2ship2harkinian/include/z64cutscene_commands.h
engineer124 9d25fad407
Cutscene Documentation (z_eventmgr.c OK) (#1164)
* begin cutscene docs

* more docs

* more docs

* z_eventmgr.c OK

Co-authored-by: Thar0 <Thar0@users.noreply.github.com>

* cutscene camera

* commands WIP

* more docs

* merge master

* csId, oof

* more cleanup

* more docs, csCam

* more cleanup

* more docs

* more

* cleanup functions.h

* better misc cmd docs

* apply discord discussions

* small adjustment

* more cleanup

* more docs

* more cleanup

* more cs cam docs

* small fix

* cmd cleanup

* small cleanup

* better match, thanks anon

* remove last return

* PR suggestions, small cleanup

* next PR review

* rm internal funcs from functions.h

* more PR

* add comment

* csCam interp typedef handler

* cleanup, scene cmd

* missed an enum use

* ActorCutscene -> CutsceneManager, PR Suggestions

* more PR Suggestions

* more actorCutscene cleanup

* R_USE_DEBUG_CUTSCENE

* more small docs

* move functions to cutscene.h

* PlayerCsId

* fix bss

* missed some function headers

* more scene cleanup

* more scene cleanup

* missed one

* CS_SPAWN_FLAGS

* wrong usage of macro

* more cleanup

* name last cs transition types

* IsNext bool

* update namefixer

* fix namefixer

* more cleanup

* add comment

* fixed enums for motion blur

* consistent cutscene lists

* cutscene entry func consistent

* PR Suggestion

* fig review

* fix additionalCsId name in actor

* more pr review

* bss

---------

Co-authored-by: Thar0 <Thar0@users.noreply.github.com>
Co-authored-by: angie <angheloalf95@gmail.com>
2023-04-19 13:52:00 -04:00

