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Actor Cutscene system from Majora's Mask #161
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important things to note if you want to use this:
for reference, here's a debug thing I used to test this (I put that at the end of // get the additional cutscene id and use it if the value is not -1
s16 optCsId = CutsceneManager_GetAdditionalCsId(0);
s16 csId = optCsId >= 0 ? optCsId : 0;
// check if the cutscene is the next on the queue, if it is play it,
// otherwise add it to the queue when the button L is pressed
if (CutsceneManager_IsNext(csId)) {
CutsceneManager_Start(csId, &GET_PLAYER(this)->actor);
} else if (CHECK_BTN_ALL(this->state.input[0].press.button, BTN_L)) {
CutsceneManager_Queue(csId);
}
// update the cutscene manager
CutsceneManager_Update();
CutsceneManager_ClearWaiting(); |
Yanis002
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[Draft] Port Actor Cutscene system from Majora's Mask
Actor Cutscene system from Majora's Mask
Jan 5, 2025
Yanis002
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The pull request will be merged in 24 hours if nothing else comes up
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Jan 6, 2025
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This ports actor cutscenes back to OoT, also I added more things that were required:
draft until the other PR is merged (since I based this branch on the other one and I don't want to play with git to fix that)