mirror of https://github.com/zeldaret/mm.git
Match func_80166B30 and diff fake match in Init
This commit is contained in:
parent
28ef080dbf
commit
6476e90bb7
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@ -1482,7 +1482,7 @@ void func_800FD698(PlayState* play, s16 arg1, s16 arg2, f32 arg3);
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// void reset_days_elapsed(void);
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// u32 get_current_day(void);
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void func_800FD750(u16 seqId);
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// void func_800FD768(void);
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s32 func_800FD768(void);
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void func_800FD78C(PlayState* play);
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void func_800FD858(PlayState* play);
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void func_800FD928(s32 param_1);
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@ -1495,7 +1495,7 @@ void func_800FE484(void);
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void func_800FE498(void);
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// void func_800FE4A8(void);
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u32 func_800FE4B8(PlayState* play);
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// void func_800FE590(void);
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s32 func_800FE590(PlayState* play);
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// void func_800FE5D0(void);
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// UNK_TYPE4 func_800FE610(void);
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u32 func_800FE620(PlayState* play);
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@ -3291,7 +3291,7 @@ void Audio_SetCutsceneFlag(u8 flag);
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// void func_801A3FFC(UNK_TYPE1 param_1);
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void audio_setBGM(u32 bgmID);
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void func_801A4058(UNK_TYPE arg0);
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// void func_801A41C8(void);
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void func_801A41C8(s32 arg0);
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// void func_801A41F8(void);
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// void func_801A429C(void);
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// void func_801A42C8(void);
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@ -1105,15 +1105,15 @@ typedef struct {
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/* 0x003 */ char unk03[0x5];
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/* 0x008 */ s32 unk_08;
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/* 0x00C */ char unk0C[0x224];
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/* 0x230 */ void (*unk_230)(s32*);
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/* 0x234 */ void (*unk_234)(s32*);
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/* 0x238 */ void (*unk_238)(s32*, u8);
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/* 0x230 */ void* (*unk_230)(void*);
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/* 0x234 */ void (*unk_234)(void*);
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/* 0x238 */ void (*unk_238)(void*, u8);
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/* 0x23C */ char unk23C[0x4];
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/* 0x240 */ void (*unk_240)(s32*);
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/* 0x244 */ void (*unk_244)(s32*, s32);
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/* 0x248 */ void (*unk_248)(s32*, u32); // RGBA8 colour?
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/* 0x24C */ void (*unk_24C)(s32*, u32); // RGBA8 colour?
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/* 0x250 */ s32 (*unk_250)(s32*);
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/* 0x240 */ void (*unk_240)(void*);
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/* 0x244 */ void (*unk_244)(void*, s32);
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/* 0x248 */ void (*unk_248)(void*, u32); // RGBA8 colour?
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/* 0x24C */ void (*unk_24C)(void*, u32); // RGBA8 colour?
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/* 0x250 */ s32 (*unk_250)(void*);
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/* 0x254 */ char unk254[0x4];
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} TransitionContext; // size = 0x258
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@ -1,6 +1,7 @@
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#include "global.h"
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#include "overlays/gamestates/ovl_daytelop/z_daytelop.h"
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#include "overlays/gamestates/ovl_opening/z_opening.h"
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#include "overlays/gamestates/ovl_file_choose/z_file_choose.h"
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#include "overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope.h"
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s32 gDbgCamEnabled = false;
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@ -525,9 +526,372 @@ void func_80166968(PlayState* this, Camera* camera) {
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}
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}
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Input* D_801D0D60 = NULL;
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void func_80166B30(PlayState* this) {
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s32 pad;
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/func_80166B30.s")
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if (this->transitionMode == TRANS_MODE_OFF) {
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return;
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}
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switch (this->transitionMode) {
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case TRANS_MODE_01:
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if (this->transitionTrigger != TRANS_TRIGGER_END) {
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s16 sceneLayer = 0;
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Interface_ChangeAlpha(1);
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if (gSaveContext.nextCutsceneIndex >= 0xFFF0) {
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sceneLayer = (gSaveContext.nextCutsceneIndex & 0xF) + 1;
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}
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if ((!(Entrance_GetTransitionFlags(this->nextEntrance + sceneLayer) & 0x8000) ||
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((this->nextEntrance == ENTRANCE(PATH_TO_MOUNTAIN_VILLAGE, 1)) &&
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!(gSaveContext.save.weekEventReg[0x21] & 0x80)) ||