712 lines
19 KiB
C

#ifndef Z64CUTSCENE_COMMANDS_H
#define Z64CUTSCENE_COMMANDS_H
#include "command_macros_base.h"
#include "z64cutscene.h"
/**
* Cutscene scripts are arrays of `CutsceneData` words, including bit-packed integers and floats.
*/
/**
* Marks the beginning of a cutscene script.
*
* ARGS
* s32 totalEntries (e), s32 frameCount (n)
* FORMAT
* eeeeeeee nnnnnnnn
* size = 0x8
*/
#define CS_BEGIN_CUTSCENE(totalEntries, frameCount) { CMD_W(totalEntries) }, { CMD_W(frameCount) }
/**
* ARGS
* s32 entries (e)
* FORMAT
* 0000000A eeeeeeee
* size = 0x8
*/
#define CS_TEXT_LIST(entries) { CS_CMD_TEXT }, { CMD_W(entries) }
/**
* ARGS
* s16 textId (i), s16 startFrame (s), s16 endFrame (e), s16 type (o),
* s16 topOptionBranch (y), s16 bottomOptionBranch (n)
* FORMAT
* iiiissss eeeeoooo yyyynnnn
* size = 0xC
*/
#define CS_TEXT(textId, startFrame, endFrame, type, topOptionBranch, bottomOptionBranch) \
{ CMD_HH(textId, startFrame) }, { CMD_HH(endFrame, type) }, { CMD_HH(topOptionBranch, bottomOptionBranch) }
/**
* ARGS
* s16 textId (i), s16 startFrame (s), s16 endFrame (e),
* s16 topOptionBranch (y), s16 bottomOptionBranch (n)
* FORMAT
* iiiissss eeee0000 yyyynnnn
* size = 0xC
*/
#define CS_TEXT_DEFAULT(textId, startFrame, endFrame, topOptionBranch, bottomOptionBranch) \
CS_TEXT(textId, startFrame, endFrame, CS_TEXT_TYPE_DEFAULT, topOptionBranch, bottomOptionBranch)
/**
* ARGS
* s16 textId (i), s16 startFrame (s), s16 endFrame (e),
* s16 topOptionBranch (y), s16 bottomOptionBranch (n)
* FORMAT
* iiiissss eeee0001 yyyynnnn
* size = 0xC
*/
#define CS_TEXT_TYPE_1(textId, startFrame, endFrame, topOptionBranch, bottomOptionBranch) \
CS_TEXT(textId, startFrame, endFrame, CS_TEXT_TYPE_1, topOptionBranch, bottomOptionBranch)
/**
* ARGS
* s16 ocarinaSongAction (o), s16 startFrame (s), s16 endFrame (e), s16 textId (i)
* FORMAT
* oooossss eeee0002 iiiiFFFF
* size = 0xC
*/
#define CS_TEXT_OCARINA_ACTION(ocarinaSongAction, startFrame, endFrame, textId) \
CS_TEXT(ocarinaSongAction, startFrame, endFrame, CS_TEXT_OCARINA_ACTION, textId, 0xFFFF)
/**
* ARGS
* s16 textId (i), s16 startFrame (s), s16 endFrame (e),
* s16 topOptionBranch (y), s16 bottomOptionBranch (n)
* FORMAT
* iiiissss eeee0003 yyyynnnn
* size = 0xC
*/
#define CS_TEXT_TYPE_3(textId, startFrame, endFrame, topOptionBranch, bottomOptionBranch) \
CS_TEXT(textId, startFrame, endFrame, CS_TEXT_TYPE_3, topOptionBranch, bottomOptionBranch)
/**
* If Player has all 4 bosses' remains then alternativeTextId is used, otherwise defaultTextId is used
* ARGS
* s16 defaultTextId (d), s16 startFrame (s), s16 endFrame (e), s16 alternativeTextId (a)
* FORMAT
* ddddssss eeee0004 aaaaFFFF
* size = 0xC
*/
#define CS_TEXT_BOSSES_REMAINS(defaultTextId, startFrame, endFrame, alternativeTextId) \
CS_TEXT(defaultTextId, startFrame, endFrame, CS_TEXT_TYPE_BOSSES_REMAINS, alternativeTextId, 0xFFFF)
/**
* If Player has every non-transformation mask then alternativeTextId is used, otherwise defaultTextId is used
* ARGS
