.input[0].press.button, BTN_A) ||
|
||||
CHECK_BTN_ALL(play->state.input[0].press.button, BTN_B) ||
|
||||
CHECK_BTN_ALL(play->state.input[0].press.button, BTN_START)) &&
|
||||
(gSaveContext.fileNum != 0xFEDC) && (play->sceneLoadFlag == 0)) {
|
||||
(gSaveContext.fileNum != 0xFEDC) && (play->transitionTrigger == TRANS_TRIGGER_OFF)) {
|
||||
Audio_PlaySoundGeneral(NA_SE_SY_PIECE_OF_HEART, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
|
||||
temp = 1;
|
||||
}
|
||||
@ -576,44 +576,44 @@ void Cutscene_Command_Terminator(PlayState* play, CutsceneContext* csCtx, CsCmdB
|
||||
case 1:
|
||||
play->nextEntranceIndex = 0x00A0;
|
||||
gSaveContext.cutsceneIndex = 0xFFF1;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 2:
|
||||
play->nextEntranceIndex = 0x00A0;
|
||||
gSaveContext.cutsceneIndex = 0xFFF0;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 10;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FILL_WHITE;
|
||||
break;
|
||||
case 3:
|
||||
play->nextEntranceIndex = 0x0117;
|
||||
gSaveContext.cutsceneIndex = 0xFFF1;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 10;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FILL_WHITE;
|
||||
break;
|
||||
case 4:
|
||||
play->nextEntranceIndex = 0x013D;
|
||||
gSaveContext.cutsceneIndex = 0xFFF0;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 10;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FILL_WHITE;
|
||||
break;
|
||||
case 5:
|
||||
play->nextEntranceIndex = 0x00EE;
|
||||
gSaveContext.cutsceneIndex = 0xFFF0;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 10;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FILL_WHITE;
|
||||
break;
|
||||
case 6:
|
||||
play->nextEntranceIndex = 0x00A0;
|
||||
gSaveContext.cutsceneIndex = 0xFFF2;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 10;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FILL_WHITE;
|
||||
break;
|
||||
case 7:
|
||||
play->nextEntranceIndex = 0x00EE;
|
||||
gSaveContext.cutsceneIndex = 0xFFF2;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 11;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_INSTANT;
|
||||
break;
|
||||
case 8:
|
||||
if (CVarGetInteger("gBetterFW", 0)) {
|
||||
@ -627,9 +627,9 @@ void Cutscene_Command_Terminator(PlayState* play, CutsceneContext* csCtx, CsCmdB
|
||||
if (!Flags_GetEventChkInf(EVENTCHKINF_PULLED_MASTER_SWORD_FROM_PEDESTAL)) {
|
||||
Flags_SetEventChkInf(EVENTCHKINF_PULLED_MASTER_SWORD_FROM_PEDESTAL);
|
||||
play->nextEntranceIndex = 0x00A0;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.cutsceneIndex = 0xFFF3;
|
||||
play->fadeTransition = 11;
|
||||
play->transitionType = TRANS_TYPE_INSTANT;
|
||||
} else {
|
||||
if (gSaveContext.sceneSetupIndex < 4) {
|
||||
if (!LINK_IS_ADULT) {
|
||||
@ -639,254 +639,254 @@ void Cutscene_Command_Terminator(PlayState* play, CutsceneContext* csCtx, CsCmdB
|
||||
}
|
||||
}
|
||||
play->nextEntranceIndex = 0x02CA;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 3;
|
||||
gSaveContext.nextTransitionType = 3;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE;
|
||||
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_WHITE;
|
||||
}
|
||||
break;
|
||||
case 9:
|
||||
play->nextEntranceIndex = 0x0117;
|
||||
gSaveContext.cutsceneIndex = 0xFFF0;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 12;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FILL_BROWN;
|
||||
break;
|
||||
case 10:
|
||||
play->nextEntranceIndex = 0x00BB;
|
||||
gSaveContext.cutsceneIndex = 0xFFF0;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 11:
|
||||
play->nextEntranceIndex = 0x00EE;
|
||||
gSaveContext.cutsceneIndex = 0xFFF3;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 3;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE;
|
||||
break;
|
||||
case 12:
|
||||
play->nextEntranceIndex = 0x047A;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 13:
|
||||
play->nextEntranceIndex = 0x010E;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 2;
|
||||
gSaveContext.nextTransitionType = 2;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 14:
|
||||
play->nextEntranceIndex = 0x0457;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 15:
|
||||
play->nextEntranceIndex = 0x0053;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.cutsceneIndex = 0xFFF4;
|
||||
play->fadeTransition = 3;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE;
|
||||
break;
|
||||
case 16:
|
||||
play->nextEntranceIndex = 0x0053;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.cutsceneIndex = 0xFFF5;
|
||||
play->fadeTransition = 3;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE;
|
||||
break;
|
||||
case 17:
|
||||
play->nextEntranceIndex = 0x0053;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.cutsceneIndex = 0xFFF6;
|
||||
play->fadeTransition = 3;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE;
|
||||
break;
|
||||
case 18:
|
||||
Flags_SetEventChkInf(EVENTCHKINF_ENTERED_MASTER_SWORD_CHAMBER);
|
||||
play->nextEntranceIndex = 0x0324;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 2;
|
||||
gSaveContext.nextTransitionType = 2;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 19:
|
||||
play->nextEntranceIndex = 0x013D;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 4;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK_FAST;
|
||||
gSaveContext.cutsceneIndex = 0x8000;
|
||||
break;
|
||||
case 21:
|
||||
play->nextEntranceIndex = 0x0102;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.cutsceneIndex = 0xFFF0;
|
||||
play->fadeTransition = 3;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE;
|
||||
break;
|
||||
case 22:
|
||||
Item_Give(play, ITEM_SONG_REQUIEM);
|
||||
play->nextEntranceIndex = 0x0123;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.cutsceneIndex = 0xFFF0;
|
||||
play->fadeTransition = 3;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE;
|
||||
break;
|
||||
case 23:
|
||||
play->nextEntranceIndex = 0x00A0;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.cutsceneIndex = 0xFFF8;
|
||||
play->fadeTransition = 3;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE;
|
||||
break;
|
||||
case 24:
|
||||
play->nextEntranceIndex = 0x0028;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 25:
|
||||
play->linkAgeOnLoad = 0;
|
||||
play->nextEntranceIndex = 0x006B;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.cutsceneIndex = 0xFFF0;
|
||||
play->fadeTransition = 3;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE;
|
||||
break;
|
||||
case 26:
|
||||
play->nextEntranceIndex = 0x0053;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.cutsceneIndex = 0xFFF4;
|
||||
play->fadeTransition = 3;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE;
|
||||
break;
|
||||
case 27:
|
||||
play->nextEntranceIndex = 0x0053;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.cutsceneIndex = 0xFFF5;
|
||||
play->fadeTransition = 3;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE;
|
||||
break;
|
||||
case 28:
|
||||
play->nextEntranceIndex = 0x0053;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.cutsceneIndex = 0xFFF6;
|
||||
play->fadeTransition = 3;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE;
|
||||
break;
|
||||
case 29:
|
||||
play->nextEntranceIndex = 0x006B;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.chamberCutsceneNum = 0;
|
||||
play->fadeTransition = 3;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE;
|
||||
break;
|
||||
case 30:
|
||||
play->nextEntranceIndex = 0x006B;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 3;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE;
|
||||
Item_Give(play, ITEM_MEDALLION_FIRE);
|
||||
gSaveContext.chamberCutsceneNum = 1;
|
||||
break;
|
||||
case 31:
|
||||
play->nextEntranceIndex = 0x006B;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 3;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE;
|
||||
gSaveContext.chamberCutsceneNum = 2;
|
||||
break;
|
||||
case 32:
|
||||
play->linkAgeOnLoad = 1;
|
||||
play->nextEntranceIndex = 0x00CD;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.cutsceneIndex = 0xFFF2;
|
||||
play->fadeTransition = 11;
|
||||
play->transitionType = TRANS_TYPE_INSTANT;
|
||||
break;
|
||||
case 33:
|
||||
play->nextEntranceIndex = 0x00CD;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 3;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE;
|
||||
break;
|
||||
case 34:
|
||||
play->nextEntranceIndex = 0x00A0;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.cutsceneIndex = 0xFFF3;
|
||||
play->fadeTransition = 3;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE;
|
||||
break;
|
||||
case 35:
|
||||
play->nextEntranceIndex = 0x00CD;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.cutsceneIndex = 0xFFF0;
|
||||
play->fadeTransition = 4;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK_FAST;
|
||||
break;
|
||||
case 38:
|
||||
play->nextEntranceIndex = 0x00A0;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.cutsceneIndex = 0xFFF4;
|
||||
play->fadeTransition = 4;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK_FAST;
|
||||
break;
|
||||
case 39:
|
||||
play->nextEntranceIndex = 0x0053;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.cutsceneIndex = 0xFFF9;
|
||||
play->fadeTransition = 4;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK_FAST;
|
||||
break;
|
||||
case 40:
|
||||
play->linkAgeOnLoad = 0;
|
||||
play->nextEntranceIndex = 0x0053;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.cutsceneIndex = 0xFFFA;
|
||||
play->fadeTransition = 4;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK_FAST;
|
||||
break;
|
||||
case 41:
|
||||
play->nextEntranceIndex = 0x04E6;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 42:
|
||||
play->nextEntranceIndex = 0x00DB;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.cutsceneIndex = 0xFFF2;
|
||||
play->fadeTransition = 4;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK_FAST;
|
||||
break;
|
||||
case 43:
|
||||
play->nextEntranceIndex = 0x0503;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 4;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK_FAST;
|
||||
break;
|
||||
case 44:
|
||||
play->nextEntranceIndex = 0x0320;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 17;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE_INSTANT;
|
||||
break;
|
||||
case 46:
|
||||
Flags_SetEventChkInf(EVENTCHKINF_ENTERED_MASTER_SWORD_CHAMBER);
|
||||
play->nextEntranceIndex = 0x0324;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 4;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK_FAST;
|
||||
break;
|
||||
case 47:
|
||||
Item_Give(play, ITEM_SONG_NOCTURNE);
|
||||
Flags_SetEventChkInf(EVENTCHKINF_LEARNED_NOCTURNE_OF_SHADOW);
|
||||
play->nextEntranceIndex = 0x00DB;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.cutsceneIndex = 0xFFF1;
|
||||
play->fadeTransition = 4;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK_FAST;
|
||||
break;
|
||||
case 48:
|
||||
play->nextEntranceIndex = 0x01ED;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 15;
|
||||
gSaveContext.nextTransitionType = 15;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_SANDSTORM_END;
|
||||
gSaveContext.nextTransitionType = TRANS_TYPE_SANDSTORM_END;
|
||||
break;
|
||||
case 49:
|
||||
play->nextEntranceIndex = 0x058C;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 4;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK_FAST;
|
||||
break;
|
||||
case 50:
|
||||
play->nextEntranceIndex = 0x0513;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 17;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE_INSTANT;
|
||||
break;
|
||||
case 51:
|
||||
play->nextEntranceIndex = 0x00CD;
|
||||
gSaveContext.cutsceneIndex = 0xFFF8;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 41;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_CIRCLE(TCA_NORMAL, TCC_WHITE, TCS_SLOW);
|
||||
break;
|
||||
case 52:
|
||||
play->nextEntranceIndex = 0x0053;
|
||||
gSaveContext.cutsceneIndex = 0xFFF7;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 11;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_INSTANT;
|
||||
break;
|
||||
case 53:
|
||||
play->nextEntranceIndex = 0x050F;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 3;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE;
|
||||
break;
|
||||
case 54:
|
||||
gSaveContext.gameMode = 3;
|
||||
@ -894,104 +894,104 @@ void Cutscene_Command_Terminator(PlayState* play, CutsceneContext* csCtx, CsCmdB
|
||||
play->linkAgeOnLoad = 1;
|
||||
play->nextEntranceIndex = 0x0117;
|
||||
gSaveContext.cutsceneIndex = 0xFFF2;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 55:
|
||||
play->nextEntranceIndex = 0x0129;
|
||||
gSaveContext.cutsceneIndex = 0xFFF1;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 56:
|
||||
play->nextEntranceIndex = 0x00DB;
|
||||
gSaveContext.cutsceneIndex = 0xFFF4;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 57:
|
||||
play->nextEntranceIndex = 0x013D;
|
||||
gSaveContext.cutsceneIndex = 0xFFF3;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 58:
|
||||
play->nextEntranceIndex = 0x014D;
|
||||
gSaveContext.cutsceneIndex = 0xFFF1;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 59:
|
||||
play->nextEntranceIndex = 0x0102;
|
||||
gSaveContext.cutsceneIndex = 0xFFF1;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 60:
|
||||
play->nextEntranceIndex = 0x010E;
|
||||
gSaveContext.cutsceneIndex = 0xFFF2;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 61:
|
||||
play->nextEntranceIndex = 0x0108;
|
||||
gSaveContext.cutsceneIndex = 0xFFF0;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 62:
|
||||
play->linkAgeOnLoad = 0;
|
||||
play->nextEntranceIndex = 0x00EE;
|
||||
gSaveContext.cutsceneIndex = 0xFFF6;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 63:
|
||||
play->nextEntranceIndex = 0x00EE;
|
||||
gSaveContext.cutsceneIndex = 0xFFF7;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 64:
|
||||
play->nextEntranceIndex = 0x00CD;
|
||||
gSaveContext.cutsceneIndex = 0xFFF5;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 65:
|
||||
play->linkAgeOnLoad = 1;
|
||||
play->nextEntranceIndex = 0x0157;
|
||||
gSaveContext.cutsceneIndex = 0xFFF2;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 66:
|
||||
play->nextEntranceIndex = 0x0554;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 67:
