[Maintenance] [th01] Bosses: Classify the end-of-boss scene load as ZUN bloat

Part of P0229, funded by Ember2528.
This commit is contained in:
nmlgc 2023-01-27 23:14:43 +01:00
parent 97c16daa0f
commit b68a61933f
5 changed files with 22 additions and 0 deletions

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@ -1345,6 +1345,10 @@ void mima_main(void)
Missiles.reset();
shootout_lasers_unput_and_reset_broken(i, 5); // 5? Doubly broken...
boss_defeat_animate();
// ZUN bloat: Already done at the start of REIIDEN.EXE's main().
// The REIIDEN.EXE process restarts after the end of a scene
// anyway, making this load doubly pointless.
scene_init_and_load(4);
}
}

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@ -1211,6 +1211,12 @@ inline void conditionally_reset_missiles(bool cond) {
/* 5? Triply broken, since this fight doesn't even use lasers... */ \
shootout_lasers_unput_and_reset_broken(tmp_i, 5); \
boss_defeat_animate(); \
\
/** \
* ZUN bloat: Already done at the start of REIIDEN.EXE's main(). \
* The REIIDEN.EXE process restarts after the end of a scene \
* anyway, making this load doubly pointless. \
*/ \
scene_init_and_load(3); \
} \
}

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@ -1158,6 +1158,10 @@ entrance_rings_still_active:
Pellets.unput_and_reset();
shootout_lasers_unput_and_reset_broken(i, 4); // 4? Doubly broken...
boss_defeat_animate();
// ZUN bloat: Already done at the start of REIIDEN.EXE's main().
// The REIIDEN.EXE process restarts after the end of a scene
// anyway, making this load doubly pointless.
scene_init_and_load(6);
}
}

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@ -2140,6 +2140,10 @@ void elis_main(void)
Missiles.reset();
shootout_lasers_unput_and_reset_broken(i, SHOOTOUT_LASER_COUNT);
boss_defeat_animate();
// ZUN bloat: Already done at the start of REIIDEN.EXE's main().
// The REIIDEN.EXE process restarts after the end of a scene
// anyway, making this load doubly pointless.
scene_init_and_load(5);
}
}

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@ -199,11 +199,15 @@ void singyoku_defeat_animate_and_select_route(void)
frame_delay(5);
}
// ZUN bloat: Already done at the start of REIIDEN.EXE's main(). The
// REIIDEN:EXE process restarts after the end of a scene anyway, making
// this load doubly pointless.
if(route_sel.v == ROUTE_MAKAI) {
scene_init_and_load(1);
} else {
scene_init_and_load(2);
}
route = route_sel.v;
stage_cleared = true;
player_is_hit = true;