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authorDerek Hensley <hensley.derek58@gmail.com>2025-02-16 09:30:27 -0800
committerGitHub <noreply@github.com>2025-02-16 09:30:27 -0800
commit4780abbfd8e141b41807609aae80ae98f3090d1e (patch)
tree421e0a22a5ef25078757a201d257ad2dff2e08ca /src/code/z_eventmgr.c
parent1241a8ca5c25e964673b036db4cac40df5fae239 (diff)
Misc FAKE fixes (#1783)
* CutsceneCamera_UpdateSplines fake match * CutsceneCamera_Init -1 splineIndex * Eye Point comment * func_80B781DC better fake * func_80B32F04 * ObjSwitch_Update * ObjSwitch_InitTrisCollider * ObjAqua_Init * EnTrt_ItemGiven * func_80C10E98 partly * EnTest7_WarpCsWarp this to 1 * EnTest6_InvertedSoTCutscene better fake * EnTest6_DrawAmmoDropRupee * EnPoSisters_MatchPlayerY * func_8095B76C * EnMinifrog_Init * func_80A5C0B8 * EnKnight_UpdateEffects * EnKnight_FlyingHeadAttack * EnKakasi_Init * EnInvadepoh_ModelInfo_GetNextFaceAnim * BgAstrBombwall_InitCollider like func_809CE068 * Player_UpdateInterface * Player_CsAction_TranslateReverse * DynaPoly_AddBgActorToLookup better fake * CutsceneManager_FindEntranceCsId * func_800AE930 better fake * Math3D_CylVsLineSeg better fake * MapDisp_InitBossRoomStorey * Play_Init * EnTimeTag_Diary_Wait better fake * Remove fake label from Player_SwordFromIA * Player_PostLimbDrawGameplay partly * EffectBlure_AddVertex prev temp * Player_PostLimbDrawGameplay attempt 2 * AudioMgr_StopAllSfxExceptSystem * Camera_Normal0 * Camera_Jump2 * Camera_Normal3 * PR review
Diffstat (limited to 'src/code/z_eventmgr.c')
-rw-r--r--src/code/z_eventmgr.c14
1 files changed, 8 insertions, 6 deletions
diff --git a/src/code/z_eventmgr.c b/src/code/z_eventmgr.c
index 218ebadc5..2d467cdcc 100644
--- a/src/code/z_eventmgr.c
+++ b/src/code/z_eventmgr.c
@@ -518,12 +518,14 @@ s16 CutsceneManager_FindEntranceCsId(void) {
s32 csId;
for (csId = 0; csId < sSceneCutsceneCount; csId++) {
- //! FAKE:
- if ((sSceneCutsceneList[csId].scriptIndex != CS_SCRIPT_ID_NONE) &&
- (sSceneCutsceneList[csId].scriptIndex < (play = sCutsceneMgr.play)->csCtx.scriptListCount) &&
- (sCutsceneMgr.play->curSpawn ==
- sCutsceneMgr.play->csCtx.scriptList[sSceneCutsceneList[csId].scriptIndex].spawn)) {
- return csId;
+ if (sSceneCutsceneList[csId].scriptIndex != CS_SCRIPT_ID_NONE) {
+ PlayState* play = sCutsceneMgr.play;
+
+ if ((sSceneCutsceneList[csId].scriptIndex < play->csCtx.scriptListCount) &&
+ (sCutsceneMgr.play->curSpawn ==
+ sCutsceneMgr.play->csCtx.scriptList[sSceneCutsceneList[csId].scriptIndex].spawn)) {
+ return csId;
+ }
}
}