|
||||
play->nextEntranceIndex = 0x027E;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 68:
|
||||
play->nextEntranceIndex = 0x00A0;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.cutsceneIndex = 0xFFF5;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 69:
|
||||
play->nextEntranceIndex = 0x05E8;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 70:
|
||||
play->nextEntranceIndex = 0x013D;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.cutsceneIndex = 0xFFF4;
|
||||
play->fadeTransition = 2;
|
||||
gSaveContext.nextTransitionType = 2;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 71:
|
||||
gSaveContext.equips.equipment |= EQUIP_VALUE_TUNIC_KOKIRI << (EQUIP_TYPE_TUNIC * 4);
|
||||
@ -1000,57 +1000,57 @@ void Cutscene_Command_Terminator(PlayState* play, CutsceneContext* csCtx, CsCmdB
|
||||
Player_SetEquipmentData(play, player);
|
||||
play->linkAgeOnLoad = 1;
|
||||
play->nextEntranceIndex = 0x0053;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.cutsceneIndex = 0xFFF1;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 72:
|
||||
play->nextEntranceIndex = 0x0400;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.cutsceneIndex = 0xFFF0;
|
||||
play->fadeTransition = 2;
|
||||
gSaveContext.nextTransitionType = 2;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 73:
|
||||
play->linkAgeOnLoad = 1;
|
||||
play->nextEntranceIndex = 0x0157;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.cutsceneIndex = 0xFFF2;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 74:
|
||||
play->nextEntranceIndex = 0x0157;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.cutsceneIndex = 0xFFF3;
|
||||
play->fadeTransition = 3;
|
||||
gSaveContext.nextTransitionType = 3;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE;
|
||||
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_WHITE;
|
||||
break;
|
||||
case 75:
|
||||
play->linkAgeOnLoad = 1;
|
||||
play->nextEntranceIndex = 0x0157;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.cutsceneIndex = 0xFFF4;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 76:
|
||||
play->linkAgeOnLoad = 0;
|
||||
play->nextEntranceIndex = 0x0157;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.cutsceneIndex = 0xFFF5;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 77:
|
||||
play->linkAgeOnLoad = 1;
|
||||
play->nextEntranceIndex = 0x0157;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.cutsceneIndex = 0xFFF6;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 78:
|
||||
play->nextEntranceIndex = 0x0157;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.cutsceneIndex = 0xFFF7;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 79:
|
||||
case 80:
|
||||
@ -1068,38 +1068,38 @@ void Cutscene_Command_Terminator(PlayState* play, CutsceneContext* csCtx, CsCmdB
|
||||
case 92:
|
||||
case 93:
|
||||
play->nextEntranceIndex = 0x0157;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 94:
|
||||
play->nextEntranceIndex = 0x02AE;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 3;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE;
|
||||
break;
|
||||
case 95:
|
||||
if ((Flags_GetEventChkInf(EVENTCHKINF_USED_FOREST_TEMPLE_BLUE_WARP)) && (Flags_GetEventChkInf(EVENTCHKINF_USED_FIRE_TEMPLE_BLUE_WARP)) &&
|
||||
(Flags_GetEventChkInf(EVENTCHKINF_USED_WATER_TEMPLE_BLUE_WARP))) {
|
||||
play->nextEntranceIndex = 0x0053;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.cutsceneIndex = 0xFFF3;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
} else {
|
||||
switch (gSaveContext.sceneSetupIndex) {
|
||||
case 8:
|
||||
play->nextEntranceIndex = 0x00FC;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 9:
|
||||
play->nextEntranceIndex = 0x0147;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 10:
|
||||
play->nextEntranceIndex = 0x0102;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.cutsceneIndex = 0xFFF0;
|
||||
play->fadeTransition = 3;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE;
|
||||
break;
|
||||
}
|
||||
}
|
||||
@ -1107,130 +1107,130 @@ void Cutscene_Command_Terminator(PlayState* play, CutsceneContext* csCtx, CsCmdB
|
||||
case 96:
|
||||
if (CHECK_QUEST_ITEM(QUEST_MEDALLION_SHADOW)) {
|
||||
play->nextEntranceIndex = 0x006B;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.cutsceneIndex = 0xFFF1;
|
||||
play->fadeTransition = 5;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE_FAST;
|
||||
} else {
|
||||
Flags_SetEventChkInf(EVENTCHKINF_OBTAINED_SPIRIT_MEDALLION);
|
||||
play->nextEntranceIndex = 0x0610;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 3;
|
||||
gSaveContext.nextTransitionType = 3;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE;
|
||||
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_WHITE;
|
||||
}
|
||||
break;
|
||||
case 97:
|
||||
if (CHECK_QUEST_ITEM(QUEST_MEDALLION_SPIRIT)) {
|
||||
play->nextEntranceIndex = 0x006B;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.cutsceneIndex = 0xFFF1;
|
||||
play->fadeTransition = 5;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE_FAST;
|
||||
} else {
|
||||
play->nextEntranceIndex = 0x0580;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 3;
|
||||
gSaveContext.nextTransitionType = 3;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE;
|
||||
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_WHITE;
|
||||
}
|
||||
break;
|
||||
case 98:
|
||||
play->nextEntranceIndex = 0x0564;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 3;
|
||||
gSaveContext.nextTransitionType = 3;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE;
|
||||
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_WHITE;
|
||||
break;
|
||||
case 99:
|
||||
play->nextEntranceIndex = 0x0608;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 2;
|
||||
gSaveContext.nextTransitionType = 2;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 100:
|
||||
play->nextEntranceIndex = 0x00EE;
|
||||
gSaveContext.cutsceneIndex = 0xFFF8;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 3;
|
||||
gSaveContext.nextTransitionType = 3;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE;
|
||||
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_WHITE;
|
||||
break;
|
||||
case 101:
|
||||
play->nextEntranceIndex = 0x01F5;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 15;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_SANDSTORM_END;
|
||||
break;
|
||||
case 102:
|
||||
play->nextEntranceIndex = 0x0590;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 103:
|
||||
play->nextEntranceIndex = 0x00CD;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.cutsceneIndex = 0xFFF3;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 104:
|
||||
switch (sTitleCsState) {
|
||||
case 0:
|
||||
play->nextEntranceIndex = 0x008D;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.cutsceneIndex = 0xFFF2;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
sTitleCsState++;
|
||||
break;
|
||||
case 1:
|
||||
play->nextEntranceIndex = 0x0147;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.cutsceneIndex = 0xFFF1;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
sTitleCsState++;
|
||||
break;
|
||||
case 2:
|
||||
play->nextEntranceIndex = 0x00A0;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.cutsceneIndex = 0xFFF6;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
sTitleCsState = 0;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 105:
|
||||
play->nextEntranceIndex = 0x00E4;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.cutsceneIndex = 0xFFF1;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 106:
|
||||
play->nextEntranceIndex = 0x0574;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 107:
|
||||
play->nextEntranceIndex = 0x0538;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 108:
|
||||
play->nextEntranceIndex = 0x053C;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 109:
|
||||
play->nextEntranceIndex = 0x0540;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 110:
|
||||
play->nextEntranceIndex = 0x0544;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 111:
|
||||
play->nextEntranceIndex = 0x0548;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 112:
|
||||
play->nextEntranceIndex = 0x054C;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 113:
|
||||
if (Flags_GetEventChkInf(EVENTCHKINF_COMPLETED_FOREST_TRIAL) && Flags_GetEventChkInf(EVENTCHKINF_COMPLETED_WATER_TRIAL) && Flags_GetEventChkInf(EVENTCHKINF_COMPLETED_SHADOW_TRIAL) &&
|
||||
@ -1247,26 +1247,26 @@ void Cutscene_Command_Terminator(PlayState* play, CutsceneContext* csCtx, CsCmdB
|
||||
break;
|
||||
case 114:
|
||||
play->nextEntranceIndex = 0x0185;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 115:
|
||||
play->nextEntranceIndex = 0x0594;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 2;
|
||||
gSaveContext.nextTransitionType = 2;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 116:
|
||||
if (Flags_GetEventChkInf(EVENTCHKINF_OBTAINED_SPIRIT_MEDALLION)) {
|
||||
play->nextEntranceIndex = 0x0580;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 3;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE;
|
||||
} else {
|
||||
play->nextEntranceIndex = 0x0610;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 3;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE;
|
||||
}
|
||||
gSaveContext.nextTransitionType = 3;
|
||||
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_WHITE;
|
||||
break;
|
||||
case 117:
|
||||
gSaveContext.gameMode = 3;
|
||||
@ -1274,21 +1274,21 @@ void Cutscene_Command_Terminator(PlayState* play, CutsceneContext* csCtx, CsCmdB
|
||||
play->linkAgeOnLoad = 0;
|
||||
play->nextEntranceIndex = 0x00CD;
|
||||
gSaveContext.cutsceneIndex = 0xFFF7;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 3;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE;
|
||||
break;
|
||||
case 118:
|
||||
gSaveContext.respawn[RESPAWN_MODE_DOWN].entranceIndex = 0x0517;
|
||||
Play_TriggerVoidOut(play);
|
||||
gSaveContext.respawnFlag = -2;
|
||||
gSaveContext.nextTransitionType = 2;
|
||||
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
case 119:
|
||||
gSaveContext.dayTime = 0x8000;
|
||||
gSaveContext.skyboxTime = 0x8000;
|
||||
play->nextEntranceIndex = 0x05F0;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 3;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE;
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -39,16 +39,16 @@ Gfx __sCircleDList[] = {
|
||||
void TransitionCircle_Start(void* thisx) {
|
||||
TransitionCircle* this = (TransitionCircle*)thisx;
|
||||
|
||||
this->isDone = 0;
|
||||
this->isDone = false;
|
||||
|
||||
switch (this->effect) {
|
||||
case 1:
|
||||
switch (this->appearanceType) {
|
||||
case TCA_WAVE:
|
||||
this->texture = sTransCircleWaveTex;
|
||||
break;
|
||||
case 2:
|
||||
case TCA_RIPPLE:
|
||||
this->texture = sTransCircleRippleTex;
|
||||
break;
|
||||
case 3:
|
||||
case TCA_STARBURST:
|
||||
this->texture = sTransCircleStarburstTex;
|
||||
break;
|
||||
default:
|
||||
@ -56,34 +56,34 @@ void TransitionCircle_Start(void* thisx) {
|
||||
break;
|
||||
}
|
||||
|
||||
if (this->speed == 0) {
|
||||
this->step = 0x14;
|
||||
if (this->speedType == TCS_FAST) {
|
||||
this->speed = 20;
|
||||
} else {
|
||||
this->step = 0xA;
|
||||
this->speed = 10;
|
||||
}
|
||||
|
||||
if (this->typeColor == 0) {
|
||||
if (this->colorType == TCC_BLACK) {
|
||||
this->color.rgba = RGBA8(0, 0, 0, 255);
|
||||
} else if (this->typeColor == 1) {
|
||||
} else if (this->colorType == TCC_WHITE) {
|
||||
this->color.rgba = RGBA8(160, 160, 160, 255);
|
||||
} else if (this->typeColor == 2) {
|
||||
} else if (this->colorType == TCC_GRAY) {
|
||||
// yes, really.
|
||||
this->color.r = 100;
|
||||
this->color.g = 100;
|
||||
this->color.b = 100;
|
||||
this->color.a = 255;
|
||||
} else {
|
||||
this->step = 0x28;
|
||||
this->color.rgba = this->effect == 1 ? RGBA8(0, 0, 0, 255) : RGBA8(160, 160, 160, 255);
|
||||
this->speed = 40;
|
||||
this->color.rgba = this->appearanceType == TCA_WAVE ? RGBA8(0, 0, 0, 255) : RGBA8(160, 160, 160, 255);
|
||||
}
|
||||
if (this->unk_14 != 0) {
|
||||
if (this->direction != 0) {
|
||||
this->texY = 0;
|
||||
if (this->typeColor == 3) {
|
||||
if (this->colorType == TCC_SPECIAL) {
|
||||
this->texY = 0xFA;
|
||||
}
|
||||
} else {
|
||||
this->texY = 0x1F4;
|
||||
if (this->effect == 2) {
|
||||
if (this->appearanceType == TCA_RIPPLE) {
|
||||
Audio_PlaySoundGeneral(NA_SE_OC_SECRET_WARP_OUT, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
|
||||
}
|
||||
}
|
||||
@ -106,28 +106,28 @@ void TransitionCircle_Update(void* thisx, s32 updateRate) {
|
||||
s32 temp_t2;
|
||||
s32 temp_t3;
|
||||
|
||||
if (this->unk_14 != 0) {
|
||||
if (this->direction != 0) {
|
||||
if (this->texY == 0) {
|
||||
if (this->effect == 2) {
|
||||
if (this->appearanceType == TCA_RIPPLE) {
|
||||
Audio_PlaySoundGeneral(NA_SE_OC_SECRET_WARP_IN, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
|
||||
}
|
||||
}
|
||||
this->texY += this->step * 3 / updateRate;
|
||||
this->texY += this->speed * 3 / updateRate;
|
||||
if (this->texY >= 0x1F4) {
|
||||
this->texY = 0x1F4;
|
||||
this->isDone = 1;
|
||||
this->isDone = true;
|
||||
}
|
||||
} else {
|
||||
this->texY -= this->step * 3 / updateRate;
|
||||
if (this->typeColor != 3) {
|
||||
this->texY -= this->speed * 3 / updateRate;
|
||||
if (this->colorType != TCC_SPECIAL) {
|
||||
if (this->texY <= 0) {
|
||||
this->texY = 0;
|
||||
this->isDone = 1;
|
||||
this->isDone = true;
|
||||
}
|
||||
} else {
|
||||
if (this->texY < 0xFB) {
|
||||
this->texY = 0xFA;
|
||||
this->isDone = 1;
|
||||
this->isDone = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -194,15 +194,17 @@ s32 TransitionCircle_IsDone(void* thisx) {
|
||||
void TransitionCircle_SetType(void* thisx, s32 type) {
|
||||
TransitionCircle* this = (TransitionCircle*)thisx;
|
||||
|
||||
if (type & 0x80) {
|
||||
this->unk_14 = (type >> 5) & 0x1;
|
||||
this->typeColor = (type >> 3) & 0x3;
|
||||
this->speed = type & 0x1;
|
||||
this->effect = (type >> 1) & 0x3;
|
||||
if (type & TC_SET_PARAMS) {
|
||||
// SetType is called twice for circles, the actual direction value will be set on the second call.
|
||||
// The direction set here will be overwritten on that second call.
