Merge branch 'develop-rando' of garrettjoecox.github.com:HarbourMasters/Shipwright into develop-rando-changes
This commit is contained in:
@@ -8,6 +8,7 @@
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#include "textures/message_static/message_static.h"
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#include "textures/message_texture_static/message_texture_static.h"
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#include "soh/Enhancements/cosmetics/cosmeticsTypes.h"
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#include "soh/Enhancements/game-interactor/GameInteractor.h"
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#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
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#include "soh/OTRGlobals.h"
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@@ -3087,7 +3088,9 @@ void Message_Draw(PlayState* play) {
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POLY_OPA_DISP = plusOne;
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}
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plusOne = Graph_GfxPlusOne(polyOpaP = POLY_OPA_DISP);
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gSPDisplayList(OVERLAY_DISP++, plusOne);
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if (!GameInteractor_NoUIActive()) {
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gSPDisplayList(OVERLAY_DISP++, plusOne);
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}
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Message_DrawMain(play, &plusOne);
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gSPEndDisplayList(plusOne++);
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Graph_BranchDlist(polyOpaP, plusOne);
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@@ -74,65 +74,68 @@ void Sram_OpenSave() {
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Save_LoadFile();
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if (!CVarGetInteger("gRememberSaveLocation", 0) || gSaveContext.savedSceneNum == SCENE_FAIRYS_FOUNTAIN ||
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gSaveContext.savedSceneNum == SCENE_GROTTOS) {
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switch (gSaveContext.savedSceneNum) {
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case SCENE_DEKU_TREE:
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case SCENE_DODONGOS_CAVERN:
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case SCENE_JABU_JABU:
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case SCENE_FOREST_TEMPLE:
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case SCENE_FIRE_TEMPLE:
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case SCENE_WATER_TEMPLE:
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case SCENE_SPIRIT_TEMPLE:
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case SCENE_SHADOW_TEMPLE:
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case SCENE_BOTTOM_OF_THE_WELL:
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case SCENE_ICE_CAVERN:
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case SCENE_GANONS_TOWER:
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case SCENE_GERUDO_TRAINING_GROUND:
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case SCENE_THIEVES_HIDEOUT:
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case SCENE_INSIDE_GANONS_CASTLE:
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gSaveContext.entranceIndex = sDungeonEntrances[gSaveContext.savedSceneNum];
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break;
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case SCENE_DEKU_TREE_BOSS:
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gSaveContext.entranceIndex = ENTR_DEKU_TREE_0;
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break;
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case SCENE_DODONGOS_CAVERN_BOSS:
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gSaveContext.entranceIndex = ENTR_DODONGOS_CAVERN_0;
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break;
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case SCENE_JABU_JABU_BOSS:
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gSaveContext.entranceIndex = ENTR_JABU_JABU_0;
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break;
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case SCENE_FOREST_TEMPLE_BOSS:
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gSaveContext.entranceIndex = ENTR_FOREST_TEMPLE_0;
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break;
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case SCENE_FIRE_TEMPLE_BOSS:
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gSaveContext.entranceIndex = ENTR_FIRE_TEMPLE_0;
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break;
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case SCENE_WATER_TEMPLE_BOSS:
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gSaveContext.entranceIndex = ENTR_WATER_TEMPLE_0;
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break;
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case SCENE_SPIRIT_TEMPLE_BOSS:
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gSaveContext.entranceIndex = ENTR_SPIRIT_TEMPLE_0;
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break;
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case SCENE_SHADOW_TEMPLE_BOSS:
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gSaveContext.entranceIndex = ENTR_SHADOW_TEMPLE_0;
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break;
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case SCENE_GANONS_TOWER_COLLAPSE_INTERIOR:
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case SCENE_INSIDE_GANONS_CASTLE_COLLAPSE:
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case SCENE_GANONDORF_BOSS:
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case SCENE_GANONS_TOWER_COLLAPSE_EXTERIOR:
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case SCENE_GANON_BOSS:
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gSaveContext.entranceIndex = ENTR_GANONS_TOWER_0;
