Entrance Docs (#3332)
* transition variables renamed * transition circle * transition wipe * sand storm * remaining sceneloadflag rename * transition trigger macros * transition mode enum * transition type enum * tc set params * creg debug transitions * introduce entrance table + return entrance indices + entrance info macros * randomizer entrance pass through * cleanup some missing scene enums * randomizer entrance tracker pass through * randomizer grotto pass through * gSaveContext.entranceIndex * misc lists * z_select pass through * respawn entrance index * nextEntranceIndex * add missing include
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@@ -6137,7 +6137,7 @@ s32 func_80038154(PlayState* play, Actor* actor, Vec3s* arg2, Vec3s* arg3, f32 a
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actor->focus.pos = actor->world.pos;
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actor->focus.pos.y += arg4;
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if (!(((play->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == 0x00EE))) {
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if (!(((play->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0))) {
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var = actor->yawTowardsPlayer - actor->shape.rot.y;
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abs_var = ABS(var);
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if (abs_var >= 0x4300) {
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@@ -6146,7 +6146,7 @@ s32 func_80038154(PlayState* play, Actor* actor, Vec3s* arg2, Vec3s* arg3, f32 a
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}
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}
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if (((play->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == 0x00EE)) {
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if (((play->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0)) {
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sp2C = play->view.eye;
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} else {
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sp2C = player->actor.focus.pos;
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@@ -6166,7 +6166,7 @@ s32 func_80038290(PlayState* play, Actor* actor, Vec3s* arg2, Vec3s* arg3, Vec3f
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actor->focus.pos = arg4;
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if (!(((play->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == 0x00EE))) {
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if (!(((play->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0))) {
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var = actor->yawTowardsPlayer - actor->shape.rot.y;
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abs_var = ABS(var);
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if (abs_var >= 0x4300) {
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@@ -6175,7 +6175,7 @@ s32 func_80038290(PlayState* play, Actor* actor, Vec3s* arg2, Vec3s* arg3, Vec3f
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}
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}
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if (((play->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == 0x00EE)) {
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if (((play->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0)) {
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sp24 = play->view.eye;
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} else {
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sp24 = player->actor.focus.pos;
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