|
||||
this->direction = (type >> 5) & 0x1;
|
||||
this->colorType = (type >> 3) & 0x3;
|
||||
this->speedType = type & 0x1;
|
||||
this->appearanceType = (type >> 1) & 0x3;
|
||||
} else if (type == 1) {
|
||||
this->unk_14 = 1;
|
||||
this->direction = 1;
|
||||
} else {
|
||||
this->unk_14 = 0;
|
||||
this->direction = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -64,18 +64,18 @@ void TransitionWipe_Destroy(void* thisx) {
|
||||
|
||||
void TransitionWipe_Update(void* thisx, s32 updateRate) {
|
||||
TransitionWipe* this = (TransitionWipe*)thisx;
|
||||
u8 unk1419;
|
||||
u8 speed;
|
||||
|
||||
if (this->direction != 0) {
|
||||
unk1419 = gSaveContext.transWipeSpeed;
|
||||
this->texY += (unk1419 * 3) / updateRate;
|
||||
speed = gSaveContext.transWipeSpeed;
|
||||
this->texY += (speed * 3) / updateRate;
|
||||
if (this->texY >= 0x264) {
|
||||
this->texY = 0x264;
|
||||
this->isDone = 1;
|
||||
}
|
||||
} else {
|
||||
unk1419 = gSaveContext.transWipeSpeed;
|
||||
this->texY -= (unk1419 * 3) / updateRate;
|
||||
speed = gSaveContext.transWipeSpeed;
|
||||
this->texY -= (speed * 3) / updateRate;
|
||||
if (this->texY < 0x14E) {
|
||||
this->texY = 0x14D;
|
||||
this->isDone = 1;
|
||||
|
@ -13,7 +13,7 @@ void KaleidoSetup_Update(PlayState* play) {
|
||||
Input* input = &play->state.input[0];
|
||||
|
||||
if (pauseCtx->state == 0 && pauseCtx->debugState == 0 && play->gameOverCtx.state == GAMEOVER_INACTIVE &&
|
||||
play->sceneLoadFlag == 0 && play->transitionMode == 0 && gSaveContext.cutsceneIndex < 0xFFF0 &&
|
||||
play->transitionTrigger == TRANS_TRIGGER_OFF && play->transitionMode == TRANS_MODE_OFF && gSaveContext.cutsceneIndex < 0xFFF0 &&
|
||||
gSaveContext.nextCutsceneIndex < 0xFFF0 && !Play_InCsMode(play) &&
|
||||
play->shootingGalleryStatus <= 1 && gSaveContext.magicState != MAGIC_STATE_STEP_CAPACITY && gSaveContext.magicState != MAGIC_STATE_FILL &&
|
||||
(play->sceneNum != SCENE_BOMBCHU_BOWLING_ALLEY || !Flags_GetSwitch(play, 0x38))) {
|
||||
|
@ -289,7 +289,7 @@ void Environment_Init(PlayState* play2, EnvironmentContext* envCtx, s32 unused)
|
||||
envCtx->skyboxFilterColor[1] = 0;
|
||||
envCtx->skyboxFilterColor[2] = 0;
|
||||
envCtx->skyboxFilterColor[3] = 0;
|
||||
envCtx->sandstormState = 0;
|
||||
envCtx->sandstormState = SANDSTORM_OFF;
|
||||
envCtx->sandstormPrimA = 0;
|
||||
envCtx->sandstormEnvA = 0;
|
||||
|
||||
@ -925,7 +925,7 @@ void Environment_Update(PlayState* play, EnvironmentContext* envCtx, LightContex
|
||||
if ((pauseCtx->state == 0) && (gameOverCtx->state == GAMEOVER_INACTIVE)) {
|
||||
if (((msgCtx->msgLength == 0) && (msgCtx->msgMode == 0)) || (((void)0, gSaveContext.gameMode) == 3)) {
|
||||
if ((envCtx->unk_1A == 0) && !FrameAdvance_IsEnabled(play) &&
|
||||
(play->transitionMode == 0 || ((void)0, gSaveContext.gameMode) != 0)) {
|
||||
(play->transitionMode == TRANS_MODE_OFF || ((void)0, gSaveContext.gameMode) != 0)) {
|
||||
|
||||
if (IS_DAY || gTimeIncrement >= 0x190) {
|
||||
gSaveContext.dayTime += gTimeIncrement;
|
||||
@ -2336,7 +2336,7 @@ void Environment_DrawSandstorm(PlayState* play, u8 sandstormState) {
|
||||
Environment_PatchSandstorm(play);
|
||||
|
||||
switch (sandstormState) {
|
||||
case 3:
|
||||
case SANDSTORM_ACTIVE:
|
||||
if ((play->sceneNum == SCENE_HAUNTED_WASTELAND) && (play->roomCtx.curRoom.num == 0)) {
|
||||
envA1 = 0;
|
||||
primA1 = (play->envCtx.sandstormEnvA > 128) ? 255 : play->envCtx.sandstormEnvA >> 1;
|
||||
@ -2349,11 +2349,11 @@ void Environment_DrawSandstorm(PlayState* play, u8 sandstormState) {
|
||||
envA1 = 128;
|
||||
}
|
||||
break;
|
||||
case 1:
|
||||
case SANDSTORM_FILL:
|
||||
primA1 = 255;
|
||||
envA1 = (play->envCtx.sandstormPrimA >= 255) ? 255 : 128;
|
||||
break;
|
||||
case 2:
|
||||
case SANDSTORM_UNFILL:
|
||||
envA1 = 128;
|
||||
if (play->envCtx.sandstormEnvA > 128) {
|
||||
primA1 = 0xFF;
|
||||
@ -2365,15 +2365,15 @@ void Environment_DrawSandstorm(PlayState* play, u8 sandstormState) {
|
||||
primA1 += 73;
|
||||
}
|
||||
if ((primA1 >= primA) && (primA1 != 255)) {
|
||||
play->envCtx.sandstormState = 3;
|
||||
play->envCtx.sandstormState = SANDSTORM_ACTIVE;
|
||||
}
|
||||
break;
|
||||
case 4:
|
||||
case SANDSTORM_DISSIPATE:
|
||||
envA1 = 0;
|
||||
primA1 = (play->envCtx.sandstormEnvA > 128) ? 255 : play->envCtx.sandstormEnvA >> 1;
|
||||
|
||||
if (primA == 0) {
|
||||
play->envCtx.sandstormState = 0;
|
||||
play->envCtx.sandstormState = SANDSTORM_OFF;
|
||||
}
|
||||
break;
|
||||
}
|
||||
@ -2541,9 +2541,9 @@ void Environment_WarpSongLeave(PlayState* play) {
|
||||
gSaveContext.cutsceneIndex = 0;
|
||||
gSaveContext.respawnFlag = -3;
|
||||
play->nextEntranceIndex = gSaveContext.respawn[RESPAWN_MODE_RETURN].entranceIndex;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 3;
|
||||
gSaveContext.nextTransitionType = 3;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE;
|
||||
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_WHITE;
|
||||
|
||||
switch (play->nextEntranceIndex) {
|
||||
case 0x147:
|
||||
|
@ -893,7 +893,7 @@ void func_80083108(PlayState* play) {
|
||||
Interface_ChangeAlpha(6);
|
||||
}
|
||||
|
||||
if (play->transitionMode != 0) {
|
||||
if (play->transitionMode != TRANS_MODE_OFF) {
|
||||
Interface_ChangeAlpha(1);
|
||||
} else if (gSaveContext.minigameState == 1) {
|
||||
Interface_ChangeAlpha(8);
|
||||
@ -1344,7 +1344,7 @@ void func_80083108(PlayState* play) {
|
||||
|
||||
if (sp28) {
|
||||
gSaveContext.unk_13EA = 0;
|
||||
if ((play->sceneLoadFlag == 0) && (play->transitionMode == 0)) {
|
||||
if ((play->transitionTrigger == TRANS_TRIGGER_OFF) && (play->transitionMode == TRANS_MODE_OFF)) {
|
||||
Interface_ChangeAlpha(50);
|
||||
osSyncPrintf("???????? alpha_change( 50 ); ?????\n");
|
||||
} else {
|
||||
@ -3463,7 +3463,7 @@ void Interface_UpdateMagicBar(PlayState* play) {
|
||||
case MAGIC_STATE_CONSUME_LENS:
|
||||
if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0) &&
|
||||
(msgCtx->msgMode == MSGMODE_NONE) && (play->gameOverCtx.state == GAMEOVER_INACTIVE) &&
|
||||
(play->sceneLoadFlag == 0) && (play->transitionMode == 0) && !Play_InCsMode(play)) {
|
||||
(play->transitionTrigger == TRANS_TRIGGER_OFF) && (play->transitionMode == TRANS_MODE_OFF) && !Play_InCsMode(play)) {
|
||||
bool hasLens = false;
|
||||
for (int buttonIndex = 1; buttonIndex < (CVarGetInteger("gDpadEquips", 0) != 0) ? ARRAY_COUNT(gSaveContext.equips.buttonItems) : 4; buttonIndex++) {
|
||||
if (gSaveContext.equips.buttonItems[buttonIndex] == ITEM_LENS) {
|
||||
@ -5788,8 +5788,8 @@ void Interface_Draw(PlayState* play) {
|
||||
// Trade quest timer reached 0
|
||||
D_8015FFE6 = 40;
|
||||
gSaveContext.cutsceneIndex = 0;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 3;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE;
|
||||
gSaveContext.timer2State = 0;
|
||||
|
||||
if ((gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KOKIRI) &&
|
||||
@ -5824,8 +5824,8 @@ void Interface_Draw(PlayState* play) {
|
||||
|
||||
if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0) &&
|
||||
(play->gameOverCtx.state == GAMEOVER_INACTIVE) && (msgCtx->msgMode == MSGMODE_NONE) &&
|
||||
!(player->stateFlags2 & 0x01000000) && (play->sceneLoadFlag == 0) &&
|
||||
(play->transitionMode == 0) && !Play_InCsMode(play) && (gSaveContext.minigameState != 1) &&
|
||||
!(player->stateFlags2 & 0x01000000) && (play->transitionTrigger == TRANS_TRIGGER_OFF) &&
|
||||
(play->transitionMode == TRANS_MODE_OFF) && !Play_InCsMode(play) && (gSaveContext.minigameState != 1) &&
|
||||
(play->shootingGalleryStatus <= 1) &&
|
||||
!((play->sceneNum == SCENE_BOMBCHU_BOWLING_ALLEY) && Flags_GetSwitch(play, 0x38))) {
|
||||
svar6 = 0;
|
||||
@ -6516,8 +6516,8 @@ void Interface_Update(PlayState* play) {
|
||||
HealthMeter_Update(play);
|
||||
|
||||
if ((gSaveContext.timer1State >= 3) && (play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0) &&
|
||||
(msgCtx->msgMode == MSGMODE_NONE) && !(player->stateFlags2 & 0x01000000) && (play->sceneLoadFlag == 0) &&
|
||||
(play->transitionMode == 0) && !Play_InCsMode(play)) {}
|
||||
(msgCtx->msgMode == MSGMODE_NONE) && !(player->stateFlags2 & 0x01000000) && (play->transitionTrigger == TRANS_TRIGGER_OFF) &&
|
||||
(play->transitionMode == TRANS_MODE_OFF) && !Play_InCsMode(play)) {}
|
||||
|
||||
if (gSaveContext.rupeeAccumulator != 0) {
|
||||
if (gSaveContext.rupeeAccumulator > 0) {
|
||||
@ -6612,8 +6612,8 @@ void Interface_Update(PlayState* play) {
|
||||
WREG(7) = interfaceCtx->unk_1F4;
|
||||
|
||||
if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0) &&
|
||||
(msgCtx->msgMode == MSGMODE_NONE) && (play->sceneLoadFlag == 0) &&
|
||||
(play->gameOverCtx.state == GAMEOVER_INACTIVE) && (play->transitionMode == 0) &&
|
||||
(msgCtx->msgMode == MSGMODE_NONE) && (play->transitionTrigger == TRANS_TRIGGER_OFF) &&
|
||||
(play->gameOverCtx.state == GAMEOVER_INACTIVE) && (play->transitionMode == TRANS_MODE_OFF) &&
|
||||
((play->csCtx.state == CS_STATE_IDLE) || !Player_InCsMode(play))) {
|
||||
if ((gSaveContext.isMagicAcquired != 0) && (gSaveContext.magicLevel == 0)) {
|
||||
gSaveContext.magicLevel = gSaveContext.isDoubleMagicAcquired + 1;
|
||||
@ -6710,19 +6710,19 @@ void Interface_Update(PlayState* play) {
|
||||
(interfaceCtx->restrictions.sunsSong != 3)) {
|
||||
if ((gSaveContext.dayTime >= 0x4555) && (gSaveContext.dayTime < 0xC001)) {
|
||||
gSaveContext.nextDayTime = 0;
|
||||
play->fadeTransition = 4;
|
||||
gSaveContext.nextTransitionType = 2;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK_FAST;
|
||||
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_BLACK;
|
||||
play->unk_11DE9 = 1;
|
||||
} else {
|
||||
gSaveContext.nextDayTime = 0x8001;
|
||||
play->fadeTransition = 5;
|
||||
gSaveContext.nextTransitionType = 3;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE_FAST;
|
||||
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_WHITE;
|
||||
play->unk_11DE9 = 1;
|
||||
}
|
||||
|
||||
if (play->sceneNum == SCENE_HAUNTED_WASTELAND) {
|
||||
play->fadeTransition = 14;
|
||||
gSaveContext.nextTransitionType = 14;
|
||||
play->transitionType = TRANS_TYPE_SANDSTORM_PERSIST;
|
||||
gSaveContext.nextTransitionType = TRANS_TYPE_SANDSTORM_PERSIST;
|
||||
}
|
||||
|
||||
gSaveContext.respawnFlag = -2;
|
||||
@ -6733,7 +6733,7 @@ void Interface_Update(PlayState* play) {
|
||||
