Add scene table (#3131)
* Add scene table * Re-add accidentally deleted entry * Update CrashHandlerExt.cpp * Update CrashHandlerExt.cpp
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@@ -425,7 +425,7 @@ void GivePlayerRandoRewardZeldaLightArrowsGift(PlayState* play, RandomizerCheck
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}
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if (meetsRequirements && LINK_IS_ADULT &&
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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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!Flags_GetTreasure(play, 0x1E) && player != NULL && !Player_InBlockingCsMode(play, player) &&
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play->sceneLoadFlag == 0) {
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GetItemEntry getItem = Randomizer_GetItemFromKnownCheck(check, GI_ARROW_LIGHT);
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@@ -558,7 +558,7 @@ void Play_Init(GameState* thisx) {
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}
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tempSetupIndex = gSaveContext.sceneSetupIndex;
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if ((gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_SPOT00) && !LINK_IS_ADULT &&
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if ((gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_HYRULE_FIELD) && !LINK_IS_ADULT &&
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gSaveContext.sceneSetupIndex < 4) {
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if (CHECK_QUEST_ITEM(QUEST_KOKIRI_EMERALD) && CHECK_QUEST_ITEM(QUEST_GORON_RUBY) &&
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CHECK_QUEST_ITEM(QUEST_ZORA_SAPPHIRE)) {
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@@ -566,7 +566,7 @@ void Play_Init(GameState* thisx) {
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} else {
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gSaveContext.sceneSetupIndex = 0;
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}
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} else if ((gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_SPOT04) && LINK_IS_ADULT &&
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} else if ((gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_KOKIRI_FOREST) && LINK_IS_ADULT &&
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gSaveContext.sceneSetupIndex < 4) {
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gSaveContext.sceneSetupIndex = (Flags_GetEventChkInf(EVENTCHKINF_USED_FOREST_TEMPLE_BLUE_WARP)) ? 3 : 2;
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}
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@@ -2212,7 +2212,7 @@ void Play_SetupRespawnPoint(PlayState* play, s32 respawnMode, s32 playerParams)
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s32 entranceIndex;
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s8 roomIndex;
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if ((play->sceneNum != SCENE_YOUSEI_IZUMI_TATE) && (play->sceneNum != SCENE_KAKUSIANA)) {
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if ((play->sceneNum != SCENE_FAIRYS_FOUNTAIN) && (play->sceneNum != SCENE_GROTTOS)) {
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roomIndex = play->roomCtx.curRoom.num;
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entranceIndex = gSaveContext.entranceIndex;
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Play_SetRespawnData(play, respawnMode, entranceIndex, roomIndex, playerParams,
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@@ -2233,8 +2233,8 @@ void Play_LoadToLastEntrance(PlayState* play) {
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gSaveContext.respawnFlag = -1;
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play->sceneLoadFlag = 0x14;
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if ((play->sceneNum == SCENE_GANON_SONOGO) || (play->sceneNum == SCENE_GANON_FINAL) ||
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(play->sceneNum == SCENE_GANONTIKA_SONOGO) || (play->sceneNum == SCENE_GANON_DEMO)) {
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if ((play->sceneNum == SCENE_GANONS_TOWER_COLLAPSE_INTERIOR) || (play->sceneNum == SCENE_GANONS_TOWER_COLLAPSE_EXTERIOR) ||
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(play->sceneNum == SCENE_INSIDE_GANONS_CASTLE_COLLAPSE) || (play->sceneNum == SCENE_GANON_BOSS)) {
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play->nextEntranceIndex = 0x043F;
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Item_Give(play, ITEM_SWORD_MASTER);
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} else if ((gSaveContext.entranceIndex == 0x028A) || (gSaveContext.entranceIndex == 0x028E) ||
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@@ -2254,7 +2254,7 @@ void Play_TriggerRespawn(PlayState* play) {
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s32 func_800C0CB8(PlayState* play) {
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return (play->roomCtx.curRoom.meshHeader->base.type != 1) && (YREG(15) != 0x20) && (YREG(15) != 0x30) &&
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(YREG(15) != 0x40) && (play->sceneNum != SCENE_HAIRAL_NIWA);
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(YREG(15) != 0x40) && (play->sceneNum != SCENE_CASTLE_COURTYARD_GUARDS_DAY);
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}
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s32 FrameAdvance_IsEnabled(PlayState* play) {
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