* s16 defaultTextId (d), s16 startFrame (s), s16 endFrame (e), s16 alternativeTextId (a)
* FORMAT
* ddddssss eeee0005 aaaaFFFF
* size = 0xC
*/
#define CS_TEXT_ALL_NORMAL_MASKS(defaultTextId, startFrame, endFrame, alternativeTextId) \
CS_TEXT(defaultTextId, startFrame, endFrame, CS_TEXT_TYPE_ALL_NORMAL_MASKS, alternativeTextId, 0xFFFF)
/**
* ARGS
* s16 startFrame (s), s16 endFrame (e)
* FORMAT
* FFFFssss eeeeFFFF FFFFFFFF
* size = 0xC
*/
#define CS_TEXT_NONE(startFrame, endFrame) \
CS_TEXT(0xFFFF, startFrame, endFrame, CS_TEXT_TYPE_NONE, 0xFFFF, 0xFFFF)
/**
* ARGS
* s32 numBytes (b)
* FORMAT
* 0000005A bbbbbbbb
* size = 0x8
*/
#define CS_CAM_SPLINE_LIST(numBytes) { CS_CMD_CAMERA_SPLINE }, { CMD_W(numBytes) }
/**
* ARGS
* s16 numEntries (e), s16 duration (d)
* FORMAT
* Capital U is Unused
* eeeeUUUU UUUUdddd
* size = 0x8
*/
#define CS_CAM_SPLINE(numEntries, unused0, unused1, duration) \
{ CMD_HH(numEntries, unused0) }, { CMD_HH(unused1, duration) }
/**
* ARGS
* u8 interpType (i), u8 weight (2), s16 duration (d), Vec3s pos (x/y/z), s16 relativeTo (r)
* FORMAT
* ii22dddd xxxxyyyy zzzzrrrr
* size = 0xC
*/
#define CS_CAM_POINT(interpType, weight, duration, posX, posY, posZ, relativeTo) \
{ CMD_BBH(interpType, weight, duration) }, { CMD_HH(posX, posY) }, { CMD_HH(posZ, relativeTo) }
/**
* ARGS
* s16 roll (r), s16 fov (f)
* FORMAT
* Capital U is Unused
* UUUUrrrr ffffUUUU
* size = 0x8
*/
#define CS_CAM_MISC(unused0, roll, fov, unused1) \
{ CMD_HH(unused0, roll) }, { CMD_HH(fov, unused1) }
// First half-word is read from as `numEntries` in `CS_CAM_SPLINE()`
#define CS_CAM_END() { CMD_HH(0xFFFF, 4) }
/**
* Declares a list of `CS_MISC` entries.
*
* ARGS
* s32 entries (e)
* FORMAT
* 00000096 eeeeeeee
* size = 0x8
*/
#define CS_MISC_LIST(entries) { CS_CMD_MISC }, { CMD_W(entries) }
/**
* Various miscellaneous commands.
* @see `CutsceneMiscType` enum for the different types of commands.
* @note setting `endFrame` to same value as `startFrame` will not behave as expected.
* For commands that only need to last one frame, set `endFrame` to `startFrame + 1`.
*
* ARGS
* s16 type (t), s16 startFrame (s), s16 endFrame (e)
* FORMAT
* Capital U is Unused
* ttttssss eeeeUUUU
* size = 0x8
*/
#define CS_MISC(type, startFrame, endFrame, unused0) \
{ CMD_HH(type, startFrame) }, { CMD_HH(endFrame, unused0) }
/**
* Declares a list of `CS_LIGHT_SETTING` entries.
*
* ARGS
* s32 entries (e)
* FORMAT
* 00000097 eeeeeeee
* size = 0x8
*/
#define CS_LIGHT_SETTING_LIST(entries) { CS_CMD_LIGHT_SETTING }, { CMD_W(entries) }
/**
* Changes the environment lights to the specified setting.
* The lighting change will take place immediately with no blending.
*
* ARGS
* s16 setting (t), s16 startFrame (s), s16 endFrame (e)
* FORMAT
* Capital U is Unused
* ttttssss eeeeUUUU
* size = 0x8
*/
#define CS_LIGHT_SETTING(lightSetting, startFrame, endFrame) \
{ CMD_BBH(0, (lightSetting + 1), startFrame) }, { CMD_HH(endFrame, endFrame) }
/**
* ARGS
* s32 entries (e)
* FORMAT
* 00000098 eeeeeeee
