Add scene table (#3131)
* Add scene table * Re-add accidentally deleted entry * Update CrashHandlerExt.cpp * Update CrashHandlerExt.cpp
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@@ -501,7 +501,7 @@ void Cutscene_Command_Terminator(PlayState* play, CutsceneContext* csCtx, CsCmdB
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bool debugCsSkip = (CHECK_BTN_ALL(play->state.input[0].press.button, BTN_START) &&
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(gSaveContext.fileNum != 0xFEDC) && CVarGetInteger("gDebugEnabled", 0));
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if ((gSaveContext.gameMode != 0) && (gSaveContext.gameMode != 3) && (play->sceneNum != SCENE_SPOT00) &&
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if ((gSaveContext.gameMode != 0) && (gSaveContext.gameMode != 3) && (play->sceneNum != SCENE_HYRULE_FIELD) &&
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(csCtx->frames > 20) &&
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(CHECK_BTN_ALL(play->state.input[0].press.button, BTN_A) ||
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CHECK_BTN_ALL(play->state.input[0].press.button, BTN_B) ||
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@@ -1322,7 +1322,7 @@ void Cutscene_Command_TransitionFX(PlayState* play, CutsceneContext* csCtx, CsCm
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(gSaveContext.entranceIndex == 0x0371))) {
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Audio_PlaySoundGeneral(NA_SE_EV_WHITE_OUT, &D_801333D4, 4, &D_801333E0, &D_801333E0,
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&D_801333E8);
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} else if ((temp == 0.0f) && (play->sceneNum == SCENE_GANONTIKA)) {
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} else if ((temp == 0.0f) && (play->sceneNum == SCENE_INSIDE_GANONS_CASTLE)) {
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func_800788CC(NA_SE_EV_WHITE_OUT);
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}
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} else {
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@@ -2174,16 +2174,16 @@ void Cutscene_HandleConditionalTriggers(PlayState* play) {
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}
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} else if (CHECK_QUEST_ITEM(QUEST_MEDALLION_SPIRIT) && CHECK_QUEST_ITEM(QUEST_MEDALLION_SHADOW) &&
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LINK_IS_ADULT && !Flags_GetEventChkInf(EVENTCHKINF_RETURNED_TO_TEMPLE_OF_TIME_WITH_ALL_MEDALLIONS) &&
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(gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_TOKINOMA)) {
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(gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_TEMPLE_OF_TIME)) {
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if (!gSaveContext.n64ddFlag) {
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Flags_SetEventChkInf(EVENTCHKINF_RETURNED_TO_TEMPLE_OF_TIME_WITH_ALL_MEDALLIONS);
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gSaveContext.entranceIndex = 0x0053;
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gSaveContext.cutsceneIndex = 0xFFF8;
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}
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} else if ((!Flags_GetEventChkInf(EVENTCHKINF_WATCHED_GANONS_CASTLE_COLLAPSE_CAUGHT_BY_GERUDO) &&
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gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_GANON_DEMO) ||
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gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_GANON_BOSS) ||
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(bShouldTowerRandoSkip &&
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gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_GANON_FINAL)) {
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gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_GANONS_TOWER_COLLAPSE_EXTERIOR)) {
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Flags_SetEventChkInf(EVENTCHKINF_WATCHED_GANONS_CASTLE_COLLAPSE_CAUGHT_BY_GERUDO);
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gSaveContext.entranceIndex = 0x0517;
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// In rando, skip the cutscene for the tower falling down after the escape.
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