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((this->nextEntrance == ENTRANCE(ROAD_TO_SOUTHERN_SWAMP, 1)) &&
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!(gSaveContext.save.weekEventReg[0x14] & 2)) ||
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((this->nextEntrance == ENTRANCE(TERMINA_FIELD, 2)) &&
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!(gSaveContext.save.weekEventReg[0x37] & 0x80)) ||
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((this->nextEntrance == ENTRANCE(ROAD_TO_IKANA, 1)) &&
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!(gSaveContext.save.weekEventReg[0x34] & 0x20))) &&
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(!func_800FE590(this) || (Entrance_GetSceneNum(this->nextEntrance + sceneLayer) < 0) ||
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(func_801A8A50(0) != NA_BGM_FINAL_HOURS))) {
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func_801A4058(20);
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gSaveContext.seqIndex = 0xFF;
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gSaveContext.nightSeqIndex = 0xFF;
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}
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if (func_800FD768()) {
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func_801A4058(20);
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gSaveContext.seqIndex = 0xFF;
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gSaveContext.nightSeqIndex = 0xFF;
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}
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if (func_800FE590(this) && (Entrance_GetSceneNum(this->nextEntrance + sceneLayer) >= 0) &&
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(func_801A8A50(0) == NA_BGM_FINAL_HOURS)) {
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func_801A41C8(0x14);
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}
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}
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if (D_801D0D54 == 0) {
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Play_SetupTransition(this, func_80165E7C(this, this->transitionType));
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}
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if (this->transitionMode >= TRANS_MODE_04) {
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break;
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}
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case TRANS_MODE_02: {
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s32 transWipeSpeed;
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s32 transFadeDuration;
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u32 color;
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this->transitionCtx.unk_230(&this->transitionCtx.unk_08);
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if (this->transitionCtx.transitionType & 0x60) {
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this->transitionCtx.unk_244(&this->transitionCtx.unk_08, this->transitionCtx.transitionType | 0x80);
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}
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if ((this->transitionCtx.transitionType == TRANS_TYPE_08) ||
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(this->transitionCtx.transitionType == TRANS_TYPE_09)) {
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transWipeSpeed = 28;
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} else {
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transWipeSpeed = 14;
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}
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gSaveContext.transWipeSpeed = transWipeSpeed;
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switch (this->transitionCtx.transitionType) {
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case TRANS_TYPE_04:
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case TRANS_TYPE_05:
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transFadeDuration = 20;
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break;
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case TRANS_TYPE_06:
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case TRANS_TYPE_07:
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transFadeDuration = 150;
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break;
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case TRANS_TYPE_17:
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transFadeDuration = 2;
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break;
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default:
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transFadeDuration = 60;
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break;
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}
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gSaveContext.transFadeDuration = transFadeDuration;
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switch (this->transitionCtx.transitionType) {
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case TRANS_TYPE_03:
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case TRANS_TYPE_05:
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case TRANS_TYPE_07:
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case TRANS_TYPE_13:
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case TRANS_TYPE_17:
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color = RGBA8(160, 160, 160, 255);
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break;
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case TRANS_TYPE_18:
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color = RGBA8(140, 140, 100, 255);
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break;
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case TRANS_TYPE_19:
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color = RGBA8(70, 100, 110, 255);
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break;
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default:
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color = RGBA8(0, 0, 0, 255);
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break;
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}
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this->transitionCtx.unk_248(&this->transitionCtx.unk_08, color);
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if (this->transitionCtx.unk_24C != NULL) {
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this->transitionCtx.unk_24C(&this->transitionCtx.unk_08, color);
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}
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this->transitionCtx.unk_244(&this->transitionCtx.unk_08,
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(this->transitionTrigger == TRANS_TRIGGER_END) ? 1 : 2);
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this->transitionCtx.unk_240(&this->transitionCtx.unk_08);
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if (this->transitionCtx.transitionType == TRANS_TYPE_13) {
