mirror of https://github.com/zeldaret/tmc.git
Merge pull request #332 from hatal175/spawnstate
Use PlayerSpawnType enum in a few places
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commit
2b8d880ffc
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@ -155,9 +155,9 @@ void sub_0805B210(Manager1A* this) {
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gRoomTransition.player_status.room_next = tmp->unk_02;
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gRoomTransition.player_status.layer = tmp->unk_03;
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if (gPlayerState.flags & PL_MINISH) {
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gRoomTransition.player_status.spawn_type = 6;
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gRoomTransition.player_status.spawn_type = PL_SPAWN_DROP_MINISH;
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} else {
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gRoomTransition.player_status.spawn_type = 2;
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gRoomTransition.player_status.spawn_type = PL_SPAWN_DROP;
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}
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switch (tmp->unk_00) {
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case 0:
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@ -171,7 +171,7 @@ void sub_0805B210(Manager1A* this) {
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case 2:
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gRoomTransition.player_status.start_pos_x = tmp->unk_04;
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gRoomTransition.player_status.start_pos_y = tmp->unk_06;
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gRoomTransition.player_status.spawn_type = 6;
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gRoomTransition.player_status.spawn_type = PL_SPAWN_DROP_MINISH;
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break;
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}
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}
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@ -25,7 +25,7 @@ void Manager2C_Main(Manager2C* manager) {
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MemClear(&gRoomTransition.player_status, 0x20);
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gRoomTransition.transitioningOut = 1;
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gRoomTransition.type = TRANSITION_DEFAULT;
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gRoomTransition.player_status.spawn_type = 0xb;
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gRoomTransition.player_status.spawn_type = PL_SPAWN_PARACHUTE_UP;
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gRoomTransition.player_status.area_next = manager->manager.unk_0b;
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gRoomTransition.player_status.room_next = manager->manager.unk_0e;
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gRoomTransition.player_status.start_anim = manager->field_0x37;
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@ -206,7 +206,7 @@ const u16 gUnk_081082E8[0xC] = { 0xB8, 0x80, 0x0, 0xB8, 0x110, 0x2, 0x118, 0x80,
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void sub_08058B5C(ManagerC* this, u32 unk1) {
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gRoomTransition.transitioningOut = 1;
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gRoomTransition.type = TRANSITION_DEFAULT;
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gRoomTransition.player_status.spawn_type = 4;
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gRoomTransition.player_status.spawn_type = PL_SPAWN_STEP_IN;
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gRoomTransition.player_status.area_next = gRoomControls.area;
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gRoomTransition.player_status.room_next = 6;
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gRoomTransition.player_status.start_anim = unk1 & 1 ? 4 : 0;
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@ -152,7 +152,7 @@ void sub_0808B684(Entity* this) {
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gRoomTransition.player_status.start_pos_y = ((this->cutsceneBeh.HWORD & 0xfc0) >> 2) + 8;
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gRoomTransition.player_status.layer = 0;
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gRoomTransition.player_status.start_anim = 4;
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gRoomTransition.player_status.spawn_type = 0;
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gRoomTransition.player_status.spawn_type = PL_SPAWN_DEFAULT;
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if (this->type == 2) {
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gRoomTransition.type = TRANSITION_FADE_WHITE_SLOW;
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}
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@ -5313,7 +5313,7 @@ void sub_StateChange_HouseInteriors3_Bakery(void) {
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u32 sub_unk3_HouseInteriors3_Simon(void) {
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if (CheckGlobalFlag(MAROYA_WAKEUP)) {
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gRoomTransition.player_status.spawn_type = 5;
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gRoomTransition.player_status.spawn_type = PL_SPAWN_SPECIAL;
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}
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return 1;
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}
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@ -49,7 +49,7 @@ u32 FinalizeSave(void) {
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gSave.saved_status.area_next = 0x22;
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gSave.saved_status.room_next = 0x15; // links room
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gSave.saved_status.start_anim = 0;
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gSave.saved_status.spawn_type = 0;
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gSave.saved_status.spawn_type = PL_SPAWN_DEFAULT;
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gSave.saved_status.layer = 1;
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gSave.saved_status.start_pos_x = 0x90;
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gSave.saved_status.start_pos_y = 0x38;
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