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use triforce transition if they aren't killed

This commit is contained in:
Connor Olding 2015-11-14 10:13:54 -08:00
parent 8792a100a5
commit 2bab9c7d27

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@ -151,7 +151,8 @@ function load_scene_pos:on()
if sp == nil then return end if sp == nil then return end
addrs.warp_begin(0x14) addrs.warp_begin(0x14)
addrs.warp_destination(sp.scene) addrs.warp_destination(sp.scene)
addrs.fade_type(0x0B) -- this transition is basically instantaneous local fade = fades_killed and 0x0B or 0x01
addrs.fade_type(fade)
-- TODO: add these to address list -- TODO: add these to address list
-- probably the same struct for both MM and OoT -- probably the same struct for both MM and OoT
AL(0x3CB0, 4)(-4) -- void out type: reload area AL(0x3CB0, 4)(-4) -- void out type: reload area
@ -182,6 +183,8 @@ function kill_fades:on()
W2(a+2, mode + fades) W2(a+2, mode + fades)
end end
end end
fades_killed = true
end end
local time_menu = Menu{ local time_menu = Menu{