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this->transitionMode = TRANS_MODE_11;
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} else {
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this->transitionMode = TRANS_MODE_03;
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}
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break;
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}
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case TRANS_MODE_03:
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if (this->transitionCtx.unk_250(&this->transitionCtx.unk_08)) {
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if (this->transitionTrigger != TRANS_TRIGGER_END) {
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if (this->transitionCtx.transitionType == TRANS_TYPE_21) {
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D_801D0D54 = 0;
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}
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if (gSaveContext.gameMode == 4) {
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do {
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GameState* state = &this->state;
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state->running = false;
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} while (0);
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do {
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GameState* state = &this->state;
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SET_NEXT_GAMESTATE(state, Opening_Init, OpeningContext);
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} while (0);
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} else if (gSaveContext.gameMode != 2) {
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do {
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GameState* state = &this->state;
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state->running = false;
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} while (0);
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do {
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GameState* state = &this->state;
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SET_NEXT_GAMESTATE(state, Play_Init, PlayState);
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} while (0);
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gSaveContext.save.entrance = this->nextEntrance;
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if (gSaveContext.minigameState == 1) {
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gSaveContext.minigameState = 3;
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}
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} else {
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do {
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GameState* state = &this->state;
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state->running = false;
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} while (0);
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do {
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GameState* state = &this->state;
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SET_NEXT_GAMESTATE(state, FileChoose_Init, FileChooseContext);
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} while (0);
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}
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} else {
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if (this->transitionCtx.transitionType == TRANS_TYPE_21) {
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D_801D0D54 = 1;
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} else {
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this->transitionCtx.unk_234(&this->transitionCtx.unk_08);
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func_80166060(this);
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}
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this->transitionMode = TRANS_MODE_OFF;
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if (D_801F6D10 == 3) {
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func_8016424C(&D_801F6C30);
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D_801F6D10 = 0;
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Game_SetFramerateDivisor(&this->state, 3);
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}
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}
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this->transitionTrigger = TRANS_TRIGGER_OFF;
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} else {
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this->transitionCtx.unk_238(&this->transitionCtx.unk_08, this->state.framerateDivisor);
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}
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break;
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}
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switch (this->transitionMode) {
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case TRANS_MODE_04:
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D_801F6C10 = 0;
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this->envCtx.fillScreen = 1;
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this->envCtx.screenFillColor[0] = 160;
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this->envCtx.screenFillColor[1] = 160;
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this->envCtx.screenFillColor[2] = 160;
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if (this->transitionTrigger != TRANS_TRIGGER_END) {
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this->envCtx.screenFillColor[3] = 0;
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this->transitionMode = TRANS_MODE_05;
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} else {
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this->envCtx.screenFillColor[3] = 255;
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this->transitionMode = TRANS_MODE_06;
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}
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break;
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case TRANS_MODE_05:
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this->envCtx.screenFillColor[3] = (D_801F6C10 / 20.0f) * 255.0f;
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if (D_801F6C10 >= 20) {
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do {
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GameState* state = &this->state;
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state->running = false;
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} while (0);
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do {
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GameState* state = &this->state;
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SET_NEXT_GAMESTATE(state, Play_Init, PlayState);
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} while (0);
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gSaveContext.save.entrance = this->nextEntrance;
