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-rw-r--r--docs/tutorial/documenting.md18
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
```