* size = 0x8
*/
#define CS_TRANSITION_LIST(entries) { CS_CMD_TRANSITION }, { CMD_W(entries) }
/**
* ARGS
* s16 type (t), s16 startFrame (s), s16 endFrame (e)
* FORMAT
* Capital U is Unused
* ttttssss eeeeUUUU
* size = 0x8
*/
#define CS_TRANSITION(type, startFrame, endFrame) \
{ CMD_HH(type, startFrame) }, { CMD_HH(endFrame, endFrame) }
/**
* ARGS
* s32 entries (e)
* FORMAT
* 00000099 eeeeeeee
* size = 0x8
*/
#define CS_MOTION_BLUR_LIST(entries) { CS_CMD_MOTION_BLUR }, { CMD_W(entries) }
/**
* ARGS
* s16 type (t), s16 startFrame (s), s16 endFrame (e)
* FORMAT
* Capital U is Unused
* ttttssss eeeeUUUU
* size = 0x8
*/
#define CS_MOTION_BLUR(type, startFrame, endFrame) \
{ CMD_HH(type, startFrame) }, { CMD_HH(endFrame, endFrame) }
/**
* ARGS
* s32 entries (e)
* FORMAT
* 0000009A eeeeeeee
* size = 0x8
*/
#define CS_GIVE_TATL_LIST(entries) { CS_CMD_GIVE_TATL }, { CMD_W(entries) }
/**
* ARGS
* s16 giveTatl (t), s16 startFrame (s), s16 endFrame (e)
* FORMAT
* Capital U is Unused
* ttttssss eeeeUUUU
* size = 0x8
*/
#define CS_GIVE_TATL(giveTatl, startFrame, endFrame) \
{ CMD_HH(giveTatl, startFrame) }, { CMD_HH(endFrame, endFrame) }
/**
* ARGS
* s32 entries (e)
* FORMAT
* 0000009B eeeeeeee
* size = 0x8
*/
#define CS_TRANSITION_GENERAL_LIST(entries) { CS_CMD_TRANSITION_GENERAL }, { CMD_W(entries) }
/**
* ARGS
* s16 type (t), s16 startFrame (s), s16 endFrame (e),
* u8 red (r), u8 green (g), blue (b)
* FORMAT
* Capital U is Unused
* ttttssss eeeerrgg bbUUUUUU
* size = 0x0C
*/
#define CS_TRANSITION_GENERAL(type, startFrame, endFrame, red, green, blue) \
{ CMD_HH(type, startFrame) }, { CMD_HBB(endFrame, red, green) }, { CMD_BBBB(blue, 0, 0, 0) }
/**
* Declares a list of `CS_TIME` entries.
*
* ARGS
* s32 entries (e)
* FORMAT
* 0000009D eeeeeeee
* size = 0x8
*/
#define CS_TIME_LIST(entries) { CS_CMD_TIME }, { CMD_W(entries) }
/**
* Sets the time of day.
* Both the day time and skybox time are set by this command.
* @note `endFrame` is not used in the implementation of the command, so its value does not matter
*
* ARGS
* s16 startFrame (s), s16 endFrame (e), s8 hour (h), s8 min (m)
* FORMAT
* Capital U is Unused
* UUUUssss eeeehhmm UUUUUUUU
* size = 0xC
*/
#define CS_TIME(unused0, startFrame, endFrame, hour, min) \
{ CMD_HH(unused0, startFrame) }, { CMD_HBB(endFrame, hour, min) }, { CMD_W(0) }
/**
* Declares a list of `CS_ACTOR_CUE` entries.
*
* ARGS
* s32 cmdType (c), s32 entries (e)
* FORMAT
* cccccccc eeeeeeee
* size = 0x8
*/
#define CS_ACTOR_CUE_LIST(cmdType, entries) { CMD_W(cmdType) }, { CMD_W(entries) }
/**
* Defines a cue that an actor can listen for.
* The actor can choose whether or not to use the position and rotation data supplied to it.
* The cue `id` is a number that has an actor-specific meaning.
*
* ARGS
* s16 id (a), s16 startFrame (s), s16 endFrame (e),
* s16 rotX (u), s16 rotY (v), s16 rotZ (w),
* s32 startX (i), s32 startY (j), s32 startZ (k),
* s32 endX (l), s32 endY (m), s32 endZ (n),
* f32 normX (x), f32 normY (y), f32 normZ (z),
