mirror of https://github.com/zeldaret/oot.git
tweak `CS_INDEX` descriptions
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@ -346,8 +346,11 @@ typedef enum CutsceneDestination {
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// the primary purpose of these values is to select `gSaveContext.sceneLayer`
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// CS_INDEX_AUTO: [SCENE_LAYER_CHILD_DAY .. SCENE_LAYER_ADULT_NIGHT]
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// CS_INDEX_[0 .. A]: GET_CUTSCENE_LAYER(index)
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// `z_demo.c` is the main user
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// CS_INDEX_[0 .. A]: GET_CUTSCENE_LAYER(cutscene_index)
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// normally `z_play.c` does this task, while the rest of the code
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// schedules that by assigning one of the listed values to either of
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// - `gSaveContext.save.cutsceneIndex`
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// - `gSaveContext.nextCutsceneIndex`
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#define CS_INDEX_AUTO 0x0000
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#define CS_INDEX_0 0xFFF0
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#define CS_INDEX_1 0xFFF1
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@ -362,13 +365,14 @@ typedef enum CutsceneDestination {
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#define CS_INDEX_A 0xFFFA
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// then there are two different sentinel values
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// `z_play.c` is the main user
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#define CS_INDEX_EMPTY 0xFFFD // marks `gSaveContext.save.cutsceneIndex` as free
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#define CS_INDEX_NEXT_EMPTY 0xFFEF // marks `gSaveContext.nextCutsceneIndex` as free
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// it is not strictly required to wait until a field is empty before setting it
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// albeit there are some cases besides `z_play.c` which do check for these values
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// either to sequence actions properly or to drive their internal logic
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#define CS_INDEX_EMPTY 0xFFFD // marks `cutsceneIndex` as free
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#define CS_INDEX_NEXT_EMPTY 0xFFEF // marks `nextCutsceneIndex` as free
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// finally two more, but they're not meaningful for the normal gameplay
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// `z_select.c` is the main user
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#define CS_INDEX_8000 0x8000 // unused; set in CS_DEST_DEATH_MOUNTAIN_TRAIL
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#define CS_INDEX_8000 0x8000 // unused; set in CS_DEST_DEATH_MOUNTAIN_TRAIL or `z_select.c`
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#define CS_INDEX_FFFF 0xFFFF // unused; set in CS_DEST_GANONS_CASTLE_DISPEL_BARRIER_CONDITONAL
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typedef union CsCmdCam {
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