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break;
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switch (gSaveContext.savedSceneNum) {
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case SCENE_DEKU_TREE:
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case SCENE_DODONGOS_CAVERN:
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case SCENE_JABU_JABU:
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case SCENE_FOREST_TEMPLE:
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case SCENE_FIRE_TEMPLE:
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case SCENE_WATER_TEMPLE:
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case SCENE_SPIRIT_TEMPLE:
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case SCENE_SHADOW_TEMPLE:
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case SCENE_BOTTOM_OF_THE_WELL:
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case SCENE_ICE_CAVERN:
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case SCENE_GANONS_TOWER:
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case SCENE_GERUDO_TRAINING_GROUND:
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case SCENE_THIEVES_HIDEOUT:
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case SCENE_INSIDE_GANONS_CASTLE:
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gSaveContext.entranceIndex = sDungeonEntrances[gSaveContext.savedSceneNum];
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break;
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case SCENE_DEKU_TREE_BOSS:
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gSaveContext.entranceIndex = ENTR_DEKU_TREE_0;
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break;
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case SCENE_DODONGOS_CAVERN_BOSS:
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gSaveContext.entranceIndex = ENTR_DODONGOS_CAVERN_0;
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break;
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case SCENE_JABU_JABU_BOSS:
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gSaveContext.entranceIndex = ENTR_JABU_JABU_0;
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break;
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case SCENE_FOREST_TEMPLE_BOSS:
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gSaveContext.entranceIndex = ENTR_FOREST_TEMPLE_0;
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break;
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case SCENE_FIRE_TEMPLE_BOSS:
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gSaveContext.entranceIndex = ENTR_FIRE_TEMPLE_0;
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break;
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case SCENE_WATER_TEMPLE_BOSS:
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gSaveContext.entranceIndex = ENTR_WATER_TEMPLE_0;
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break;
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case SCENE_SPIRIT_TEMPLE_BOSS:
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gSaveContext.entranceIndex = ENTR_SPIRIT_TEMPLE_0;
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break;
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case SCENE_SHADOW_TEMPLE_BOSS:
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gSaveContext.entranceIndex = ENTR_SHADOW_TEMPLE_0;
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break;
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case SCENE_GANONS_TOWER_COLLAPSE_INTERIOR:
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case SCENE_INSIDE_GANONS_CASTLE_COLLAPSE:
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case SCENE_GANONDORF_BOSS:
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case SCENE_GANONS_TOWER_COLLAPSE_EXTERIOR:
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case SCENE_GANON_BOSS:
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gSaveContext.entranceIndex = ENTR_GANONS_TOWER_0;
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break;
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default:
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if (gSaveContext.savedSceneNum != SCENE_LINKS_HOUSE) {
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gSaveContext.entranceIndex = (LINK_AGE_IN_YEARS == YEARS_CHILD) ? ENTR_LINKS_HOUSE_0 : ENTR_TEMPLE_OF_TIME_7;
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} else {
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gSaveContext.entranceIndex = ENTR_LINKS_HOUSE_0;
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}
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default:
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// Use the saved entrance value with remember save location, except when in grottos/fairy fountains
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if (CVarGetInteger("gRememberSaveLocation", 0) && gSaveContext.savedSceneNum != SCENE_FAIRYS_FOUNTAIN &&
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gSaveContext.savedSceneNum != SCENE_GROTTOS) {
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break;
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}
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}
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if (gSaveContext.savedSceneNum != SCENE_LINKS_HOUSE) {
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gSaveContext.entranceIndex = (LINK_AGE_IN_YEARS == YEARS_CHILD) ? ENTR_LINKS_HOUSE_0 : ENTR_TEMPLE_OF_TIME_7;
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} else {
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gSaveContext.entranceIndex = ENTR_LINKS_HOUSE_0;
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}
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break;
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}
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osSyncPrintf("scene_no = %d\n", gSaveContext.entranceIndex);
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