* FORMAT
* aaaassss eeeeuuuu vvvvwwww iiiiiiii jjjjjjjj kkkkkkkk llllllll mmmmmmmm nnnnnnnn xxxxxxxx yyyyyyyy zzzzzzzz
* size = 0x30
*/
#define CS_ACTOR_CUE(id, startFrame, endFrame, rotX, rotY, rotZ, startX, startY, startZ, endX, endY, endZ, normX, normY, normZ) \
{ CMD_HH(id, startFrame) }, { CMD_HH(endFrame, rotX) }, { CMD_HH(rotY, rotZ) }, \
{ CMD_W(startX) }, { CMD_W(startY) }, { CMD_W(startZ) }, \
{ CMD_W(endX) }, { CMD_W(endY) }, { CMD_W(endZ) }, \
{ CMD_F(normX) }, { CMD_F(normY) }, { CMD_F(normZ) }
/**
* Declares a list of `CS_PLAYER_CUE` entries.
*
* ARGS
* s32 cmdType (c), s32 entries (e)
* FORMAT
* 000000C8 eeeeeeee
* size = 0x8
*/
#define CS_PLAYER_CUE_LIST(entries) { CS_CMD_PLAYER_CUE }, { CMD_W(entries) }
/**
* A player cue is the same as `CS_ACTOR_CUE` but is specifically for player.
*
* ARGS
* s16 id (a), s16 startFrame (s), s16 endFrame (e),
* s16 rotX (u), s16 rotY (v), s16 rotZ (w),
* s32 startX (i), s32 startY (j), s32 startZ (k),
* s32 endX (l), s32 endY (m), s32 endZ (n),
* f32 normX (x), f32 normY (y), f32 normZ (z),
* FORMAT
* aaaassss eeeeuuuu vvvvwwww iiiiiiii jjjjjjjj kkkkkkkk llllllll mmmmmmmm nnnnnnnn xxxxxxxx yyyyyyyy zzzzzzzz
* size = 0x30
*/
#define CS_PLAYER_CUE(id, startFrame, endFrame, rotX, rotY, rotZ, startX, startY, startZ, endX, endY, endZ, normX, normY, normZ) \
CS_ACTOR_CUE(id, startFrame, endFrame, rotX, rotY, rotZ, startX, startY, startZ, endX, endY, endZ, normX, normY, normZ)
/**
* Declares a list of `CS_START_SEQ` entries.
*
* ARGS
* s32 entries (e)
* FORMAT
* 0000012C eeeeeeee
* size = 0x8
*/
#define CS_START_SEQ_LIST(entries) \
{ CS_CMD_START_SEQ }, { CMD_W(entries) }
/**
* Starts a sequence at the specified time.
* @note `endFrame` is not used in the implementation of the command, so its value does not matter
*
* ARGS
* s16 seqId (i), s16 startFrame (s), s16 endFrame (e)
* FORMAT
* Capital U is Unused
* iiiissss eeeeUUUU
* size = 0x8
*/
#define CS_START_SEQ(seqId, startFrame, endFrame) \
{ CMD_HH((seqId + 1), startFrame) }, { CMD_HH(endFrame, endFrame) }
/**
* Declares a list of `CS_STOP_SEQ` entries.
*
* ARGS
* s32 entries (e)
* FORMAT
* 00000133 eeeeeeee
* size = 0x8
*/
#define CS_STOP_SEQ_LIST(entries) { CS_CMD_STOP_SEQ }, { CMD_W(entries) }
/**
* Stops a sequence at the specified time.
*
* ARGS
* s16 seqId (i), s16 startFrame (s), s16 endFrame (e)
* FORMAT
* Capital U is Unused
* iiiissss eeeeUUUU
* size = 0x8
*/
#define CS_STOP_SEQ(seqId, startFrame, endFrame, unk_06) \
{ CMD_HH((seqId + 1), startFrame) }, { CMD_HH(endFrame, unk_06) }
/**
* Stops a sequence at the specified time.
* @note `endFrame` is not used in the implementation of the command, so its value does not matter
*
* ARGS
* s32 entries (e)
* FORMAT
* 0000009C eeeeeeee
* size = 0x8
*/
#define CS_FADE_OUT_SEQ_LIST(entries) { CS_CMD_FADE_OUT_SEQ }, { CMD_W(entries) }
/**
* Fade out the sequence that is playing on the specified sequence player, over the specified frame range.
* @see `CutsceneFadeOutSeqPlayer`
*
* ARGS