Grotto_ForceGrottoReturn();
|
||||
}
|
||||
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.sunsSongState = SUNSSONG_INACTIVE;
|
||||
func_800F6964(30);
|
||||
gSaveContext.seqId = (u8)NA_BGM_DISABLED;
|
||||
|
@ -72,13 +72,14 @@ void func_800BC590(PlayState* play) {
|
||||
}
|
||||
}
|
||||
|
||||
void func_800BC5E0(PlayState* play, s32 transitionType) {
|
||||
void Gameplay_SetupTransition(PlayState* play, s32 transitionType) {
|
||||
TransitionContext* transitionCtx = &play->transitionCtx;
|
||||
|
||||
memset(transitionCtx,0, sizeof(TransitionContext));
|
||||
|
||||
transitionCtx->transitionType = transitionType;
|
||||
|
||||
// Circle Transition Types
|
||||
if ((transitionCtx->transitionType >> 5) == 1) {
|
||||
transitionCtx->init = TransitionCircle_Init;
|
||||
transitionCtx->destroy = TransitionCircle_Destroy;
|
||||
@ -91,7 +92,7 @@ void func_800BC5E0(PlayState* play, s32 transitionType) {
|
||||
transitionCtx->setEnvColor = TransitionCircle_SetEnvColor;
|
||||
} else {
|
||||
switch (transitionCtx->transitionType) {
|
||||
case 1:
|
||||
case TRANS_TYPE_TRIFORCE:
|
||||
transitionCtx->init = TransitionTriforce_Init;
|
||||
transitionCtx->destroy = TransitionTriforce_Destroy;
|
||||
transitionCtx->start = TransitionTriforce_Start;
|
||||
@ -102,8 +103,8 @@ void func_800BC5E0(PlayState* play, s32 transitionType) {
|
||||
transitionCtx->setColor = TransitionTriforce_SetColor;
|
||||
transitionCtx->setEnvColor = NULL;
|
||||
break;
|
||||
case 0:
|
||||
case 8:
|
||||
case TRANS_TYPE_WIPE:
|
||||
case TRANS_TYPE_WIPE_FAST:
|
||||
transitionCtx->init = TransitionWipe_Init;
|
||||
transitionCtx->destroy = TransitionWipe_Destroy;
|
||||
transitionCtx->start = TransitionWipe_Start;
|
||||
@ -114,16 +115,16 @@ void func_800BC5E0(PlayState* play, s32 transitionType) {
|
||||
transitionCtx->setColor = TransitionWipe_SetColor;
|
||||
transitionCtx->setEnvColor = NULL;
|
||||
break;
|
||||
case 2:
|
||||
case 3:
|
||||
case 4:
|
||||
case 5:
|
||||
case 6:
|
||||
case 7:
|
||||
case 13:
|
||||
case 17:
|
||||
case 18:
|
||||
case 19:
|
||||
case TRANS_TYPE_FADE_BLACK:
|
||||
case TRANS_TYPE_FADE_WHITE:
|
||||
case TRANS_TYPE_FADE_BLACK_FAST:
|
||||
case TRANS_TYPE_FADE_WHITE_FAST:
|
||||
case TRANS_TYPE_FADE_BLACK_SLOW:
|
||||
case TRANS_TYPE_FADE_WHITE_SLOW:
|
||||
case TRANS_TYPE_FADE_WHITE_CS_DELAYED:
|
||||
case TRANS_TYPE_FADE_WHITE_INSTANT:
|
||||
case TRANS_TYPE_FADE_GREEN:
|
||||
case TRANS_TYPE_FADE_BLUE:
|
||||
transitionCtx->init = TransitionFade_Init;
|
||||
transitionCtx->destroy = TransitionFade_Destroy;
|
||||
transitionCtx->start = TransitionFade_Start;
|
||||
@ -134,24 +135,24 @@ void func_800BC5E0(PlayState* play, s32 transitionType) {
|
||||
transitionCtx->setColor = TransitionFade_SetColor;
|
||||
transitionCtx->setEnvColor = NULL;
|
||||
break;
|
||||
case 9:
|
||||
case 10:
|
||||
play->transitionMode = 4;
|
||||
case TRANS_TYPE_FILL_WHITE2:
|
||||
case TRANS_TYPE_FILL_WHITE:
|
||||
play->transitionMode = TRANS_MODE_FILL_WHITE_INIT;
|
||||
break;
|
||||
case 11:
|
||||
play->transitionMode = 10;
|
||||
case TRANS_TYPE_INSTANT:
|
||||
play->transitionMode = TRANS_MODE_INSTANT;
|
||||
break;
|
||||
case 12:
|
||||
play->transitionMode = 7;
|
||||
case TRANS_TYPE_FILL_BROWN:
|
||||
play->transitionMode = TRANS_MODE_FILL_BROWN_INIT;
|
||||
break;
|
||||
case 14:
|
||||
play->transitionMode = 12;
|
||||
case TRANS_TYPE_SANDSTORM_PERSIST:
|
||||
play->transitionMode = TRANS_MODE_SANDSTORM_INIT;
|
||||
break;
|
||||
case 15:
|
||||
play->transitionMode = 14;
|
||||
case TRANS_TYPE_SANDSTORM_END:
|
||||
play->transitionMode = TRANS_MODE_SANDSTORM_END_INIT;
|
||||
break;
|
||||
case 16:
|
||||
play->transitionMode = 16;
|
||||
case TRANS_TYPE_CS_BLACK_FILL:
|
||||
play->transitionMode = TRANS_MODE_CS_BLACK_FILL_INIT;
|
||||
break;
|
||||
default:
|
||||
Fault_AddHungupAndCrash(__FILE__, __LINE__);
|
||||
@ -200,10 +201,10 @@ void Play_Destroy(GameState* thisx) {
|
||||
gTrnsnUnkState = 0;
|
||||
}
|
||||
|
||||
if (play->transitionMode == 3) {
|
||||
if (play->transitionMode == TRANS_MODE_INSTANCE_RUNNING) {
|
||||
play->transitionCtx.destroy(&play->transitionCtx.data);
|
||||
func_800BC88C(play);
|
||||
play->transitionMode = 0;
|
||||
play->transitionMode = TRANS_MODE_OFF;
|
||||
}
|
||||
|
||||
ShrinkWindow_Destroy();
|
||||
@ -229,7 +230,7 @@ void GivePlayerRandoRewardSongOfTime(PlayState* play, RandomizerCheck check) {
|
||||
Player* player = GET_PLAYER(play);
|
||||
|
||||
if (gSaveContext.entranceIndex == 0x050F && player != NULL && !Player_InBlockingCsMode(play, player) &&
|
||||
!Flags_GetTreasure(play, 0x1F) && gSaveContext.nextTransitionType == 0xFF && !gSaveContext.pendingIceTrapCount) {
|
||||
!Flags_GetTreasure(play, 0x1F) && gSaveContext.nextTransitionType == TRANS_NEXT_TYPE_DEFAULT && !gSaveContext.pendingIceTrapCount) {
|
||||
GetItemEntry getItemEntry = Randomizer_GetItemFromKnownCheck(check, RG_SONG_OF_TIME);
|
||||
GiveItemEntryWithoutActor(play, getItemEntry);
|
||||
player->pendingFlag.flagID = 0x1F;
|
||||
@ -442,7 +443,7 @@ void GivePlayerRandoRewardZeldaLightArrowsGift(PlayState* play, RandomizerCheck
|
||||
if (meetsRequirements && LINK_IS_ADULT &&
|
||||
(gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_TEMPLE_OF_TIME) &&
|
||||
!Flags_GetTreasure(play, 0x1E) && player != NULL && !Player_InBlockingCsMode(play, player) &&
|
||||
play->sceneLoadFlag == 0) {
|
||||
play->transitionTrigger == TRANS_TRIGGER_OFF) {
|
||||
GetItemEntry getItem = Randomizer_GetItemFromKnownCheck(check, GI_ARROW_LIGHT);
|
||||
if (GiveItemEntryWithoutActor(play, getItem)) {
|
||||
player->pendingFlag.flagID = 0x1E;
|
||||
@ -624,12 +625,12 @@ void Play_Init(GameState* thisx) {
|
||||
PreRender_SetValuesSave(&play->pauseBgPreRender, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0);
|
||||
PreRender_SetValues(&play->pauseBgPreRender, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0);
|
||||
gTrnsnUnkState = 0;
|
||||
play->transitionMode = 0;
|
||||
play->transitionMode = TRANS_MODE_OFF;
|
||||
|
||||
if (CVarGetInteger("gSceneTransitions", 255)!= 255){
|
||||
play->transitionMode = CVarGetInteger("gSceneTransitions", 0);
|
||||
gSaveContext.nextTransitionType = CVarGetInteger("gSceneTransitions", 0);
|
||||
play->fadeTransition = CVarGetInteger("gSceneTransitions", 0);
|
||||
play->transitionType = CVarGetInteger("gSceneTransitions", 0);
|
||||
}
|
||||
|
||||
FrameAdvance_Init(&play->frameAdvCtx);
|
||||
@ -637,21 +638,21 @@ void Play_Init(GameState* thisx) {
|
||||
Matrix_Init(&play->state);
|
||||
play->state.main = Play_Main;
|
||||
play->state.destroy = Play_Destroy;
|
||||
play->sceneLoadFlag = -0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_END;
|
||||
play->unk_11E16 = 0xFF;
|
||||
play->unk_11E18 = 0;
|
||||
play->unk_11DE9 = 0;
|
||||
|
||||
if (gSaveContext.gameMode != 1) {
|
||||
if (gSaveContext.nextTransitionType == 0xFF) {
|
||||
play->fadeTransition =
|
||||
if (gSaveContext.nextTransitionType == TRANS_NEXT_TYPE_DEFAULT) {
|
||||
play->transitionType =
|
||||
(gEntranceTable[((void)0, gSaveContext.entranceIndex) + tempSetupIndex].field >> 7) & 0x7F; // Fade In
|
||||
} else {
|
||||
play->fadeTransition = gSaveContext.nextTransitionType;
|
||||
gSaveContext.nextTransitionType = 0xFF;
|
||||
play->transitionType = gSaveContext.nextTransitionType;
|
||||
gSaveContext.nextTransitionType = TRANS_NEXT_TYPE_DEFAULT;
|
||||
}
|
||||
} else {
|
||||
play->fadeTransition = 6;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK_SLOW;
|
||||
}
|
||||
|
||||
ShrinkWindow_Init();
|
||||
@ -808,8 +809,8 @@ void Play_Update(PlayState* play) {
|
||||
gSegments[2] = VIRTUAL_TO_PHYSICAL(play->sceneSegment);
|
||||
|
||||
if (FrameAdvance_Update(&play->frameAdvCtx, &input[1])) {
|
||||
if ((play->transitionMode == 0) && (play->sceneLoadFlag != 0)) {
|
||||
play->transitionMode = 1;
|
||||
if ((play->transitionMode == TRANS_MODE_OFF) && (play->transitionTrigger != TRANS_TRIGGER_OFF)) {
|
||||
play->transitionMode = TRANS_MODE_SETUP;
|
||||
}
|
||||
|
||||
// Gameplay stats: Count button presses
|
||||
@ -858,8 +859,8 @@ void Play_Update(PlayState* play) {
|
||||
|
||||
if (play->transitionMode) {
|
||||
switch (play->transitionMode) {
|
||||
case 1:
|
||||
if (play->sceneLoadFlag != -0x14) {
|
||||
case TRANS_MODE_SETUP:
|
||||
if (play->transitionTrigger != TRANS_TRIGGER_END) {
|
||||
s16 sp6E = 0;
|
||||
Interface_ChangeAlpha(1);
|
||||
|
||||
@ -870,7 +871,7 @@ void Play_Update(PlayState* play) {
|
||||
if (!(gEntranceTable[play->nextEntranceIndex + sp6E].field & 0x8000)) { // Continue BGM Off
|
||||
// "Sound initalized. 111"
|
||||
osSyncPrintf("\n\n\nサウンドイニシャル来ました。111");
|
||||
if ((play->fadeTransition < 56) && !Environment_IsForcedSequenceDisabled()) {
|
||||
if ((play->transitionType < TRANS_TYPE_MAX) && !Environment_IsForcedSequenceDisabled()) {
|
||||
// "Sound initalized. 222"
|
||||
osSyncPrintf("\n\n\nサウンドイニシャル来ました。222");
|
||||
func_800F6964(0x14);
|
||||
@ -880,58 +881,59 @@ void Play_Update(PlayState* play) {
|
||||
}
|
||||
}
|
||||
|
||||
if (CREG(11) == 0) {
|
||||
func_800BC5E0(play, play->fadeTransition);
|
||||
if (!R_TRANS_DBG_ENABLED) {
|
||||
Gameplay_SetupTransition(play, play->transitionType);
|
||||
} else {
|
||||
func_800BC5E0(play, CREG(12));
|
||||
Gameplay_SetupTransition(play, R_TRANS_DBG_TYPE);
|
||||
}
|
||||
|
||||
if (play->transitionMode >= 4) {
|
||||
if (play->transitionMode >= TRANS_MODE_FILL_WHITE_INIT) {
|
||||
break;
|
||||
}
|
||||
|
||||
case 2:
|
||||
case TRANS_MODE_INSTANCE_INIT:
|
||||
play->transitionCtx.init(&play->transitionCtx.data);
|
||||
|
||||
// Circle Transition Types
|
||||
if ((play->transitionCtx.transitionType >> 5) == 1) {
|
||||
play->transitionCtx.setType(&play->transitionCtx.data,
|
||||
play->transitionCtx.transitionType | 0x80);
|
||||
play->transitionCtx.transitionType | TC_SET_PARAMS);
|
||||
}
|
||||
|
||||
gSaveContext.transWipeSpeed = 14;
|
||||
if ((play->transitionCtx.transitionType == 8) ||
|
||||
(play->transitionCtx.transitionType == 9)) {
|
||||
if ((play->transitionCtx.transitionType == TRANS_TYPE_WIPE_FAST) ||
|
||||
(play->transitionCtx.transitionType == TRANS_TYPE_FILL_WHITE2)) {
|
||||
gSaveContext.transWipeSpeed = 28;
|
||||
}
|
||||
|
||||
gSaveContext.transFadeDuration = 60;
|
||||
if ((play->transitionCtx.transitionType == 4) ||
|
||||
