#include "ActorBehavior.h" #include extern "C" { #include "variables.h" #include "overlays/actors/ovl_En_Stone_heishi/z_en_stone_heishi.h" void Player_StartTalking(PlayState* play, Actor* actor); void func_80BC9E50(EnStoneheishi* enStoneheishi, PlayState* play); } /* * This is the same block found for non-scripted actors in OfferGetItem.cpp, with the addition of setting * ACTOR_FLAG_TALK, other actor data, and finishes actor's dialogue. */ void Rando::ActorBehavior::InitEnStoneheishiBehavior() { 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_STONE_HEISHI) { 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; SET_WEEKEVENTREG(WEEKEVENTREG_41_40); EnStoneheishi* enStoneheishi = (EnStoneheishi*)actor; enStoneheishi->textIdIndex++; enStoneheishi->actor.textId = 0x147A; enStoneheishi->actionFunc = func_80BC9E50; Message_StartTextbox(gPlayState, 0x147A, actor); *should = false; } }); COND_VB_SHOULD(VB_STONE_HEISHI_SET_ACTION, IS_RANDO, { *should = false; }); }