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Add scene table (#3131)
* Add scene table * Re-add accidentally deleted entry * Update CrashHandlerExt.cpp * Update CrashHandlerExt.cpp
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109 changed files with 2407 additions and 2521 deletions
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@ -73,18 +73,18 @@ Color_RGBA8 Color_Saved_Extra = { 0, 185, 0, 255 }; //Green
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SceneID DungeonSceneLookupByArea(RandomizerCheckArea area) {
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switch (area) {
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case RCAREA_DEKU_TREE: return SCENE_YDAN;
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case RCAREA_DODONGOS_CAVERN: return SCENE_DDAN;
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case RCAREA_JABU_JABUS_BELLY: return SCENE_BDAN;
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case RCAREA_FOREST_TEMPLE: return SCENE_BMORI1;
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case RCAREA_FIRE_TEMPLE: return SCENE_HIDAN;
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case RCAREA_WATER_TEMPLE: return SCENE_MIZUSIN;
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case RCAREA_SPIRIT_TEMPLE: return SCENE_JYASINZOU;
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case RCAREA_SHADOW_TEMPLE: return SCENE_HAKADAN;
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case RCAREA_BOTTOM_OF_THE_WELL: return SCENE_HAKADANCH;
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case RCAREA_ICE_CAVERN: return SCENE_ICE_DOUKUTO;
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case RCAREA_GERUDO_TRAINING_GROUND: return SCENE_MEN;
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case RCAREA_GANONS_CASTLE: return SCENE_GANONTIKA;
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case RCAREA_DEKU_TREE: return SCENE_DEKU_TREE;
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case RCAREA_DODONGOS_CAVERN: return SCENE_DODONGOS_CAVERN;
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case RCAREA_JABU_JABUS_BELLY: return SCENE_JABU_JABU;
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case RCAREA_FOREST_TEMPLE: return SCENE_FOREST_TEMPLE;
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case RCAREA_FIRE_TEMPLE: return SCENE_FIRE_TEMPLE;
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case RCAREA_WATER_TEMPLE: return SCENE_WATER_TEMPLE;
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case RCAREA_SPIRIT_TEMPLE: return SCENE_SPIRIT_TEMPLE;
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case RCAREA_SHADOW_TEMPLE: return SCENE_SHADOW_TEMPLE;
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case RCAREA_BOTTOM_OF_THE_WELL: return SCENE_BOTTOM_OF_THE_WELL;
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case RCAREA_ICE_CAVERN: return SCENE_ICE_CAVERN;
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case RCAREA_GERUDO_TRAINING_GROUND: return SCENE_GERUDO_TRAINING_GROUND;
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case RCAREA_GANONS_CASTLE: return SCENE_INSIDE_GANONS_CASTLE;
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default: return SCENE_ID_MAX;
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}
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}
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@ -153,9 +153,9 @@ void CheckTrackerWindow::DrawElement() {
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bool doAreaScroll =
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(currentArea != RCAREA_INVALID && currentArea != previousArea &&
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sceneId != SCENE_KAKUSIANA && // Don't move for grottos
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sceneId != SCENE_YOUSEI_IZUMI_TATE && sceneId != SCENE_YOUSEI_IZUMI_YOKO && sceneId != SCENE_DAIYOUSEI_IZUMI && // Don't move for fairy fountains
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sceneId != SCENE_SHOP1 && sceneId != SCENE_SYATEKIJYOU // Don't move for Bazaar/Gallery, as it moves between Kak and Market
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sceneId != SCENE_GROTTOS && // Don't move for grottos
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sceneId != SCENE_FAIRYS_FOUNTAIN && sceneId != SCENE_GREAT_FAIRYS_FOUNTAIN_SPELLS && sceneId != SCENE_GREAT_FAIRYS_FOUNTAIN_MAGIC && // Don't move for fairy fountains
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sceneId != SCENE_BAZAAR && sceneId != SCENE_SHOOTING_GALLERY // Don't move for Bazaar/Gallery, as it moves between Kak and Market
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);
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previousArea = currentArea;
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areasSpoiled |= (1 << currentArea);
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