Add scene table (#3131)

* Add scene table

* Re-add accidentally deleted entry

* Update CrashHandlerExt.cpp

* Update CrashHandlerExt.cpp
This commit is contained in:
Pepe20129
2023-09-01 18:46:19 +02:00
committed by GitHub
parent 0e7c658523
commit 45b7520dcb
109 changed files with 2407 additions and 2521 deletions

View File

@@ -425,7 +425,7 @@ void GivePlayerRandoRewardZeldaLightArrowsGift(PlayState* play, RandomizerCheck
}
if (meetsRequirements && LINK_IS_ADULT &&
(gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_TOKINOMA) &&
(gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_TEMPLE_OF_TIME) &&
!Flags_GetTreasure(play, 0x1E) && player != NULL && !Player_InBlockingCsMode(play, player) &&
play->sceneLoadFlag == 0) {
GetItemEntry getItem = Randomizer_GetItemFromKnownCheck(check, GI_ARROW_LIGHT);
@@ -558,7 +558,7 @@ void Play_Init(GameState* thisx) {
}
tempSetupIndex = gSaveContext.sceneSetupIndex;
if ((gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_SPOT00) && !LINK_IS_ADULT &&
if ((gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_HYRULE_FIELD) && !LINK_IS_ADULT &&
gSaveContext.sceneSetupIndex < 4) {
if (CHECK_QUEST_ITEM(QUEST_KOKIRI_EMERALD) && CHECK_QUEST_ITEM(QUEST_GORON_RUBY) &&
CHECK_QUEST_ITEM(QUEST_ZORA_SAPPHIRE)) {
@@ -566,7 +566,7 @@ void Play_Init(GameState* thisx) {
} else {
gSaveContext.sceneSetupIndex = 0;
}
} else if ((gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_SPOT04) && LINK_IS_ADULT &&
} else if ((gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_KOKIRI_FOREST) && LINK_IS_ADULT &&
gSaveContext.sceneSetupIndex < 4) {
gSaveContext.sceneSetupIndex = (Flags_GetEventChkInf(EVENTCHKINF_USED_FOREST_TEMPLE_BLUE_WARP)) ? 3 : 2;
}
@@ -2212,7 +2212,7 @@ void Play_SetupRespawnPoint(PlayState* play, s32 respawnMode, s32 playerParams)
s32 entranceIndex;
s8 roomIndex;
if ((play->sceneNum != SCENE_YOUSEI_IZUMI_TATE) && (play->sceneNum != SCENE_KAKUSIANA)) {
if ((play->sceneNum != SCENE_FAIRYS_FOUNTAIN) && (play->sceneNum != SCENE_GROTTOS)) {
roomIndex = play->roomCtx.curRoom.num;
entranceIndex = gSaveContext.entranceIndex;
Play_SetRespawnData(play, respawnMode, entranceIndex, roomIndex, playerParams,
@@ -2233,8 +2233,8 @@ void Play_LoadToLastEntrance(PlayState* play) {
gSaveContext.respawnFlag = -1;
play->sceneLoadFlag = 0x14;
if ((play->sceneNum == SCENE_GANON_SONOGO) || (play->sceneNum == SCENE_GANON_FINAL) ||
(play->sceneNum == SCENE_GANONTIKA_SONOGO) || (play->sceneNum == SCENE_GANON_DEMO)) {
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)) {
play->nextEntranceIndex = 0x043F;
Item_Give(play, ITEM_SWORD_MASTER);
} else if ((gSaveContext.entranceIndex == 0x028A) || (gSaveContext.entranceIndex == 0x028E) ||
@@ -2254,7 +2254,7 @@ void Play_TriggerRespawn(PlayState* play) {
s32 func_800C0CB8(PlayState* play) {
return (play->roomCtx.curRoom.meshHeader->base.type != 1) && (YREG(15) != 0x20) && (YREG(15) != 0x30) &&
(YREG(15) != 0x40) && (play->sceneNum != SCENE_HAIRAL_NIWA);
(YREG(15) != 0x40) && (play->sceneNum != SCENE_CASTLE_COURTYARD_GUARDS_DAY);
}
s32 FrameAdvance_IsEnabled(PlayState* play) {