(play->transitionCtx.transitionType == 5)) {
|
||||
if ((play->transitionCtx.transitionType == TRANS_TYPE_FADE_BLACK_FAST) ||
|
||||
(play->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_FAST)) {
|
||||
gSaveContext.transFadeDuration = 20;
|
||||
} else if ((play->transitionCtx.transitionType == 6) ||
|
||||
(play->transitionCtx.transitionType == 7)) {
|
||||
} else if ((play->transitionCtx.transitionType == TRANS_TYPE_FADE_BLACK_SLOW) ||
|
||||
(play->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_SLOW)) {
|
||||
gSaveContext.transFadeDuration = 150;
|
||||
} else if (play->transitionCtx.transitionType == 17) {
|
||||
} else if (play->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_INSTANT) {
|
||||
gSaveContext.transFadeDuration = 2;
|
||||
}
|
||||
|
||||
if ((play->transitionCtx.transitionType == 3) ||
|
||||
(play->transitionCtx.transitionType == 5) ||
|
||||
(play->transitionCtx.transitionType == 7) ||
|
||||
(play->transitionCtx.transitionType == 13) ||
|
||||
(play->transitionCtx.transitionType == 17)) {
|
||||
if ((play->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE) ||
|
||||
(play->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_FAST) ||
|
||||
(play->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_SLOW) ||
|
||||
(play->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_CS_DELAYED) ||
|
||||
(play->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_INSTANT)) {
|
||||
play->transitionCtx.setColor(&play->transitionCtx.data, RGBA8(160, 160, 160, 255));
|
||||
if (play->transitionCtx.setEnvColor != NULL) {
|
||||
play->transitionCtx.setEnvColor(&play->transitionCtx.data,
|
||||
RGBA8(160, 160, 160, 255));
|
||||
}
|
||||
} else if (play->transitionCtx.transitionType == 18) {
|
||||
} else if (play->transitionCtx.transitionType == TRANS_TYPE_FADE_GREEN) {
|
||||
play->transitionCtx.setColor(&play->transitionCtx.data, RGBA8(140, 140, 100, 255));
|
||||
if (play->transitionCtx.setEnvColor != NULL) {
|
||||
play->transitionCtx.setEnvColor(&play->transitionCtx.data,
|
||||
RGBA8(140, 140, 100, 255));
|
||||
}
|
||||
} else if (play->transitionCtx.transitionType == 19) {
|
||||
} else if (play->transitionCtx.transitionType == TRANS_TYPE_FADE_BLUE) {
|
||||
play->transitionCtx.setColor(&play->transitionCtx.data, RGBA8(70, 100, 110, 255));
|
||||
if (play->transitionCtx.setEnvColor != NULL) {
|
||||
play->transitionCtx.setEnvColor(&play->transitionCtx.data,
|
||||
@ -944,7 +946,7 @@ void Play_Update(PlayState* play) {
|
||||
}
|
||||
}
|
||||
|
||||
if (play->sceneLoadFlag == -0x14) {
|
||||
if (play->transitionTrigger == TRANS_TRIGGER_END) {
|
||||
play->transitionCtx.setType(&play->transitionCtx.data, 1);
|
||||
} else {
|
||||
play->transitionCtx.setType(&play->transitionCtx.data, 2);
|
||||
@ -952,22 +954,22 @@ void Play_Update(PlayState* play) {
|
||||
|
||||
play->transitionCtx.start(&play->transitionCtx);
|
||||
|
||||
if (play->transitionCtx.transitionType == 13) {
|
||||
play->transitionMode = 11;
|
||||
if (play->transitionCtx.transitionType == TRANS_TYPE_FADE_WHITE_CS_DELAYED) {
|
||||
play->transitionMode = TRANS_MODE_INSTANCE_WAIT;
|
||||
} else {
|
||||
play->transitionMode = 3;
|
||||
play->transitionMode = TRANS_MODE_INSTANCE_RUNNING;
|
||||
}
|
||||
break;
|
||||
|
||||
case 3:
|
||||
case TRANS_MODE_INSTANCE_RUNNING:
|
||||
if (play->transitionCtx.isDone(&play->transitionCtx) != 0) {
|
||||
if (play->transitionCtx.transitionType >= 56) {
|
||||
if (play->sceneLoadFlag == -0x14) {
|
||||
if (play->transitionCtx.transitionType >= TRANS_TYPE_MAX) {
|
||||
if (play->transitionTrigger == TRANS_TRIGGER_END) {
|
||||
play->transitionCtx.destroy(&play->transitionCtx);
|
||||
func_800BC88C(play);
|
||||
play->transitionMode = 0;
|
||||
play->transitionMode = TRANS_MODE_OFF;
|
||||
}
|
||||
} else if (play->sceneLoadFlag != -0x14) {
|
||||
} else if (play->transitionTrigger != TRANS_TRIGGER_END) {
|
||||
play->state.running = 0;
|
||||
if (gSaveContext.gameMode != 2) {
|
||||
SET_NEXT_GAMESTATE(&play->state, Play_Init, PlayState);
|
||||
@ -981,7 +983,7 @@ void Play_Update(PlayState* play) {
|
||||
} else {
|
||||
play->transitionCtx.destroy(&play->transitionCtx);
|
||||
func_800BC88C(play);
|
||||
play->transitionMode = 0;
|
||||
play->transitionMode = TRANS_MODE_OFF;
|
||||
if (gTrnsnUnkState == 3) {
|
||||
TransitionUnk_Destroy(&sTrnsnUnk);
|
||||
gTrnsnUnkState = 0;
|
||||
@ -991,7 +993,7 @@ void Play_Update(PlayState* play) {
|
||||
// Transition end for standard transitions
|
||||
GameInteractor_ExecuteOnTransitionEndHooks(play->sceneNum);
|
||||
}
|
||||
play->sceneLoadFlag = 0;
|
||||
play->transitionTrigger = TRANS_TRIGGER_OFF;
|
||||
} else {
|
||||
play->transitionCtx.update(&play->transitionCtx.data, R_UPDATE_RATE);
|
||||
}
|
||||
@ -999,104 +1001,104 @@ void Play_Update(PlayState* play) {
|
||||
}
|
||||
|
||||
switch (play->transitionMode) {
|
||||
case 4:
|
||||
case TRANS_MODE_FILL_WHITE_INIT:
|
||||
D_801614C8 = 0;
|
||||
play->envCtx.fillScreen = true;
|
||||
play->envCtx.screenFillColor[0] = 160;
|
||||
play->envCtx.screenFillColor[1] = 160;
|
||||
play->envCtx.screenFillColor[2] = 160;
|
||||
if (play->sceneLoadFlag != -0x14) {
|
||||
if (play->transitionTrigger != TRANS_TRIGGER_END) {
|
||||
play->envCtx.screenFillColor[3] = 0;
|
||||
play->transitionMode = 5;
|
||||
play->transitionMode = TRANS_MODE_FILL_IN;
|
||||
} else {
|
||||
play->envCtx.screenFillColor[3] = 255;
|
||||
play->transitionMode = 6;
|
||||
play->transitionMode = TRANS_MODE_FILL_OUT;
|
||||
}
|
||||
break;
|
||||
|
||||
case 5:
|
||||
case TRANS_MODE_FILL_IN:
|
||||
play->envCtx.screenFillColor[3] = (D_801614C8 / 20.0f) * 255.0f;
|
||||
if (D_801614C8 >= 20 && 1) {
|
||||
play->state.running = 0;
|
||||
SET_NEXT_GAMESTATE(&play->state, Play_Init, PlayState);
|
||||
gSaveContext.entranceIndex = play->nextEntranceIndex;
|
||||
play->sceneLoadFlag = 0;
|
||||
play->transitionMode = 0;
|
||||
play->transitionTrigger = TRANS_TRIGGER_OFF;
|
||||
play->transitionMode = TRANS_MODE_OFF;
|
||||
} else {
|
||||
D_801614C8++;
|
||||
}
|
||||
break;
|
||||
|
||||
case 6:
|
||||
case TRANS_MODE_FILL_OUT:
|
||||
play->envCtx.screenFillColor[3] = (1 - D_801614C8 / 20.0f) * 255.0f;
|
||||
if (D_801614C8 >= 20 && 1) {
|
||||
gTrnsnUnkState = 0;
|
||||
R_UPDATE_RATE = 3;
|
||||
play->sceneLoadFlag = 0;
|
||||
play->transitionMode = 0;
|
||||
play->transitionTrigger = TRANS_TRIGGER_OFF;
|
||||
play->transitionMode = TRANS_MODE_OFF;
|
||||
play->envCtx.fillScreen = false;
|
||||
} else {
|
||||
D_801614C8++;
|
||||
}
|
||||
break;
|
||||
|
||||
case 7:
|
||||
case TRANS_MODE_FILL_BROWN_INIT:
|
||||
D_801614C8 = 0;
|
||||
play->envCtx.fillScreen = true;
|
||||
play->envCtx.screenFillColor[0] = 170;
|
||||
play->envCtx.screenFillColor[1] = 160;
|
||||
play->envCtx.screenFillColor[2] = 150;
|
||||
if (play->sceneLoadFlag != -0x14) {
|
||||
if (play->transitionTrigger != TRANS_TRIGGER_END) {
|
||||
play->envCtx.screenFillColor[3] = 0;
|
||||
play->transitionMode = 5;
|
||||
play->transitionMode = TRANS_MODE_FILL_IN;
|
||||
} else {
|
||||
play->envCtx.screenFillColor[3] = 255;
|
||||
play->transitionMode = 6;
|
||||
play->transitionMode = TRANS_MODE_FILL_OUT;
|
||||
}
|
||||
break;
|
||||
|
||||
case 10:
|
||||
if (play->sceneLoadFlag != -0x14) {
|
||||
case TRANS_MODE_INSTANT:
|
||||
if (play->transitionTrigger != TRANS_TRIGGER_END) {
|
||||
play->state.running = 0;
|
||||
SET_NEXT_GAMESTATE(&play->state, Play_Init, PlayState);
|
||||
gSaveContext.entranceIndex = play->nextEntranceIndex;
|
||||
play->sceneLoadFlag = 0;
|
||||
play->transitionMode = 0;
|
||||
play->transitionTrigger = TRANS_TRIGGER_OFF;
|
||||
play->transitionMode = TRANS_MODE_OFF;
|
||||
} else {
|
||||
gTrnsnUnkState = 0;
|
||||
R_UPDATE_RATE = 3;
|
||||
play->sceneLoadFlag = 0;
|
||||
play->transitionMode = 0;
|
||||
play->transitionTrigger = TRANS_TRIGGER_OFF;
|
||||
play->transitionMode = TRANS_MODE_OFF;
|
||||
}
|
||||
break;
|
||||
|
||||
case 11:
|
||||
case TRANS_MODE_INSTANCE_WAIT:
|
||||
if (gSaveContext.cutsceneTransitionControl != 0) {
|
||||
play->transitionMode = 3;
|
||||
play->transitionMode = TRANS_MODE_INSTANCE_RUNNING;
|
||||
}
|
||||
break;
|
||||
|
||||
case 12:
|
||||
if (play->sceneLoadFlag != -0x14) {
|
||||
play->envCtx.sandstormState = 1;
|
||||
play->transitionMode = 13;
|
||||
case TRANS_MODE_SANDSTORM_INIT:
|
||||
if (play->transitionTrigger != TRANS_TRIGGER_END) {
|
||||
play->envCtx.sandstormState = SANDSTORM_FILL;
|
||||
play->transitionMode = TRANS_MODE_SANDSTORM;
|
||||
} else {
|
||||
play->envCtx.sandstormState = 2;
|
||||
play->envCtx.sandstormState = SANDSTORM_UNFILL;
|
||||
play->envCtx.sandstormPrimA = 255;
|
||||
play->envCtx.sandstormEnvA = 255;
|
||||
play->transitionMode = 13;
|
||||
play->transitionMode = TRANS_MODE_SANDSTORM;
|
||||
}
|
||||
break;
|
||||
|
||||
case 13:
|
||||
case TRANS_MODE_SANDSTORM:
|
||||
Audio_PlaySoundGeneral(NA_SE_EV_SAND_STORM - SFX_FLAG, &D_801333D4, 4, &D_801333E0, &D_801333E0,
|
||||
&D_801333E8);
|
||||
if (play->sceneLoadFlag == -0x14) {
|
||||
if (play->transitionTrigger == TRANS_TRIGGER_END) {
|
||||
if (play->envCtx.sandstormPrimA < 110) {
|
||||
gTrnsnUnkState = 0;
|
||||
R_UPDATE_RATE = 3;
|
||||
play->sceneLoadFlag = 0;
|
||||
play->transitionMode = 0;
|
||||
play->transitionTrigger = TRANS_TRIGGER_OFF;
|
||||
play->transitionMode = TRANS_MODE_OFF;
|
||||
|
||||
// Transition end for sandstorm effect (delayed until effect is finished)
|
||||
GameInteractor_ExecuteOnTransitionEndHooks(play->sceneNum);
|
||||
@ -1106,34 +1108,34 @@ void Play_Update(PlayState* play) {
|
||||
play->state.running = 0;
|
||||
SET_NEXT_GAMESTATE(&play->state, Play_Init, PlayState);
|
||||
gSaveContext.entranceIndex = play->nextEntranceIndex;
|
||||
play->sceneLoadFlag = 0;
|
||||
play->transitionMode = 0;
|
||||
play->transitionTrigger = TRANS_TRIGGER_OFF;
|
||||
play->transitionMode = TRANS_MODE_OFF;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case 14:
|
||||
if (play->sceneLoadFlag == -0x14) {
|
||||
play->envCtx.sandstormState = 4;
|
||||
case TRANS_MODE_SANDSTORM_END_INIT:
|
||||
if (play->transitionTrigger == TRANS_TRIGGER_END) {
|
||||
play->envCtx.sandstormState = SANDSTORM_DISSIPATE;
|
||||
play->envCtx.sandstormPrimA = 255;
|
||||
play->envCtx.sandstormEnvA = 255;
|
||||
// "It's here!!!!!!!!!"
