#include "ActorBehavior.h" #include extern "C" { #include "variables.h" void Player_SetupTalk(PlayState* play, Player* player); s32 Player_SetupWaitForPutAway(PlayState* play, Player* player, AfterPutAwayFunc afterPutAwayFunc); } void Rando::ActorBehavior::InitEnPmBehavior() { COND_VB_SHOULD(VB_EXEC_MSG_EVENT, IS_RANDO, { u32 cmdId = va_arg(args, u32); Actor* actor = va_arg(args, Actor*); if (actor->id == ACTOR_EN_PM) { // Postman MsgScript* script = va_arg(args, MsgScript*); Player* player = GET_PLAYER(gPlayState); switch (cmdId) { case MSCRIPT_CMD_ID_OFFER_ITEM: // Lock the player into conversation because a notebook message might appear Player_SetupWaitForPutAway(gPlayState, player, Player_SetupTalk); *should = false; break; case MSCRIPT_CMD_ID_CHECK_ITEM: { /* * The Postman's Hat check does a branch if the player already has the Postman's Hat in their * inventory. In rando, it is possible to already have the Postman's Hat before ever giving him the * Express Mail, so we're just going to always act as if the player does not have the Postman's Hat. * This enables repeat rewards as well, which does slightly differ from vanilla. */ MsgScriptCmdCheckItem* cmd = (MsgScriptCmdCheckItem*)script; ItemId itemId = (ItemId)SCRIPT_PACK_16(cmd->itemH, cmd->itemL); if (itemId == ITEM_MASK_POSTMAN) { *should = false; } } break; case MSCRIPT_CMD_ID_DONE: // MSCRIPT_DONE // Prevent softlocks in case a notebook message did not appear Message_CloseTextbox(gPlayState); break; default: break; } } }); }