diff options
| author | Dragorn421 <Dragorn421@users.noreply.github.com> | 2022-11-26 22:15:41 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2022-11-26 16:15:41 -0500 |
| commit | 186ecc72b5a052cbc4dcc1125a6bb204c354506d (patch) | |
| tree | f5d4d375eab9dbf5eca241bac29f2c39ab7b1c81 /src/code/z_map_mark.c | |
| parent | eb0a82c513a2681de3aa92db623f60630689a525 (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.c | 30 |
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; } |
