diff options
Diffstat (limited to 'src/code/z_play.c')
| -rw-r--r-- | src/code/z_play.c | 26 |
1 files changed, 13 insertions, 13 deletions
diff --git a/src/code/z_play.c b/src/code/z_play.c index 5a60a615e..bb04f23c0 100644 --- a/src/code/z_play.c +++ b/src/code/z_play.c @@ -302,38 +302,38 @@ Vec3s* Play_GetActorCsCamFuncData(PlayState* this, s32 csCamDataIndex) { * Converts the number of a scene to its "original" equivalent, the default version of the area which the player first * enters. */ -s16 Play_GetOriginalSceneNumber(s16 sceneNum) { +s16 Play_GetOriginalSceneId(s16 sceneId) { // Inverted Stone Tower Temple -> Stone Tower Temple - if (sceneNum == SCENE_INISIE_R) { + if (sceneId == SCENE_INISIE_R) { return SCENE_INISIE_N; } // Purified Southern Swamp -> Poisoned Sothern Swamp - if (sceneNum == SCENE_20SICHITAI2) { + if (sceneId == SCENE_20SICHITAI2) { return SCENE_20SICHITAI; } // Spring Mountain Village -> Winter Mountain Village - if (sceneNum == SCENE_10YUKIYAMANOMURA2) { + if (sceneId == SCENE_10YUKIYAMANOMURA2) { return SCENE_10YUKIYAMANOMURA; } // Spring Goron Village -> Winter Goron Village - if (sceneNum == SCENE_11GORONNOSATO2) { + if (sceneId == SCENE_11GORONNOSATO2) { return SCENE_11GORONNOSATO; } // Spring Path to Goron Village -> Winter Path to Goron Village - if (sceneNum == SCENE_17SETUGEN2) { + if (sceneId == SCENE_17SETUGEN2) { return SCENE_17SETUGEN; } // Inverted Stone Tower -> Stone Tower - if (sceneNum == SCENE_F41) { + if (sceneId == SCENE_F41) { return SCENE_F40; } - return sceneNum; + return sceneId; } /** @@ -344,13 +344,13 @@ void Play_SaveCycleSceneFlags(GameState* thisx) { PlayState* this = (PlayState*)thisx; CycleSceneFlags* cycleSceneFlags; - cycleSceneFlags = &gSaveContext.cycleSceneFlags[Play_GetOriginalSceneNumber(this->sceneNum)]; + cycleSceneFlags = &gSaveContext.cycleSceneFlags[Play_GetOriginalSceneId(this->sceneId)]; cycleSceneFlags->chest = this->actorCtx.sceneFlags.chest; cycleSceneFlags->switch0 = this->actorCtx.sceneFlags.switches[0]; cycleSceneFlags->switch1 = this->actorCtx.sceneFlags.switches[1]; - if (this->sceneNum == SCENE_INISIE_R) { // Inverted Stone Tower Temple - cycleSceneFlags = &gSaveContext.cycleSceneFlags[this->sceneNum]; + if (this->sceneId == SCENE_INISIE_R) { // Inverted Stone Tower Temple + cycleSceneFlags = &gSaveContext.cycleSceneFlags[this->sceneId]; } cycleSceneFlags->collectible = this->actorCtx.sceneFlags.collectible[0]; @@ -375,7 +375,7 @@ void Play_SetupRespawnPoint(GameState* thisx, s32 respawnMode, s32 playerParams) PlayState* this = (PlayState*)thisx; Player* player = GET_PLAYER(this); - if (this->sceneNum != SCENE_KAKUSIANA) { // Grottos + if (this->sceneId != SCENE_KAKUSIANA) { // Grottos Play_SetRespawnData(&this->state, respawnMode, (u16)((void)0, gSaveContext.save.entrance), this->roomCtx.curRoom.num, playerParams, &player->actor.world.pos, player->actor.shape.rot.y); @@ -384,7 +384,7 @@ void Play_SetupRespawnPoint(GameState* thisx, s32 respawnMode, s32 playerParams) // Override respawn data in Sakon's Hideout void func_80169ECC(PlayState* this) { - if (this->sceneNum == SCENE_SECOM) { + if (this->sceneId == SCENE_SECOM) { this->nextEntrance = ENTRANCE(IKANA_CANYON, 6); gSaveContext.respawnFlag = -7; } |