|
||||
LOG_STRING("来た!!!!!!!!!!!!!!!!!!!!!");
|
||||
play->transitionMode = 15;
|
||||
play->transitionMode = TRANS_MODE_SANDSTORM_END;
|
||||
} else {
|
||||
play->transitionMode = 12;
|
||||
play->transitionMode = TRANS_MODE_SANDSTORM_INIT;
|
||||
}
|
||||
break;
|
||||
|
||||
case 15:
|
||||
case TRANS_MODE_SANDSTORM_END:
|
||||
Audio_PlaySoundGeneral(NA_SE_EV_SAND_STORM - SFX_FLAG, &D_801333D4, 4, &D_801333E0, &D_801333E0,
|
||||
&D_801333E8);
|
||||
if (play->sceneLoadFlag == -0x14) {
|
||||
if (play->transitionTrigger == TRANS_TRIGGER_END) {
|
||||
if (play->envCtx.sandstormPrimA <= 0) {
|
||||
gTrnsnUnkState = 0;
|
||||
R_UPDATE_RATE = 3;
|
||||
play->sceneLoadFlag = 0;
|
||||
play->transitionMode = 0;
|
||||
play->transitionTrigger = TRANS_TRIGGER_OFF;
|
||||
play->transitionMode = TRANS_MODE_OFF;
|
||||
|
||||
// Transition end for sandstorm effect (delayed until effect is finished)
|
||||
GameInteractor_ExecuteOnTransitionEndHooks(play->sceneNum);
|
||||
@ -1141,24 +1143,24 @@ void Play_Update(PlayState* play) {
|
||||
}
|
||||
break;
|
||||
|
||||
case 16:
|
||||
case TRANS_MODE_CS_BLACK_FILL_INIT:
|
||||
D_801614C8 = 0;
|
||||
play->envCtx.fillScreen = true;
|
||||
play->envCtx.screenFillColor[0] = 0;
|
||||
play->envCtx.screenFillColor[1] = 0;
|
||||
play->envCtx.screenFillColor[2] = 0;
|
||||
play->envCtx.screenFillColor[3] = 255;
|
||||
play->transitionMode = 17;
|
||||
play->transitionMode = TRANS_MODE_CS_BLACK_FILL;
|
||||
break;
|
||||
|
||||
case 17:
|
||||
case TRANS_MODE_CS_BLACK_FILL:
|
||||
if (gSaveContext.cutsceneTransitionControl != 0) {
|
||||
play->envCtx.screenFillColor[3] = gSaveContext.cutsceneTransitionControl;
|
||||
if (gSaveContext.cutsceneTransitionControl < 0x65) {
|
||||
gTrnsnUnkState = 0;
|
||||
R_UPDATE_RATE = 3;
|
||||
play->sceneLoadFlag = 0;
|
||||
play->transitionMode = 0;
|
||||
play->transitionTrigger = TRANS_TRIGGER_OFF;
|
||||
play->transitionMode = TRANS_MODE_OFF;
|
||||
}
|
||||
}
|
||||
break;
|
||||
@ -1546,8 +1548,8 @@ void Play_Draw(PlayState* play) {
|
||||
gSPDisplayList(OVERLAY_DISP++, gfxP);
|
||||
gSPGrayscale(gfxP++, false);
|
||||
|
||||
if ((play->transitionMode == 3) || (play->transitionMode == 11) ||
|
||||
(play->transitionCtx.transitionType >= 56)) {
|
||||
if ((play->transitionMode == TRANS_MODE_INSTANCE_RUNNING) || (play->transitionMode == TRANS_MODE_INSTANCE_WAIT) ||
|
||||
(play->transitionCtx.transitionType >= TRANS_TYPE_MAX)) {
|
||||
View view;
|
||||
|
||||
View_Init(&view, gfxCtx);
|
||||
@ -1709,7 +1711,7 @@ void Play_Draw(PlayState* play) {
|
||||
}
|
||||
|
||||
if ((HREG(80) != 10) || (HREG(88) != 0)) {
|
||||
if (play->envCtx.sandstormState != 0) {
|
||||
if (play->envCtx.sandstormState != SANDSTORM_OFF) {
|
||||
Environment_DrawSandstorm(play, play->envCtx.sandstormState);
|
||||
}
|
||||
}
|
||||
@ -2253,14 +2255,14 @@ void Play_TriggerVoidOut(PlayState* play) {
|
||||
gSaveContext.respawn[RESPAWN_MODE_DOWN].tempSwchFlags = play->actorCtx.flags.tempSwch;
|
||||
gSaveContext.respawn[RESPAWN_MODE_DOWN].tempCollectFlags = play->actorCtx.flags.tempCollect;
|
||||
gSaveContext.respawnFlag = 1;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->nextEntranceIndex = gSaveContext.respawn[RESPAWN_MODE_DOWN].entranceIndex;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
}
|
||||
|
||||
void Play_LoadToLastEntrance(PlayState* play) {
|
||||
gSaveContext.respawnFlag = -1;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
|
||||
if ((play->sceneNum == SCENE_GANONS_TOWER_COLLAPSE_INTERIOR) || (play->sceneNum == SCENE_GANONS_TOWER_COLLAPSE_EXTERIOR) ||
|
||||
(play->sceneNum == SCENE_INSIDE_GANONS_CASTLE_COLLAPSE) || (play->sceneNum == SCENE_GANON_BOSS)) {
|
||||
@ -2273,7 +2275,7 @@ void Play_LoadToLastEntrance(PlayState* play) {
|
||||
play->nextEntranceIndex = gSaveContext.entranceIndex;
|
||||
}
|
||||
|
||||
play->fadeTransition = 2;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
}
|
||||
|
||||
void Play_TriggerRespawn(PlayState* play) {
|
||||
|
@ -573,7 +573,7 @@ uint8_t Player_IsCustomLinkModel() {
|
||||
}
|
||||
|
||||
s32 Player_InBlockingCsMode(PlayState* play, Player* this) {
|
||||
return (this->stateFlags1 & 0x20000080) || (this->csMode != 0) || (play->sceneLoadFlag == 0x14) ||
|
||||
return (this->stateFlags1 & 0x20000080) || (this->csMode != 0) || (play->transitionTrigger == TRANS_TRIGGER_START) ||
|
||||
(this->stateFlags1 & 1) || (this->stateFlags3 & 0x80) ||
|
||||
((gSaveContext.magicState != MAGIC_STATE_IDLE) && (Player_ActionToMagicSpell(this, this->itemAction) >= 0));
|
||||
}
|
||||
|
@ -875,7 +875,7 @@ void func_800994A0(PlayState* play) {
|
||||
}
|
||||
}
|
||||
|
||||
play->fadeTransition = gEntranceTable[computedEntranceIndex].field & 0x7F; // Fade out
|
||||
play->transitionType = gEntranceTable[computedEntranceIndex].field & 0x7F; // Fade out
|
||||
}
|
||||
|
||||
// Scene Draw Config 0
|
||||
|
@ -226,8 +226,8 @@ void BgSpot00Hanebasi_Update(Actor* thisx, PlayState* play) {
|
||||
func_8002DF54(play, &player->actor, 8);
|
||||
play->nextEntranceIndex = 0x00CD;
|
||||
gSaveContext.nextCutsceneIndex = 0xFFF1;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 4;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK_FAST;
|
||||
} else if (Actor_IsFacingAndNearPlayer(&this->dyna.actor, 3000.0f, 0x7530)) {
|
||||
play->envCtx.gloomySkyMode = 1;
|
||||
}
|
||||
|
@ -1538,7 +1538,7 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
|
||||
}
|
||||
|
||||
if (this->csTimer == 180) {
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
if ((IS_RANDO && Randomizer_GetSettingValue(RSK_SKIP_TOWER_ESCAPE) || IS_BOSS_RUSH)) {
|
||||
Flags_SetEventChkInf(EVENTCHKINF_WATCHED_GANONS_CASTLE_COLLAPSE_CAUGHT_BY_GERUDO);
|
||||
play->nextEntranceIndex = 0x517;
|
||||
@ -1546,7 +1546,7 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
|
||||
else {
|
||||
play->nextEntranceIndex = 0x43F;
|
||||
}
|
||||
play->fadeTransition = 5;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE_FAST;
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -1858,8 +1858,8 @@ void func_8090120C(BossGanon2* this, PlayState* play) {
|
||||
case 20:
|
||||
play->nextEntranceIndex = 0x6B;
|
||||
gSaveContext.nextCutsceneIndex = 0xFFF2;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 3;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE;
|
||||
play->linkAgeOnLoad = 1;
|
||||
break;
|
||||
}
|
||||
|
@ -873,8 +873,8 @@ void func_80986B2C(PlayState* play) {
|
||||
} else {
|
||||
play->nextEntranceIndex = 0xCD;
|
||||
}
|
||||
play->fadeTransition = 38;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionType = TRANS_TYPE_CIRCLE(TCA_STARBURST, TCC_BLACK, TCS_FAST);
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
func_8002DF54(play, &player->actor, 8);
|
||||
}
|
||||
}
|
||||
@ -913,9 +913,9 @@ void GivePlayerRandoRewardImpa(Actor* impa, PlayState* play, RandomizerCheck che
|
||||
GiveItemEntryFromActor(impa, play, getItemEntry, 75.0f, 50.0f);
|
||||
} else if (!Player_InBlockingCsMode(play, GET_PLAYER(play))) {
|
||||
Flags_SetEventChkInf(EVENTCHKINF_LEARNED_ZELDAS_LULLABY);
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 3;
|
||||
gSaveContext.nextTransitionType = 3;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE;
|
||||
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_WHITE;
|
||||
// In entrance rando have impa bring link back to the front of castle grounds
|
||||
if (Randomizer_GetSettingValue(RSK_SHUFFLE_OVERWORLD_ENTRANCES)) {
|
||||
play->nextEntranceIndex = 0x0138;
|
||||
|
@ -133,7 +133,7 @@ void DoorAna_WaitOpen(DoorAna* this, PlayState* play) {
|
||||
|
||||
player = GET_PLAYER(play);
|
||||
if (Math_StepToF(&this->actor.scale.x, 0.01f, 0.001f)) {
|
||||
if ((this->actor.targetMode != 0) && (play->sceneLoadFlag == 0) && (player->stateFlags1 & 0x80000000) &&
|
||||
if ((this->actor.targetMode != 0) && (play->transitionTrigger == TRANS_TRIGGER_OFF) && (player->stateFlags1 & 0x80000000) &&
|
||||
(player->unk_84F == 0)) {
|
||||
destinationIdx = ((this->actor.params >> 0xC) & 7) - 1;
|
||||
Play_SetupRespawnPoint(play, RESPAWN_MODE_RETURN, 0x4FF);
|
||||
|
@ -567,7 +567,7 @@ void DoorWarp1_ChildWarpOut(DoorWarp1* this, PlayState* play) {
|
||||
this->warpTimer++;
|
||||
|
||||
if (sWarpTimerTarget < this->warpTimer && gSaveContext.nextCutsceneIndex == 0xFFEF) {
|
||||
osSyncPrintf("\n\n\nじかんがきたからおーしまい fade_direction=[%d]", play->sceneLoadFlag, 0x14);
|
||||
osSyncPrintf("\n\n\nじかんがきたからおーしまい fade_direction=[%d]", play->transitionTrigger, TRANS_TRIGGER_START);
|
||||
|
||||
if (play->sceneNum == SCENE_DODONGOS_CAVERN_BOSS) {
|
||||
if (!Flags_GetEventChkInf(EVENTCHKINF_USED_DODONGOS_CAVERN_BLUE_WARP)) {
|
||||
@ -615,9 +615,9 @@ void DoorWarp1_ChildWarpOut(DoorWarp1* this, PlayState* play) {
|
||||
}
|
||||
|
||||
osSyncPrintf("\n\n\nおわりおわり");
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 7;
|
||||
gSaveContext.nextTransitionType = 3;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE_SLOW;
|
||||
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_WHITE;
|
||||
}
|
||||
|
||||
Math_StepToF(&this->unk_194, 2.0f, 0.01f);
|
||||
@ -721,8 +721,8 @@ void DoorWarp1_RutoWarpOut(DoorWarp1* this, PlayState* play) {
|
||||
Entrance_OverrideBlueWarp();
|
||||
}
|
||||
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 7;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE_SLOW;
|
||||
}
|
||||
|
||||
Math_StepToF(&this->unk_194, 2.0f, 0.01f);
|
||||
@ -946,9 +946,9 @@ void DoorWarp1_AdultWarpOut(DoorWarp1* this, PlayState* play) {
|
||||
Entrance_OverrideBlueWarp();
|
||||
}
|
||||
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 3;
|
||||
gSaveContext.nextTransitionType = 7;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE;
|
||||
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_WHITE_SLOW;
|
||||
}
|
||||
if (this->warpTimer >= 141) {
|
||||
f32 screenFillAlpha;
|
||||
|
@ -55,7 +55,7 @@ void func_809FFDC8(EnEg* this, PlayState* play) {
|
||||
Play_TriggerRespawn(play);
|
||||
gSaveContext.respawnFlag = -2;
|
||||
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_STOP);
|
||||
play->fadeTransition = 2;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
EnEg_PlayVoidOutSFX();
|
||||
voided = true;
|
||||
}
|
||||
|
@ -273,8 +273,8 @@ void EnGe1_KickPlayer(EnGe1* this, PlayState* play) {
|
||||
Entrance_OverrideGeurdoGuardCapture();
|
||||
}
|
||||
|
||||
play->fadeTransition = 0x26;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionType = TRANS_TYPE_CIRCLE(TCA_STARBURST, TCC_BLACK, TCS_FAST);
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
}
|
||||
}
|
||||
|
||||
@ -656,8 +656,8 @@ void EnGe1_BeginGame_Archery(EnGe1* this, PlayState* play) {
|
||||
Rupees_ChangeBy(-20);
|
||||
play->nextEntranceIndex = 0x129;
|
||||
gSaveContext.nextCutsceneIndex = 0xFFF0;
|
||||
play->fadeTransition = 0x26;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionType = TRANS_TYPE_CIRCLE(TCA_STARBURST, TCC_BLACK, TCS_FAST);
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.eventInf[0] |= 0x100;
|
||||
Flags_SetEventChkInf(EVENTCHKINF_PLAYED_HORSEBACK_ARCHERY);
|
||||
|
||||
|
@ -263,8 +263,8 @@ void EnGe2_CaptureClose(EnGe2* this, PlayState* play) {
|
||||
Entrance_OverrideGeurdoGuardCapture();
|
||||
}
|
||||
|
||||
play->fadeTransition = 0x26;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionType = TRANS_TYPE_CIRCLE(TCA_STARBURST, TCC_BLACK, TCS_FAST);
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
}
|
||||
}
|
||||
|
||||
@ -293,8 +293,8 @@ void EnGe2_CaptureCharge(EnGe2* this, PlayState* play) {
|
||||
Entrance_OverrideGeurdoGuardCapture();
|
||||
}
|
||||
|
||||
play->fadeTransition = 0x26;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionType = TRANS_TYPE_CIRCLE(TCA_STARBURST, TCC_BLACK, TCS_FAST);