* s16 seqPlayer (p), s16 startFrame (s), s16 endFrame (e)
* FORMAT
* Capital U is Unused
* ppppssss eeeeUUUU UUUUUUUU
* size = 0x0C
*/
#define CS_FADE_OUT_SEQ(seqPlayer, startFrame, endFrame) \
{ CMD_HH(seqPlayer, startFrame) }, { CMD_HH(endFrame, 0) }, { CMD_W(0) }
/**
* ARGS
* s32 entries (e)
* FORMAT
* 00000134 eeeeeeee
* size = 0x8
*/
#define CS_START_AMBIENCE_LIST(entries) { CS_CMD_START_AMBIENCE }, { CMD_W(entries) }
/**
* ARGS
* s16 startFrame (s), s16 endFrame (e)
* FORMAT
* Capital U is Unused
* UUUUssss eeeeUUUU
* size = 0x8
*/
#define CS_START_AMBIENCE(unused0, startFrame, endFrame) \
{ CMD_HH(unused0, startFrame) }, { CMD_HH(endFrame, 0) }
/**
* ARGS
* s32 entries (e)
* FORMAT
* 00000135 eeeeeeee
* size = 0x8
*/
#define CS_FADE_OUT_AMBIENCE_LIST(entries) { CS_CMD_FADE_OUT_AMBIENCE }, { CMD_W(entries) }
/**
* ARGS
* s16 startFrame (s), s16 endFrame (e)
* FORMAT
* Capital U is Unused
* UUUUssss eeeeUUUU
* size = 0x8
*/
#define CS_FADE_OUT_AMBIENCE(unused0, startFrame, endFrame) \
{ CMD_HH(unused0, startFrame) }, { CMD_HH(endFrame, 0) }
/**
* ARGS
* s32 entries (e)
* FORMAT
* 00000132 eeeeeeee
* size = 0x8
*/
#define CS_MODIFY_SEQ_LIST(entries) { CS_CMD_MODIFY_SEQ }, { CMD_W(entries) }
/**
* ARGS
* s16 type (t), s16 startFrame (s), s16 endFrame (e)
* FORMAT
* Capital U is Unused
* ttttssss eeeeUUUU
* size = 0x8
*/
#define CS_MODIFY_SEQ(type, startFrame, endFrame) \
{ CMD_HH(type, startFrame) }, { CMD_HH(endFrame, endFrame) }
/**
* ARGS
* s32 entries (e)
* FORMAT
* 00000130 eeeeeeee
* size = 0x8
*/
#define CS_SFX_REVERB_INDEX_2_LIST(entries) { CS_CMD_SFX_REVERB_INDEX_2 }, { CMD_W(entries) }
/**
* ARGS
* s16 startFrame (s), s16 endFrame (e)
* FORMAT
* Capital U is Unused
* UUUUssss eeeeUUUU
* size = 0x30
*/
#define CS_SFX_REVERB_INDEX_2(unused0, startFrame, endFrame) \
{ CMD_HH(unused0, startFrame) }, { CMD_HH(endFrame, 0) }
/**
* ARGS
* s32 entries (e)
* FORMAT
* 00000131 eeeeeeee
* size = 0x8
*/
#define CS_SFX_REVERB_INDEX_1_LIST(entries) { CS_CMD_SFX_REVERB_INDEX_1 }, { CMD_W(entries) }
/**
* ARGS
* s16 startFrame (s), s16 endFrame (e)
* FORMAT
* Capital U is Unused
* UUUUssss eeeeUUUU
* size = 0x8
*/
#define CS_SFX_REVERB_INDEX_1(unused0, startFrame, endFrame) \
{ CMD_HH(unused0, startFrame) }, { CMD_HH(endFrame, 0) }
/**
* Declares a list of `CS_DESTINATION` entries.
*
* ARGS
* s32 entries (e)
* FORMAT
* 0000015E eeeeeeee
* size = 0x8
*/
#define CS_DESTINATION_LIST(entries) { CS_CMD_DESTINATION }, { CMD_W(entries) }
/**
* Sends the player to a new destination using the entry defined in `CutsceneScriptEntry`.
*
* ARGS
* s16 type (t), s16 startFrame (s), s16 endFrame (e)
* FORMAT
* Capital U is Unused
* ttttssss eeeeUUUU
* size = 0x8
*/
#define CS_DESTINATION(type, startFrame, endFrame) \
{ CMD_HH(type, startFrame) }, { CMD_HH(endFrame, endFrame) }
/**
* ARGS
* s32 entries (e)
* FORMAT
* 0000015F eeeeeeee
* size = 0x8
*/
#define CS_CHOOSE_CREDITS_SCENES_LIST(entries) { CS_CMD_CHOOSE_CREDITS_SCENES }, { CMD_W(entries) }
/**
* ARGS