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this->transitionTrigger = TRANS_TRIGGER_OFF;
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this->transitionMode = TRANS_MODE_OFF;
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} else {
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D_801F6C10++;
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}
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break;
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case TRANS_MODE_06:
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this->envCtx.screenFillColor[3] = (1.0f - (D_801F6C10 / 20.0f)) * 255.0f;
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if (D_801F6C10 >= 20) {
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D_801F6D10 = 0;
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Game_SetFramerateDivisor(&this->state, 3);
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this->transitionTrigger = TRANS_TRIGGER_OFF;
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this->transitionMode = TRANS_MODE_OFF;
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this->envCtx.fillScreen = 0;
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} else {
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D_801F6C10++;
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}
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break;
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case TRANS_MODE_07:
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D_801F6C10 = 0;
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this->envCtx.fillScreen = 1;
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this->envCtx.screenFillColor[0] = 170;
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this->envCtx.screenFillColor[1] = 160;
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this->envCtx.screenFillColor[2] = 150;
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if (this->transitionTrigger != TRANS_TRIGGER_END) {
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this->envCtx.screenFillColor[3] = 0;
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this->transitionMode = TRANS_MODE_05;
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} else {
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this->envCtx.screenFillColor[3] = 255;
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this->transitionMode = TRANS_MODE_06;
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}
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break;
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case TRANS_MODE_10:
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if (this->transitionTrigger != TRANS_TRIGGER_END) {
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do {
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GameState* state = &this->state;
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state->running = false;
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} while (0);
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do {
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GameState* state = &this->state;
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SET_NEXT_GAMESTATE(state, Play_Init, PlayState);
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} while (0);
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gSaveContext.save.entrance = this->nextEntrance;
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this->transitionTrigger = TRANS_TRIGGER_OFF;
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this->transitionMode = TRANS_MODE_OFF;
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} else {
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D_801F6D10 = 0;
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Game_SetFramerateDivisor(&this->state, 3);
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this->transitionTrigger = TRANS_TRIGGER_OFF;
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this->transitionMode = TRANS_MODE_OFF;
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}
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break;
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case TRANS_MODE_11:
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if (gSaveContext.cutsceneTransitionControl != 0) {
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this->transitionMode = TRANS_MODE_03;
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}
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break;
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case TRANS_MODE_12:
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if (this->transitionTrigger != TRANS_TRIGGER_END) {
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this->envCtx.sandstormState = 1;
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this->transitionMode = TRANS_MODE_13;
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} else {
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this->envCtx.sandstormState = 2;
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this->envCtx.unk_EB = 0xFF;
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this->envCtx.unk_EC = 0xFF;
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this->transitionMode = TRANS_MODE_13;
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}
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break;
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case TRANS_MODE_13:
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func_8019F128(NA_SE_EV_SAND_STORM - SFX_FLAG);
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if (this->transitionTrigger == TRANS_TRIGGER_END) {
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if (this->envCtx.unk_EB < 0x6E) {
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D_801F6D10 = 0;
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Game_SetFramerateDivisor(&this->state, 3);
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this->transitionTrigger = TRANS_TRIGGER_OFF;
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this->transitionMode = TRANS_MODE_OFF;
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}
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} else if (this->envCtx.unk_EC == 0xFF) {
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do {
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GameState* state = &this->state;
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state->running = false;
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} while (0);
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do {
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GameState* state = &this->state;
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SET_NEXT_GAMESTATE(state, Play_Init, PlayState);
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} while (0);
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gSaveContext.save.entrance = this->nextEntrance;
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this->transitionTrigger = TRANS_TRIGGER_OFF;
