#include "ActorBehavior.h" #include extern "C" { #include "variables.h" void Player_StartTalking(PlayState* play, Actor* actor); } /* * This is the same block found for non-scripted actors in OfferGetItem.cpp, with the addition of unsetting * ACTOR_FLAG_TALK. Without that, the actor will bring up an extra textbox after the applause cutscene ends. * Link can freely move when this extra textbox appears. */ void Rando::ActorBehavior::InitEnRzBehavior() { COND_VB_SHOULD(VB_GIVE_ITEM_FROM_OFFER, IS_RANDO, { GetItemId* item = va_arg(args, GetItemId*); Actor* actor = va_arg(args, Actor*); if (actor->id == ACTOR_EN_RZ) { Player* player = GET_PLAYER(gPlayState); actor->parent = &player->actor; player->talkActor = actor; player->talkActorDistance = actor->xzDistToPlayer; player->exchangeItemAction = PLAYER_IA_MINUS1; Player_StartTalking(gPlayState, actor); actor->flags &= ~ACTOR_FLAG_TALK; *should = false; } }); }