* s16 type (t), s16 startFrame (s), s16 endFrame (e)
* FORMAT
* Capital U is Unused
* ttttssss eeeeUUUU
* size = 0x8
*/
#define CS_CHOOSE_CREDITS_SCENES(type, startFrame, endFrame) \
{ CMD_HH(type, startFrame) }, { CMD_HH(endFrame, endFrame) }
/**
* ARGS
* s32 entries (e)
* FORMAT
* 00000004 eeeeeeee
* size = 0x8
*/
#define CS_RUMBLE_LIST(entries) { CS_CMD_RUMBLE }, { CMD_W(entries) }
/**
* ARGS
* s16 type (t), s16 startFrame (s), s16 endFrame (e)
* FORMAT
* Capital U is Unused
* ttttssss eeeeUUUU
* size = 0x8
*/
#define CS_RUMBLE(type, startFrame, endFrame, intensity, decayTimer, decayStep) \
{ CMD_HH(type, startFrame) }, { CMD_HBB(endFrame, intensity, decayTimer) }, { CMD_BBBB(decayStep, 0, 0, 0) }
/**
* ARGS
* s32 cmd (c), s32 entries (e)
* FORMAT
* cccccccc eeeeeeee
* size = 0x8
*/
#define CS_UNK_DATA_LIST(cmd, entries) { CMD_W(cmd) }, { CMD_W(entries) }
/**
* ARGS
* s16 startFrame (s), s16 endFrame (e)
* FORMAT
* Capital U is Unused
* UUUUssss eeeeUUUU
* size = 0x8
*/
#define CS_UNK_DATA(unused0, startFrame, endFrame, unk_06) \
{ CMD_HH(unused0, startFrame) }, { CMD_HH(endFrame, unk_06) }
/**
* Marks the end of a cutscene
*/
#define CS_END() { CMD_W(0xFFFFFFFF) }
// TODO: Fix ZAPD and delete these
#define CS_ACTOR_ACTION_LIST CS_ACTOR_CUE_LIST
#define CS_ACTOR_ACTION CS_ACTOR_CUE
#define CS_PLAYER_ACTION_LIST CS_PLAYER_CUE_LIST
#define CS_PLAYER_ACTION CS_PLAYER_CUE
#define CS_LIGHTING_LIST CS_LIGHT_SETTING_LIST
#define CS_CAMERA_LIST CS_CAM_SPLINE_LIST
#define CS_TEXT_DISPLAY_TEXTBOX CS_TEXT
#define CS_TEXT_LEARN_SONG CS_TEXT_OCARINA_ACTION
#define CS_SCENE_TRANS_FX_LIST CS_TRANSITION_LIST
#define CS_SCENE_TRANS_FX CS_TRANSITION
#define CS_GIVETATL_LIST CS_GIVE_TATL_LIST
#define CS_GIVETATL CS_GIVE_TATL
#define CS_PLAYSEQ_LIST CS_START_SEQ_LIST
#define CS_STOPSEQ_LIST CS_STOP_SEQ_LIST
#define CS_FADESEQ_LIST CS_FADE_OUT_SEQ_LIST
#define CS_FADESEQ CS_FADE_OUT_SEQ
#define CS_PLAYAMBIENCE_LIST CS_START_AMBIENCE_LIST
#define CS_PLAYAMBIENCE CS_START_AMBIENCE
#define CS_FADEAMBIENCE_LIST CS_FADE_OUT_AMBIENCE_LIST
#define CS_FADEAMBIENCE CS_FADE_OUT_AMBIENCE
#define CS_SCENE_UNK_130_LIST CS_SFX_REVERB_INDEX_2_LIST
#define CS_SCENE_UNK_130 CS_SFX_REVERB_INDEX_2
#define CS_SCENE_UNK_131_LIST CS_SFX_REVERB_INDEX_1_LIST
#define CS_SCENE_UNK_131 CS_SFX_REVERB_INDEX_1
#define CS_SCENE_UNK_132_LIST CS_MODIFY_SEQ_LIST
#define CS_SCENE_UNK_132 CS_MODIFY_SEQ
#define CS_MOTIONBLUR_LIST CS_MOTION_BLUR_LIST
#define CS_MOTIONBLUR CS_MOTION_BLUR
#define CS_FADESCREEN_LIST CS_TRANSITION_GENERAL_LIST
#define CS_FADESCREEN CS_TRANSITION_GENERAL
#define CS_TERMINATOR_LIST CS_DESTINATION_LIST
#define CS_TERMINATOR CS_DESTINATION
#define CS_PLAYSEQ(seqId, startFrame, endFrame) \
CS_START_SEQ((seqId)-1, startFrame, endFrame)
#define CS_STOPSEQ(seqId, startFrame, endFrame, unk_06) \
CS_STOP_SEQ((seqId)-1, startFrame, endFrame, unk_06)
#define CS_LIGHTING(lightSetting, startFrame, endFrame) \
CS_LIGHT_SETTING((lightSetting)-1, startFrame, endFrame)
#endif