#include "ActorBehavior.h" #include extern "C" { #include "variables.h" #include "overlays/actors/ovl_En_Yb/z_en_yb.h" void Player_StartTalking(PlayState* play, Actor* actor); } void Rando::ActorBehavior::InitEnYbBehavior() { /* * Kamaro's check upon completing his quest is weird. After he gives you Kamaro's Mask and says his piece, the game * checks if you have Kamaro's Mask in your inventory before marking his quest as complete. Normally, this is always * true, making the check redundant. For randomizer, we wrap that check. */ COND_VB_SHOULD(VB_HAVE_KAMAROS_MASK, IS_RANDO, { *should = RANDO_SAVE_CHECKS[RC_TERMINA_FIELD_KAMARO_MASK].eligible; }); 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_YB) { *should = false; 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); RANDO_SAVE_CHECKS[RC_TERMINA_FIELD_KAMARO_MASK].eligible = true; } }); }