Add scene table (#3131)
* Add scene table * Re-add accidentally deleted entry * Update CrashHandlerExt.cpp * Update CrashHandlerExt.cpp
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@@ -150,10 +150,10 @@ void MapMark_DrawForDungeon(PlayState* play) {
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rectTop = (markPoint->y + Y_Margins_Minimap_ic + 140 + CVarGetInteger("gMinimapPosY", 0));
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if (CVarGetInteger("gMinimapPosType", 0) == 1) {//Anchor Left
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if (CVarGetInteger("gMinimapUseMargins", 0) != 0) {X_Margins_Minimap_ic = Left_MC_Margin;};
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if (play->sceneNum == SCENE_YDAN || play->sceneNum == SCENE_DDAN || play->sceneNum == SCENE_BDAN ||
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play->sceneNum == SCENE_BMORI1 || play->sceneNum == SCENE_HIDAN || play->sceneNum == SCENE_MIZUSIN ||
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play->sceneNum == SCENE_JYASINZOU || play->sceneNum == SCENE_HAKADAN || play->sceneNum == SCENE_HAKADANCH ||
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play->sceneNum == SCENE_ICE_DOUKUTO) {
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if (play->sceneNum == SCENE_DEKU_TREE || play->sceneNum == SCENE_DODONGOS_CAVERN || play->sceneNum == SCENE_JABU_JABU ||
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play->sceneNum == SCENE_FOREST_TEMPLE || play->sceneNum == SCENE_FIRE_TEMPLE || play->sceneNum == SCENE_WATER_TEMPLE ||
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play->sceneNum == SCENE_SPIRIT_TEMPLE || play->sceneNum == SCENE_SHADOW_TEMPLE || play->sceneNum == SCENE_BOTTOM_OF_THE_WELL ||
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play->sceneNum == SCENE_ICE_CAVERN) {
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rectLeft = OTRGetRectDimensionFromLeftEdge(markPointX+CVarGetInteger("gMinimapPosX", 0)+204+X_Margins_Minimap_ic);
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} else {
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rectLeft = OTRGetRectDimensionFromLeftEdge(markPointX+CVarGetInteger("gMinimapPosX", 0)+204+X_Margins_Minimap_ic);
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@@ -192,21 +192,21 @@ void MapMark_DrawForDungeon(PlayState* play) {
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void MapMark_Draw(PlayState* play) {
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switch (play->sceneNum) {
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case SCENE_YDAN:
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case SCENE_DDAN:
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case SCENE_BDAN:
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case SCENE_BMORI1:
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case SCENE_HIDAN:
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case SCENE_MIZUSIN:
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case SCENE_JYASINZOU:
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case SCENE_HAKADAN:
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case SCENE_HAKADANCH:
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case SCENE_ICE_DOUKUTO:
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case SCENE_YDAN_BOSS:
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case SCENE_DDAN_BOSS:
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case SCENE_BDAN_BOSS:
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case SCENE_MORIBOSSROOM:
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case SCENE_FIRE_BS:
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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_DEKU_TREE_BOSS:
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case SCENE_DODONGOS_CAVERN_BOSS:
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case SCENE_JABU_JABU_BOSS:
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case SCENE_FOREST_TEMPLE_BOSS:
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case SCENE_FIRE_TEMPLE_BOSS:
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MapMark_DrawForDungeon(play);
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break;
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}
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