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this->transitionMode = TRANS_MODE_OFF;
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}
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break;
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case TRANS_MODE_14:
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if (this->transitionTrigger == TRANS_TRIGGER_END) {
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this->envCtx.sandstormState = 4;
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this->envCtx.unk_EB = 0xFF;
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this->envCtx.unk_EC = 0xFF;
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this->transitionMode = TRANS_MODE_15;
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} else {
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this->transitionMode = TRANS_MODE_12;
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}
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break;
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case TRANS_MODE_15:
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func_8019F128(NA_SE_EV_SAND_STORM - SFX_FLAG);
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if (this->transitionTrigger == TRANS_TRIGGER_END) {
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if (this->envCtx.unk_EB <= 0) {
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D_801F6D10 = 0;
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Game_SetFramerateDivisor(&this->state, 3);
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this->transitionTrigger = TRANS_TRIGGER_OFF;
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this->transitionMode = TRANS_MODE_OFF;
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}
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}
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break;
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case TRANS_MODE_16:
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D_801F6C10 = 0;
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this->envCtx.fillScreen = 1;
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this->envCtx.screenFillColor[0] = 0;
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this->envCtx.screenFillColor[1] = 0;
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this->envCtx.screenFillColor[2] = 0;
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this->envCtx.screenFillColor[3] = 255;
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this->transitionMode = TRANS_MODE_17;
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break;
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case TRANS_MODE_17:
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if (gSaveContext.cutsceneTransitionControl != 0) {
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this->envCtx.screenFillColor[3] = gSaveContext.cutsceneTransitionControl;
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if (gSaveContext.cutsceneTransitionControl < 0x65) {
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D_801F6D10 = 0;
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Game_SetFramerateDivisor(&this->state, 3);
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this->transitionTrigger = TRANS_TRIGGER_OFF;
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this->transitionMode = TRANS_MODE_OFF;
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}
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}
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break;
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}
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}
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/Play_Update.s")
|
||||
|
||||
|
|
@ -645,6 +1009,7 @@ void func_80168DAC(PlayState* this) {
|
|||
}
|
||||
|
||||
void Play_Main(GameState* thisx) {
|
||||
static Input* D_801D0D60 = NULL;
|
||||
PlayState* this = (PlayState*)thisx;
|
||||
|
||||
D_801D0D60 = CONTROLLER1(&this->state);
|
||||
|
|
@ -1234,25 +1599,27 @@ void Play_Init(GameState* thisx) {
|
|||
PlayState* this = (PlayState*)thisx;
|
||||
GraphicsContext* gfxCtx = this->state.gfxCtx;
|
||||
s32 pad;
|
||||
s32 temp;
|
||||
u32 temp_v0_12;
|
||||
s32 sp94;
|
||||
Player* player;
|
||||
s32 spawn;
|
||||
s32 i;
|
||||
s32 spawn;
|
||||
u8 sp87;
|
||||
u32 temp_v0_12;
|
||||
s32 scene;
|
||||
s16 params;
|
||||
|
||||
if ((gSaveContext.respawnFlag == -4) || (gSaveContext.respawnFlag == -0x63)) {
|
||||
if (gSaveContext.eventInf[2] & 0x80) {
|
||||
gSaveContext.eventInf[2] &= (u8)~0x80;
|
||||
this->state.running = false;
|
||||
{
|
||||
do {
|
||||
GameState* state = &this->state;
|
||||
|
||||
state->running = false;
|
||||
} while (0);
|
||||
do {
|
||||
GameState* state = &this->state;
|
||||
|
||||
SET_NEXT_GAMESTATE(state, Daytelop_Init, DaytelopContext);
|
||||
}
|
||||
} while (0);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
@ -1266,18 +1633,22 @@ void Play_Init(GameState* thisx) {
|
|||
|
||||
if (gSaveContext.save.entrance == -1) {
|
||||
gSaveContext.save.entrance = 0;
|
||||
this->state.running = false;
|
||||
{
|
||||
do {
|
||||
GameState* state = &this->state;
|
||||
|
||||
state->running = false;
|
||||
} while (0);
|
||||
do {
|
||||
GameState* state = &this->state;
|
||||
|
||||
SET_NEXT_GAMESTATE(state, Opening_Init, OpeningContext);
|
||||
}
|
||||
} while (0);
|
||||
return;
|
||||
}
|
||||
|
||||
if ((gSaveContext.nextCutsceneIndex == 0xFFEF) || (gSaveContext.nextCutsceneIndex == 0xFFF0)) {
|
||||
scene = gSaveContext.save.entrance >> 9;
|
||||
spawn = (gSaveContext.save.entrance >> 4) & 0x1F;
|
||||
scene = ((void)0, gSaveContext.save.entrance) >> 9;
|
||||
spawn = (((void)0, gSaveContext.save.entrance) >> 4) & 0x1F;
|
||||
|
||||
if (gSaveContext.save.weekEventReg[33] & 0x80) {
|
||||
if (scene == ENTR_SCENE_MOUNTAIN_VILLAGE_WINTER) {
|
||||
|
|
@ -1316,7 +1687,9 @@ void Play_Init(GameState* thisx) {
|
|||
gSaveContext.nextCutsceneIndex = 0xFFF4;
|
||||
}
|
||||
}
|
||||
gSaveContext.save.entrance = Entrance_Create(scene, spawn, ((void)0, gSaveContext.save.entrance) & 0xF);
|
||||
//! FAKE:
|
||||
gSaveContext.save.entrance =
|
||||
Entrance_Create(((void)0, scene), spawn, ((void)0, gSaveContext.save.entrance) & 0xF);
|
||||
}
|
||||
|
||||
GameState_Realloc(&this->state, 0);
|
||||
|
|
@ -1389,12 +1762,10 @@ void Play_Init(GameState* thisx) {
|
|||
|
||||
sp87 = gSaveContext.sceneSetupIndex;
|
||||
|
||||
//! FAKE: temp. Also introduces a warning.
|
||||
Play_SceneInit(
|
||||
this,
|
||||
Entrance_GetSceneNumAbsolute(((void)0, gSaveContext.save.entrance) +
|
||||
((void)0, (temp = gSaveContext.sceneSetupIndex))),
|
||||
Entrance_GetSpawnNum(((void)0, gSaveContext.save.entrance) + ((void)0, (temp = gSaveContext.sceneSetupIndex))));
|
||||
Entrance_GetSceneNumAbsolute(((void)0, gSaveContext.save.entrance) + ((void)0, gSaveContext.sceneSetupIndex)),
|
||||
Entrance_GetSpawnNum(((void)0, gSaveContext.save.entrance) + ((void)0, gSaveContext.sceneSetupIndex)));
|
||||
KaleidoScopeCall_Init(this);
|
||||
func_80121FC4(this);
|
||||
|
||||
|
|
|
|||
Loading…
Reference in New Issue