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authorDragorn421 <Dragorn421@users.noreply.github.com>2022-11-26 22:15:41 +0100
committerGitHub <noreply@github.com>2022-11-26 16:15:41 -0500
commit186ecc72b5a052cbc4dcc1125a6bb204c354506d (patch)
treef5d4d375eab9dbf5eca241bac29f2c39ab7b1c81 /src/code/z_map_mark.c
parenteb0a82c513a2681de3aa92db623f60630689a525 (diff)
Name scenes (scene enum, entrance enum, various identifiers) (#1343)
* Comment names on titled scenes * Comment some more scene names * Comment some map assets symbol prefixes * Name collapse sequence scenes (from the non-collapse equivalent scene's name + `_COLLAPSE`) * Name ganon/ganondorf boss scenes (symbol prefix suffixed with `Scene` to prevent confusion with boss actors) * Fix symbol prefix for back alley night scene * Name the two grave scenes (normal and fairy's fountain variant) * Name most houses, name/update misc scenes Co-authored-by: fig02 <fig02srl@gmail.com> * (hakaana) `GRAVE` -> `REDEAD_GRAVE` to be more specific Co-authored-by: fig02 <fig02srl@gmail.com> * `miharigoya_scene`: `market_guard_house` * `kakariko_scene` -> `kakariko_center_house` * `richards_house` -> `dog_lady_house` (for localization differences) * Revert "Comment some map assets symbol prefixes" This reverts commit 210a38a6288d5d2fa318059f31988ca7ceb5c708. * remove other xml prefixes * ganon_boss, ganondorf_boss * comments to namefixer * `KAKARIKO_CENTER_HOUSE` -> `KAKARIKO_CENTER_GUEST_HOUSE` * two collapse sequence scenes -> `GANONS_TOWER_COLLAPSE_`interior/exterior * Run namefixer `find src include -type f -exec ./tools/namefixer.py {} \;` * run formatter Co-authored-by: fig02 <fig02srl@gmail.com>
Diffstat (limited to 'src/code/z_map_mark.c')
-rw-r--r--src/code/z_map_mark.c30
1 files changed, 15 insertions, 15 deletions
diff --git a/src/code/z_map_mark.c b/src/code/z_map_mark.c
index 98d9be02a..e04d8a9d2 100644
--- a/src/code/z_map_mark.c
+++ b/src/code/z_map_mark.c
@@ -133,21 +133,21 @@ void MapMark_DrawForDungeon(PlayState* play) {
void MapMark_Draw(PlayState* play) {
switch (play->sceneId) {
- case SCENE_YDAN:
- case SCENE_DDAN:
- case SCENE_BDAN:
- case SCENE_BMORI1:
- case SCENE_HIDAN:
- case SCENE_MIZUSIN:
- case SCENE_JYASINZOU:
- case SCENE_HAKADAN:
- case SCENE_HAKADANCH:
- case SCENE_ICE_DOUKUTO:
- case SCENE_YDAN_BOSS:
- case SCENE_DDAN_BOSS:
- case SCENE_BDAN_BOSS:
- case SCENE_MORIBOSSROOM:
- case SCENE_FIRE_BS:
+ case SCENE_DEKU_TREE:
+ case SCENE_DODONGOS_CAVERN:
+ case SCENE_JABU_JABU:
+ case SCENE_FOREST_TEMPLE:
+ case SCENE_FIRE_TEMPLE:
+ case SCENE_WATER_TEMPLE:
+ case SCENE_SPIRIT_TEMPLE:
+ case SCENE_SHADOW_TEMPLE:
+ case SCENE_BOTTOM_OF_THE_WELL:
+ case SCENE_ICE_CAVERN:
+ case SCENE_DEKU_TREE_BOSS:
+ case SCENE_DODONGOS_CAVERN_BOSS:
+ case SCENE_JABU_JABU_BOSS:
+ case SCENE_FOREST_TEMPLE_BOSS:
+ case SCENE_FIRE_TEMPLE_BOSS:
MapMark_DrawForDungeon(play);
break;
}