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1579,8 +1579,8 @@ void EnGeldB_Draw(Actor* thisx, PlayState* play) {
|
||||
Entrance_OverrideGeurdoGuardCapture();
|
||||
}
|
||||
|
||||
play->fadeTransition = 0x26;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionType = TRANS_TYPE_CIRCLE(TCA_STARBURST, TCC_BLACK, TCS_FAST);
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -367,11 +367,11 @@ void EnHeishi1_Kick(EnHeishi1* this, PlayState* play) {
|
||||
if (!this->loadStarted) {
|
||||
Flags_SetEventChkInf(EVENTCHKINF_CAUGHT_BY_CASTLE_GUARDS);
|
||||
play->nextEntranceIndex = 0x4FA;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
this->loadStarted = true;
|
||||
sHeishi1PlayerIsCaught = false;
|
||||
play->fadeTransition = 0x2E;
|
||||
gSaveContext.nextTransitionType = 0x2E;
|
||||
play->transitionType = TRANS_TYPE_CIRCLE(TCA_STARBURST, TCC_WHITE, TCS_FAST);
|
||||
gSaveContext.nextTransitionType = TRANS_TYPE_CIRCLE(TCA_STARBURST, TCC_WHITE, TCS_FAST);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -207,10 +207,10 @@ void func_80A55D00(EnHeishi3* this, PlayState* play) {
|
||||
(this->respawnFlag == 0)) {
|
||||
Flags_SetEventChkInf(EVENTCHKINF_CAUGHT_BY_CASTLE_GUARDS);
|
||||
play->nextEntranceIndex = 0x47E; // Hyrule Castle from Guard Capture (outside)
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
this->respawnFlag = 1;
|
||||
play->fadeTransition = 0x2E;
|
||||
gSaveContext.nextTransitionType = 0x2E;
|
||||
play->transitionType = TRANS_TYPE_CIRCLE(TCA_STARBURST, TCC_WHITE, TCS_FAST);
|
||||
gSaveContext.nextTransitionType = TRANS_TYPE_CIRCLE(TCA_STARBURST, TCC_WHITE, TCS_FAST);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -362,9 +362,9 @@ void EnHeishi4_MarketSneak(EnHeishi4* this, PlayState* play) {
|
||||
} else {
|
||||
play->nextEntranceIndex = 0x00CD; // HF Near bridge (OoT cutscene entrance) to not fall in the water
|
||||
}
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 0x2E;
|
||||
gSaveContext.nextTransitionType = 0x2E;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_CIRCLE(TCA_STARBURST, TCC_WHITE, TCS_FAST);
|
||||
gSaveContext.nextTransitionType = TRANS_TYPE_CIRCLE(TCA_STARBURST, TCC_WHITE, TCS_FAST);
|
||||
this->actionFunc = func_80A56614;
|
||||
break;
|
||||
case 1: //no
|
||||
|
@ -2510,8 +2510,8 @@ void EnHorse_UpdateHorsebackArchery(EnHorse* this, PlayState* play) {
|
||||
if (sp20 != 1 && gSaveContext.minigameState != 3) {
|
||||
gSaveContext.cutsceneIndex = 0;
|
||||
play->nextEntranceIndex = 0x3B0;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 0x20;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_CIRCLE(TCA_NORMAL, TCC_BLACK, TCS_FAST);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -114,22 +114,22 @@ void EnHorseGameCheck_FinishIngoRace(EnHorseGameCheckIngoRace* this, PlayState*
|
||||
if (gSaveContext.eventInf[0] & 0x40) {
|
||||
gSaveContext.eventInf[0] = (gSaveContext.eventInf[0] & ~0xF) | 6;
|
||||
gSaveContext.eventInf[0] = (gSaveContext.eventInf[0] & ~0x8000) | 0x8000;
|
||||
play->fadeTransition = 3;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE;
|
||||
Environment_ForcePlaySequence(NA_BGM_INGO);
|
||||
} else {
|
||||
gSaveContext.eventInf[0] = (gSaveContext.eventInf[0] & ~0xF) | 4;
|
||||
gSaveContext.eventInf[0] = (gSaveContext.eventInf[0] & ~0x8000) | 0x8000;
|
||||
Environment_ForcePlaySequence(NA_BGM_INGO);
|
||||
play->fadeTransition = 0x2E;
|
||||
play->transitionType = TRANS_TYPE_CIRCLE(TCA_STARBURST, TCC_WHITE, TCS_FAST);
|
||||
}
|
||||
} else {
|
||||
play->nextEntranceIndex = 0x558;
|
||||
gSaveContext.eventInf[0] = (gSaveContext.eventInf[0] & ~0xF) | 3;
|
||||
play->fadeTransition = 0x20;
|
||||
play->transitionType = TRANS_TYPE_CIRCLE(TCA_NORMAL, TCC_BLACK, TCS_FAST);
|
||||
gSaveContext.eventInf[0] = (gSaveContext.eventInf[0] & ~0x8000) | 0x8000;
|
||||
}
|
||||
DREG(25) = 0;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.timer1State = 0;
|
||||
}
|
||||
|
||||
@ -294,22 +294,22 @@ void EnHorseGameCheck_FinishMalonRace(EnHorseGameCheckMalonRace* this, PlayState
|
||||
if ((this->result == MALONRACE_SUCCESS) || (this->result == MALONRACE_TIME_UP)) {
|
||||
gSaveContext.cutsceneIndex = 0;
|
||||
play->nextEntranceIndex = 0x4CE;
|
||||
play->fadeTransition = 0x2E;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionType = TRANS_TYPE_CIRCLE(TCA_STARBURST, TCC_WHITE, TCS_FAST);
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
} else if (this->result == MALONRACE_FAILURE) {
|
||||
gSaveContext.timer1Value = 240;
|
||||
gSaveContext.timer1State = 0xF;
|
||||
gSaveContext.cutsceneIndex = 0;
|
||||
play->nextEntranceIndex = 0x4CE;
|
||||
play->fadeTransition = 0x2E;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionType = TRANS_TYPE_CIRCLE(TCA_STARBURST, TCC_WHITE, TCS_FAST);
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
} else {
|
||||
// "not supported"
|
||||
osSyncPrintf("En_HGC_Spot20_Ta_end():対応せず\n");
|
||||
gSaveContext.cutsceneIndex = 0;
|
||||
play->nextEntranceIndex = 0x157;
|
||||
play->fadeTransition = 0x2E;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionType = TRANS_TYPE_CIRCLE(TCA_STARBURST, TCC_WHITE, TCS_FAST);
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -425,15 +425,15 @@ void func_80A79AB4(EnIn* this, PlayState* play) {
|
||||
}
|
||||
}
|
||||
|
||||
void func_80A79BAC(EnIn* this, PlayState* play, s32 index, u32 arg3) {
|
||||
void func_80A79BAC(EnIn* this, PlayState* play, s32 index, u32 transitionType) {
|
||||
s16 entrances[] = { 0x0558, 0x04CA, 0x0157 };
|
||||
|
||||
play->nextEntranceIndex = entrances[index];
|
||||
if (index == 2) {
|
||||
gSaveContext.nextCutsceneIndex = 0xFFF0;
|
||||
}
|
||||
play->fadeTransition = arg3;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionType = transitionType;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
func_8002DF54(play, &this->actor, 8);
|
||||
Interface_ChangeAlpha(1);
|
||||
if (index == 0) {
|
||||
@ -641,7 +641,7 @@ void func_80A7A4BC(EnIn* this, PlayState* play) {
|
||||
|
||||
void func_80A7A4C8(EnIn* this, PlayState* play) {
|
||||
if (this->interactInfo.talkState == NPC_TALK_STATE_ACTION) {
|
||||
func_80A79BAC(this, play, 1, 0x20);
|
||||
func_80A79BAC(this, play, 1, TRANS_TYPE_CIRCLE(TCA_NORMAL, TCC_BLACK, TCS_FAST));
|
||||
gSaveContext.eventInf[0] = (gSaveContext.eventInf[0] & ~0x000F) | 0x0001;
|
||||
gSaveContext.eventInf[0] = (gSaveContext.eventInf[0] & ~0x8000) | 0x8000;
|
||||
Flags_UnsetInfTable(INFTABLE_A2);
|
||||
@ -655,7 +655,7 @@ void func_80A7A4C8(EnIn* this, PlayState* play) {
|
||||
void func_80A7A568(EnIn* this, PlayState* play) {
|
||||
Player* player = GET_PLAYER(play);
|
||||
s32 phi_a2;
|
||||
s32 phi_a3;
|
||||
s32 transitionType;
|
||||
|
||||
if (!Flags_GetEventChkInf(EVENTCHKINF_RENTED_HORSE_FROM_INGO) && (player->stateFlags1 & 0x800000)) {
|
||||
Flags_SetInfTable(INFTABLE_AB);
|
||||
@ -677,7 +677,7 @@ void func_80A7A568(EnIn* this, PlayState* play) {
|
||||
(gSaveContext.eventInf[0] & ~0x10) | (((EnHorse*)GET_PLAYER(play)->rideActor)->type << 4);
|
||||
gSaveContext.eventInf[0] = (gSaveContext.eventInf[0] & ~0xF) | 2;
|
||||
phi_a2 = 2;
|
||||
phi_a3 = 2;
|
||||
transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
} else {
|
||||
Audio_PlaySoundGeneral(NA_SE_SY_FOUND, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
|
||||
if (!Flags_GetEventChkInf(EVENTCHKINF_RENTED_HORSE_FROM_INGO)) {
|
||||
@ -688,9 +688,9 @@ void func_80A7A568(EnIn* this, PlayState* play) {
|
||||
}
|
||||
gSaveContext.eventInf[0] &= ~0xF;
|
||||
phi_a2 = 0;
|
||||
phi_a3 = 0x20;
|
||||
transitionType = TRANS_TYPE_CIRCLE(TCA_NORMAL, TCC_BLACK, TCS_FAST);
|
||||
}
|
||||
func_80A79BAC(this, play, phi_a2, phi_a3);
|
||||
func_80A79BAC(this, play, phi_a2, transitionType);
|
||||
play->msgCtx.stateTimer = 0;
|
||||
gSaveContext.eventInf[0] = (gSaveContext.eventInf[0] & ~0x8000) | 0x8000;
|
||||
play->msgCtx.msgMode = MSGMODE_TEXT_CLOSING;
|
||||
@ -722,7 +722,7 @@ void func_80A7A848(EnIn* this, PlayState* play) {
|
||||
gSaveContext.eventInf[0] &= ~0xF;
|
||||
this->actionFunc = func_80A7A4C8;
|
||||
} else {
|
||||
func_80A79BAC(this, play, 2, 0x26);
|
||||
func_80A79BAC(this, play, 2, TRANS_TYPE_CIRCLE(TCA_STARBURST, TCC_BLACK, TCS_FAST));
|
||||
gSaveContext.eventInf[0] = (gSaveContext.eventInf[0] & ~0xF) | 2;
|
||||
gSaveContext.eventInf[0] = (gSaveContext.eventInf[0] & ~0x8000) | 0x8000;
|
||||
play->msgCtx.stateTimer = 0;
|
||||
@ -747,7 +747,7 @@ void func_80A7A940(EnIn* this, PlayState* play) {
|
||||
}
|
||||
if (this->interactInfo.talkState == NPC_TALK_STATE_ACTION) {
|
||||
this->actor.flags &= ~ACTOR_FLAG_WILL_TALK;
|
||||
func_80A79BAC(this, play, 2, 0x26);
|
||||
func_80A79BAC(this, play, 2, TRANS_TYPE_CIRCLE(TCA_STARBURST, TCC_BLACK, TCS_FAST));
|
||||
gSaveContext.eventInf[0] = (gSaveContext.eventInf[0] & ~0x000F) | 0x0002;
|
||||
gSaveContext.eventInf[0] = (gSaveContext.eventInf[0] & ~0x8000) | 0x8000;
|
||||
play->msgCtx.stateTimer = 0;
|
||||
@ -871,8 +871,8 @@ void func_80A7AEF0(EnIn* this, PlayState* play) {
|
||||
yaw = Math_Vec3f_Yaw(&pos, &player->actor.world.pos);
|
||||
if (ABS(yaw) > 0x4000) {
|
||||
play->nextEntranceIndex = 0x0476;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 5;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE_FAST;
|
||||
this->actionFunc = func_80A7B018;
|
||||
} else if (this->interactInfo.talkState == NPC_TALK_STATE_ACTION) {
|
||||
play->msgCtx.stateTimer = 4;
|
||||
@ -896,7 +896,7 @@ void func_80A7B024(EnIn* this, PlayState* play) {
|
||||
Flags_SetEventChkInf(EVENTCHKINF_RENTED_HORSE_FROM_INGO);
|
||||
Flags_SetInfTable(INFTABLE_AB);
|
||||
}
|
||||
func_80A79BAC(this, play, 0, 0x26);
|
||||
func_80A79BAC(this, play, 0, TRANS_TYPE_CIRCLE(TCA_STARBURST, TCC_BLACK, TCS_FAST));
|
||||
gSaveContext.eventInf[0] = gSaveContext.eventInf[0] & ~0xF;
|
||||
gSaveContext.eventInf[0] = (gSaveContext.eventInf[0] & ~0x8000) | 0x8000;
|
||||
play->msgCtx.stateTimer = 4;
|
||||
|
@ -492,8 +492,8 @@ void func_80AA1150(EnMa1* this, PlayState* play) {
|
||||
if (!IS_RANDO) {
|
||||
play->nextEntranceIndex = 0x157;
|
||||
gSaveContext.nextCutsceneIndex = 0xFFF1;
|
||||
play->fadeTransition = 42;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionType = TRANS_TYPE_CIRCLE(TCA_WAVE, TCC_WHITE, TCS_FAST);
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
this->actionFunc = EnMa1_DoNothing;
|
||||
} else {
|
||||
// When rando'ed, skip the cutscene, play the chime, reset some flags,
|
||||
|
@ -117,8 +117,8 @@ s16 func_80AA2BD4(PlayState* play, Actor* thisx) {
|
||||
if (Message_ShouldAdvance(play)) {
|
||||
play->nextEntranceIndex = 0x157;
|
||||
gSaveContext.nextCutsceneIndex = 0xFFF0;
|
||||
play->fadeTransition = 0x26;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionType = TRANS_TYPE_CIRCLE(TCA_STARBURST, TCC_BLACK, TCS_FAST);
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.eventInf[0] |= 0x400;
|
||||
gSaveContext.timer1State = 0xF;
|
||||
}
|
||||
|
@ -244,15 +244,15 @@ void EnMag_UpdateMq(Actor* thisx, PlayState* play) {
|
||||
CHECK_BTN_ALL(play->state.input[0].press.button, BTN_A) ||
|
||||
CHECK_BTN_ALL(play->state.input[0].press.button, BTN_B)) {
|
||||
|
||||
if (play->sceneLoadFlag != 20) {
|
||||
if (play->transitionTrigger != TRANS_TRIGGER_START) {
|
||||
Audio_SetCutsceneFlag(0);
|
||||
|
||||
Audio_PlaySoundGeneral(NA_SE_SY_PIECE_OF_HEART, &D_801333D4, 4, &D_801333E0, &D_801333E0,
|
||||
&D_801333E8);
|
||||
|
||||
gSaveContext.gameMode = 2;
|
||||
play->sceneLoadFlag = 20;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
}
|
||||
|
||||
this->copyrightAlphaStep = 15;
|
||||
@ -404,15 +404,15 @@ void EnMag_UpdateVanilla(Actor* thisx, PlayState* play) {
|
||||
CHECK_BTN_ALL(play->state.input[0].press.button, BTN_A) ||
|
||||
CHECK_BTN_ALL(play->state.input[0].press.button, BTN_B)) {
|
||||
|
||||
if (play->sceneLoadFlag != 20) {
