diff options
Diffstat (limited to 'docs/tutorial/documenting.md')
| -rw-r--r-- | docs/tutorial/documenting.md | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/docs/tutorial/documenting.md b/docs/tutorial/documenting.md index 9b2c8e177..de82b54f9 100644 --- a/docs/tutorial/documenting.md +++ b/docs/tutorial/documenting.md @@ -148,9 +148,9 @@ void func_80C1019C(EnRecepgirl* this, GlobalContext* globalCtx) { } } - if (func_800B84D0(&this->actor, globalCtx) != 0) { + if (Actor_ProcessTalkRequest(&this->actor, &globalCtx->state) != 0) { func_80C10290(this); - } else if (Actor_IsActorFacingLink(&this->actor, 0x2000)) { + } else if (Actor_IsFacingPlayer(&this->actor, 0x2000)) { func_800B8614(&this->actor, globalCtx, 60.0f); if (Player_GetMask(globalCtx) == 2) { this->actor.textId = 0x2367; @@ -188,7 +188,7 @@ void func_80C102D4(EnRecepgirl *this, GlobalContext *globalCtx) { } } - temp_v0_2 = func_80152498(&globalCtx->msgCtx); + temp_v0_2 = Message_GetState(&globalCtx->msgCtx); if (temp_v0_2 == 2) { this->actor.textId = 0x2ADC; func_80C10148(this); @@ -197,7 +197,7 @@ void func_80C102D4(EnRecepgirl *this, GlobalContext *globalCtx) { if ((temp_v0_2 == 5) && (func_80147624(globalCtx) != 0)) { if (this->actor.textId == 0x2AD9) { - Actor_SetSwitchFlag(globalCtx, this->actor.params); + Flags_SetSwitch(globalCtx, this->actor.params); Animation_MorphToPlayOnce(&this->skelAnime, &D_0600AD98, 10.0f); if ((gSaveContext.weekEventReg[63] & 0x80)) { this->actor.textId = 0x2ADF; @@ -476,9 +476,9 @@ void func_80C1019C(EnRecepgirl* this, GlobalContext* globalCtx) { } } - if (func_800B84D0(&this->actor, globalCtx) != 0) { + if (Actor_ProcessTalkRequest(&this->actor, &globalCtx->state) != 0) { func_80C10290(this); - } else if (Actor_IsActorFacingLink(&this->actor, 0x2000)) { + } else if (Actor_IsFacingPlayer(&this->actor, 0x2000)) { func_800B8614(&this->actor, globalCtx, 60.0f); if (Player_GetMask(globalCtx) == PLAYER_MASK_KAFEIS_MASK) { this->actor.textId = 0x2367; // "... doesn't Kafei want to break off his engagement ... ?" @@ -514,13 +514,13 @@ void func_80C102D4(EnRecepgirl* this, GlobalContext* globalCtx) { } } - temp_v0_2 = func_80152498(&globalCtx->msgCtx); + temp_v0_2 = Message_GetState(&globalCtx->msgCtx); if (temp_v0_2 == 2) { this->actor.textId = 0x2ADC; // hear directions again? func_80C10148(this); } else if ((temp_v0_2 == 5) && (func_80147624(globalCtx) != 0)) { if (this->actor.textId == 0x2AD9) { // "Welcome..." - Actor_SetSwitchFlag(globalCtx, this->actor.params); + Flags_SetSwitch(globalCtx, this->actor.params); Animation_MorphToPlayOnce(&this->skelAnime, &D_0600AD98, 10.0f); if (gSaveContext.weekEventReg[63] & 0x80) { // showed Couple's Mask to meeting this->actor.textId = 0x2ADF; // Mayor's office is on the left (meeting ended) @@ -546,7 +546,7 @@ void func_80C102D4(EnRecepgirl* this, GlobalContext* globalCtx) { } } ``` -All this branching is to make the conversation look more diverse and interesting. Notably, though, `func_80C1019C` is set to start with, and is only changed when `func_800B84D0(&this->actor, globalCtx) != 0`. This is something to do with talking. The other function handles the rest of the conversation, and hands back to the first if `func_80152498(&globalCtx->msgCtx) == 2`. This function is *something* to do with the text state, which will require `z_message` to be decomped. However, observation in-game will reveal this is something to do with ending dialogue. So we can conclude that the action functions are `EnRecepgirl_Wait` and `EnRecepgirl_Talk`. The setup functions are thus `EnRecepgirl_SetupWait` and `EnRecepgirl_SetupTalk`. +All this branching is to make the conversation look more diverse and interesting. Notably, though, `func_80C1019C` is set to start with, and is only changed when `Actor_ProcessTalkRequest(&this->actor, &globalCtx->state) != 0`. This is something to do with talking. The other function handles the rest of the conversation, and hands back to the first if `Message_GetState(&globalCtx->msgCtx) == 2`. This function is *something* to do with the text state, which will require `z_message` to be decomped. However, observation in-game will reveal this is something to do with ending dialogue. So we can conclude that the action functions are `EnRecepgirl_Wait` and `EnRecepgirl_Talk`. The setup functions are thus `EnRecepgirl_SetupWait` and `EnRecepgirl_SetupTalk`. For more complex actors, we have a tool called `graphovl.py` that can produce function flow graphs for actors: running ``` |
