#include "ActorBehavior.h" #include extern "C" { #include "variables.h" #include "overlays/actors/ovl_En_Ma_Yto/z_en_ma_yto.h" void EnMaYto_PostMilkRunEnd(EnMaYto* enMaYto, PlayState* play); } // This interaction is skipped by the SkipLearningSongOfHealing and forced on for rando for now, this file simply // handles queuing up the checks to be given. void Rando::ActorBehavior::InitEnMaYtoBehavior() { COND_VB_SHOULD(VB_GIVE_ROMANI_MASK, IS_RANDO, { EnMaYto* enMaYto = va_arg(args, EnMaYto*); *should = false; enMaYto->unk310 = 3; enMaYto->actionFunc = EnMaYto_PostMilkRunEnd; }); COND_VB_SHOULD(VB_HAVE_ROMANI_MASK, IS_RANDO, { *should = RANDO_SAVE_CHECKS[RC_CREMIA_ESCORT].cycleObtained; }); COND_VB_SHOULD(VB_PLAY_TRANSITION_CS, IS_RANDO, { if (gSaveContext.save.cutsceneIndex == 0x0 && gSaveContext.save.entrance == ENTRANCE(TERMINA_FIELD, 13) && !RANDO_SAVE_CHECKS[RC_CREMIA_ESCORT].cycleObtained) { RANDO_SAVE_CHECKS[RC_CREMIA_ESCORT].eligible = true; SET_WEEKEVENTREG(WEEKEVENTREG_14_01); Message_BombersNotebookQueueEvent(gPlayState, BOMBERS_NOTEBOOK_EVENT_RECEIVED_ROMANIS_MASK); Message_BombersNotebookQueueEvent(gPlayState, BOMBERS_NOTEBOOK_EVENT_ESCORTED_CREMIA); Message_BombersNotebookQueueEvent(gPlayState, BOMBERS_NOTEBOOK_EVENT_MET_CREMIA); } }); }