|
||||
if (play->transitionTrigger != TRANS_TRIGGER_START) {
|
||||
Audio_SetCutsceneFlag(0);
|
||||
|
||||
Audio_PlaySoundGeneral(NA_SE_SY_PIECE_OF_HEART, &D_801333D4, 4, &D_801333E0, &D_801333E0,
|
||||
&D_801333E8);
|
||||
|
||||
gSaveContext.gameMode = 2;
|
||||
play->sceneLoadFlag = 20;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
}
|
||||
|
||||
this->copyrightAlphaStep = 15;
|
||||
|
@ -73,7 +73,7 @@ void EnOkarinaEffect_ManageStorm(EnOkarinaEffect* this, PlayState* play) {
|
||||
Flags_UnsetEnv(play, 5); // clear storms env flag
|
||||
if (((play->pauseCtx.state == 0) && (play->gameOverCtx.state == GAMEOVER_INACTIVE) &&
|
||||
(play->msgCtx.msgLength == 0) && (!FrameAdvance_IsEnabled(play)) &&
|
||||
((play->transitionMode == 0) || (gSaveContext.gameMode != 0))) ||
|
||||
((play->transitionMode == TRANS_MODE_OFF) || (gSaveContext.gameMode != 0))) ||
|
||||
(this->timer >= 250)) {
|
||||
if (play->envCtx.indoors || play->envCtx.unk_1F != 1) {
|
||||
this->timer--;
|
||||
|
@ -952,8 +952,8 @@ void EnOssan_State_StartConversation(EnOssan* this, PlayState* play, Player* pla
|
||||
} else {
|
||||
play->nextEntranceIndex = 0x1D1;
|
||||
}
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 0x2E;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_CIRCLE(TCA_STARBURST, TCC_WHITE, TCS_FAST);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -967,8 +967,8 @@ void func_80ACC00C(EnOwl* this, PlayState* play) {
|
||||
} else {
|
||||
play->nextEntranceIndex = 0x027E;
|
||||
}
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
}
|
||||
play->csCtx.segment = SEGMENTED_TO_VIRTUAL(gLakeHyliaOwlCs);
|
||||
@ -982,8 +982,8 @@ void func_80ACC00C(EnOwl* this, PlayState* play) {
|
||||
} else {
|
||||
play->nextEntranceIndex = 0x0554;
|
||||
}
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 2;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
break;
|
||||
}
|
||||
play->csCtx.segment = SEGMENTED_TO_VIRTUAL(gDMTOwlCs);
|
||||
|
@ -468,7 +468,7 @@ void func_80B12460(EnSyatekiNiw* this, PlayState* play) {
|
||||
|
||||
case 6:
|
||||
if (this->unk_25E == 1) {
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->nextEntranceIndex = gSaveContext.entranceIndex;
|
||||
play->shootingGalleryStatus = 0;
|
||||
player->actor.freezeTimer = 20;
|
||||
|
@ -672,14 +672,14 @@ void func_80B15424(EnTa* this, PlayState* play) {
|
||||
play->nextEntranceIndex = 0x5E4;
|
||||
|
||||
if (gSaveContext.eventInf[0] & 0x100) {
|
||||
play->fadeTransition = 46;
|
||||
gSaveContext.nextTransitionType = 3;
|
||||
play->transitionType = TRANS_TYPE_CIRCLE(TCA_STARBURST, TCC_WHITE, TCS_FAST);
|
||||
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_WHITE;
|
||||
} else {
|
||||
play->fadeTransition = 38;
|
||||
gSaveContext.nextTransitionType = 2;
|
||||
play->transitionType = TRANS_TYPE_CIRCLE(TCA_STARBURST, TCC_BLACK, TCS_FAST);
|
||||
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_BLACK;
|
||||
}
|
||||
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.eventInf[0] |= 0x400;
|
||||
this->actionFunc = func_80B153D4;
|
||||
this->unk_2CC = 22;
|
||||
|
@ -800,8 +800,8 @@ s32 EnZl4_CsAskName(EnZl4* this, PlayState* play) {
|
||||
play->msgCtx.msgMode = MSGMODE_PAUSED;
|
||||
play->nextEntranceIndex = 0xA0;
|
||||
gSaveContext.nextCutsceneIndex = 0xFFF7;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 3;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
@ -173,9 +173,9 @@ void ItemOcarina_StartSoTCutscene(ItemOcarina* this, PlayState* play) {
|
||||
play->csCtx.segment = SEGMENTED_TO_VIRTUAL(gHyruleFieldZeldaSongOfTimeCs);
|
||||
gSaveContext.cutsceneTrigger = 1;
|
||||
} else {
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 3;
|
||||
gSaveContext.nextTransitionType = 3;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE;
|
||||
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_WHITE;
|
||||
play->nextEntranceIndex = 0x050F;
|
||||
gSaveContext.nextCutsceneIndex = 0;
|
||||
}
|
||||
|
@ -2182,7 +2182,7 @@ void func_80834298(Player* this, PlayState* play) {
|
||||
((this->heldItemAction == this->itemAction) || (this->stateFlags1 & PLAYER_STATE1_SHIELDING)) &&
|
||||
(gSaveContext.health != 0) && (play->csCtx.state == CS_STATE_IDLE) && (this->csMode == 0) &&
|
||||
(play->shootingGalleryStatus == 0) && (play->activeCamera == MAIN_CAM) &&
|
||||
(play->sceneLoadFlag != 0x14) && (gSaveContext.timer1State != 10)) {
|
||||
(play->transitionTrigger != TRANS_TRIGGER_START) && (gSaveContext.timer1State != 10)) {
|
||||
func_80833DF8(this, play);
|
||||
}
|
||||
|
||||
@ -3332,7 +3332,7 @@ s32 func_80836FAC(PlayState* play, Player* this, f32* arg2, s16* arg3, f32 arg4)
|
||||
f32 temp_f14;
|
||||
f32 temp_f12;
|
||||
|
||||
if ((this->unk_6AD != 0) || (play->sceneLoadFlag == 0x14) || (this->stateFlags1 & PLAYER_STATE1_LOADING)) {
|
||||
if ((this->unk_6AD != 0) || (play->transitionTrigger == TRANS_TRIGGER_START) || (this->stateFlags1 & PLAYER_STATE1_LOADING)) {
|
||||
*arg2 = 0.0f;
|
||||
*arg3 = this->actor.shape.rot.y;
|
||||
} else {
|
||||
@ -4193,7 +4193,7 @@ void func_80838F5C(PlayState* play, Player* this) {
|
||||
}
|
||||
|
||||
s32 func_80838FB8(PlayState* play, Player* this) {
|
||||
if ((play->sceneLoadFlag == 0) && (this->stateFlags1 & PLAYER_STATE1_FLOOR_DISABLED)) {
|
||||
if ((play->transitionTrigger == TRANS_TRIGGER_OFF) && (this->stateFlags1 & PLAYER_STATE1_FLOOR_DISABLED)) {
|
||||
func_80838F5C(play, this);
|
||||
func_80832284(play, this, &gPlayerAnim_link_normal_landing_wait);
|
||||
func_80832698(this, NA_SE_VO_LI_FALL_S);
|
||||
@ -4233,7 +4233,7 @@ s32 func_80839034(PlayState* play, Player* this, CollisionPoly* poly, u32 bgId)
|
||||
if (this->actor.category == ACTORCAT_PLAYER) {
|
||||
sp3C = 0;
|
||||
|
||||
if (!(this->stateFlags1 & PLAYER_STATE1_DEAD) && (play->sceneLoadFlag == 0) && (this->csMode == 0) &&
|
||||
if (!(this->stateFlags1 & PLAYER_STATE1_DEAD) && (play->transitionTrigger == TRANS_TRIGGER_OFF) && (this->csMode == 0) &&
|
||||
!(this->stateFlags1 & PLAYER_STATE1_LOADING) &&
|
||||
(((poly != NULL) && (sp3C = SurfaceType_GetSceneExitIndex(&play->colCtx, poly, bgId), sp3C != 0)) ||
|
||||
(func_8083816C(D_808535E4) && (this->unk_A7A == 12)))) {
|
||||
@ -4259,8 +4259,8 @@ s32 func_80839034(PlayState* play, Player* this, CollisionPoly* poly, u32 bgId)
|
||||
if (play->nextEntranceIndex == 0x7FFF) {
|
||||
gSaveContext.respawnFlag = 2;
|
||||
play->nextEntranceIndex = gSaveContext.respawn[RESPAWN_MODE_RETURN].entranceIndex;
|
||||
play->fadeTransition = 3;
|
||||
gSaveContext.nextTransitionType = 3;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE;
|
||||
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_WHITE;
|
||||
} else if (play->nextEntranceIndex >= 0x7FF9) {
|
||||
// handle dynamic exits
|
||||
if (IS_RANDO) {
|
||||
@ -4280,7 +4280,7 @@ s32 func_80839034(PlayState* play, Player* this, CollisionPoly* poly, u32 bgId)
|
||||
gSaveContext.retainWeatherMode = 1;
|
||||
func_800994A0(play);
|
||||
}
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
}
|
||||
|
||||
if (!(this->stateFlags1 & (PLAYER_STATE1_ON_HORSE | PLAYER_STATE1_IN_CUTSCENE)) &&
|
||||
@ -4326,7 +4326,7 @@ s32 func_80839034(PlayState* play, Player* this, CollisionPoly* poly, u32 bgId)
|
||||
|
||||
return 1;
|
||||
} else {
|
||||
if (play->sceneLoadFlag == 0) {
|
||||
if (play->transitionTrigger == TRANS_TRIGGER_OFF) {
|
||||
|
||||
if ((this->actor.world.pos.y < -4000.0f) ||
|
||||
(((this->unk_A7A == 5) || (this->unk_A7A == 12)) &&
|
||||
@ -4340,7 +4340,7 @@ s32 func_80839034(PlayState* play, Player* this, CollisionPoly* poly, u32 bgId)
|
||||
} else {
|
||||
Play_TriggerVoidOut(play);
|
||||
}
|
||||
play->fadeTransition = 4;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK_FAST;
|
||||
func_80078884(NA_SE_OC_ABYSS);
|
||||
} else {
|
||||
func_80838F5C(play, this);
|
||||
@ -10897,7 +10897,7 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) {
|
||||
}
|
||||
} else {
|
||||
if ((this->actor.parent == NULL) &&
|
||||
((play->sceneLoadFlag == 0x14) || (this->unk_A87 != 0) || !func_808382DC(this, play))) {
|
||||
((play->transitionTrigger == TRANS_TRIGGER_START) || (this->unk_A87 != 0) || !func_808382DC(this, play))) {
|
||||
func_8083AA10(this, play);
|
||||
} else {
|
||||
this->fallStartHeight = this->actor.world.pos.y;
|
||||
@ -12205,7 +12205,7 @@ s32 func_8084C9BC(Player* this, PlayState* play) {
|
||||
}
|
||||
}
|
||||
|
||||
if ((play->csCtx.state == CS_STATE_IDLE) && (play->transitionMode == 0) &&
|
||||
if ((play->csCtx.state == CS_STATE_IDLE) && (play->transitionMode == TRANS_MODE_OFF) &&
|
||||
(EN_HORSE_CHECK_1(rideActor) || EN_HORSE_CHECK_4(rideActor))) {
|
||||
this->stateFlags2 |= PLAYER_STATE2_DO_ACTION_DOWN;
|
||||
|
||||
@ -12844,9 +12844,9 @@ s32 func_8084DFF4(PlayState* play, Player* this) {
|
||||
if (Message_GetState(&play->msgCtx) == TEXT_STATE_CLOSING) {
|
||||
if (this->getItemId == GI_GAUNTLETS_SILVER && !IS_RANDO) {
|
||||
play->nextEntranceIndex = 0x0123;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.nextCutsceneIndex = 0xFFF1;
|
||||
play->fadeTransition = 0xF;
|
||||
play->transitionType = TRANS_TYPE_SANDSTORM_END;
|
||||
this->stateFlags1 &= ~PLAYER_STATE1_IN_CUTSCENE;
|
||||
func_80852FFC(play, NULL, 8);
|
||||
}
|
||||
@ -13560,7 +13560,7 @@ void func_8084F710(Player* this, PlayState* play) {
|
||||
void func_8084F88C(Player* this, PlayState* play) {
|
||||
LinkAnimation_Update(play, &this->skelAnime);
|
||||
|
||||
if ((this->unk_850++ > 8) && (play->sceneLoadFlag == 0)) {
|
||||
if ((this->unk_850++ > 8) && (play->transitionTrigger == TRANS_TRIGGER_OFF)) {
|
||||
|
||||
if (this->unk_84F != 0) {
|
||||
if (play->sceneNum == SCENE_ICE_CAVERN) {
|
||||
@ -13576,16 +13576,16 @@ void func_8084F88C(Player* this, PlayState* play) {
|
||||
Play_TriggerVoidOut(play);
|
||||
}
|
||||
|
||||
play->fadeTransition = 4;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK_FAST;
|
||||
func_80078884(NA_SE_OC_ABYSS);
|
||||
} else {
|
||||
play->fadeTransition = 2;
|
||||
gSaveContext.nextTransitionType = 2;
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_WHITE;
|
||||
gSaveContext.seqId = (u8)NA_BGM_DISABLED;
|
||||
gSaveContext.natureAmbienceId = 0xFF;
|
||||
}
|
||||
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
}
|
||||
}
|
||||
|
||||
@ -13903,9 +13903,9 @@ void func_8085063C(Player* this, PlayState* play) {
|
||||
|
||||
if (play->msgCtx.choiceIndex == 0) { //Returns to FW
|
||||
gSaveContext.respawnFlag = 3;
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->nextEntranceIndex = gSaveContext.respawn[RESPAWN_MODE_TOP].entranceIndex;
|
||||
play->fadeTransition = 5;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE_FAST;
|
||||
func_80088AF0(play);
|
||||
return;
|
||||
}
|
||||
|
@ -2987,7 +2987,7 @@ void FileChoose_LoadGame(GameState* thisx) {
|
||||
gSaveContext.prevMagicState = MAGIC_STATE_IDLE;
|
||||
gSaveContext.forcedSeqId = NA_BGM_GENERAL_SFX;
|
||||
gSaveContext.skyboxTime = 0;
|
||||
gSaveContext.nextTransitionType = 0xFF;
|
||||
gSaveContext.nextTransitionType = TRANS_NEXT_TYPE_DEFAULT;
|
||||
gSaveContext.nextCutsceneIndex = 0xFFEF;
|
||||
gSaveContext.cutsceneTrigger = 0;
|
||||
gSaveContext.chamberCutsceneNum = 0;
|
||||
|
@ -4292,7 +4292,7 @@ void KaleidoScope_Update(PlayState* play)
|
||||
}
|
||||
// Reset frame counter to prevent autosave on respawn
|
||||
play->gameplayFrames = 0;
|
||||
gSaveContext.nextTransitionType = 2;
|
||||
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_BLACK;
|
||||
gSaveContext.health = CVarGetInteger("gFullHealthSpawn", 0) ? gSaveContext.healthCapacity : 0x30;
|
||||
Audio_QueueSeqCmd(0xF << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0xA);
|
||||
gSaveContext.healthAccumulator = 0;
|
||||
|
Loading…
Reference in New Issue
Block a user