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authorengineer124 <47598039+engineer124@users.noreply.github.com>2023-11-21 12:36:02 +1100
committerGitHub <noreply@github.com>2023-11-21 12:36:02 +1100
commit0e441520cc586d35de9ede578d85aa8de99bf4a1 (patch)
tree04c8f846915d5ee4b6630ab6c78bda845ce5b81d /docs/tutorial/documenting.md
parent28706d798d9e1662b2059bf78e07c5b4f9b577b7 (diff)
Document `Actor_TalkOfferAccepted` (#1502)
* rename * PR Review
Diffstat (limited to 'docs/tutorial/documenting.md')
-rw-r--r--docs/tutorial/documenting.md6
1 files changed, 3 insertions, 3 deletions
diff --git a/docs/tutorial/documenting.md b/docs/tutorial/documenting.md
index 619b30c06..8bc205b9e 100644
--- a/docs/tutorial/documenting.md
+++ b/docs/tutorial/documenting.md
@@ -134,7 +134,7 @@ void func_80C1019C(EnRecepgirl* this, PlayState* play) {
}
}
- if (Actor_ProcessTalkRequest(&this->actor, &play->state) != 0) {
+ if (Actor_TalkOfferAccepted(&this->actor, &play->state) != 0) {
func_80C10290(this);
} else if (Actor_IsFacingPlayer(&this->actor, 0x2000)) {
Actor_OfferTalk(&this->actor, play, 60.0f);
@@ -470,7 +470,7 @@ void func_80C1019C(EnRecepgirl* this, PlayState* play) {
}
}
- if (Actor_ProcessTalkRequest(&this->actor, &play->state) != 0) {
+ if (Actor_TalkOfferAccepted(&this->actor, &play->state) != 0) {
func_80C10290(this);
} else if (Actor_IsFacingPlayer(&this->actor, 0x2000)) {
Actor_OfferTalk(&this->actor, play, 60.0f);
@@ -540,7 +540,7 @@ void func_80C102D4(EnRecepgirl* this, PlayState* play) {
}
}
```
-All this branching is to make the conversation look more diverse and interesting. Notably, though, `func_80C1019C` is set to start with, and is only changed when `Actor_ProcessTalkRequest(&this->actor, &play->state) != 0`. This is something to do with talking. The other function handles the rest of the conversation, and hands back to the first if `Message_GetState(&play->msgCtx) == 2`. This function is *something* to do with the text state, which will require `z_message` to be decomped. However, observation in-game will reveal this is something to do with ending dialogue. So we can conclude that the action functions are `EnRecepgirl_Wait` and `EnRecepgirl_Talk`. The setup functions are thus `EnRecepgirl_SetupWait` and `EnRecepgirl_SetupTalk`.
+All this branching is to make the conversation look more diverse and interesting. Notably, though, `func_80C1019C` is set to start with, and is only changed when `Actor_TalkOfferAccepted(&this->actor, &play->state) != 0`. This is something to do with talking. The other function handles the rest of the conversation, and hands back to the first if `Message_GetState(&play->msgCtx) == 2`. This function is *something* to do with the text state, which will require `z_message` to be decomped. However, observation in-game will reveal this is something to do with ending dialogue. So we can conclude that the action functions are `EnRecepgirl_Wait` and `EnRecepgirl_Talk`. The setup functions are thus `EnRecepgirl_SetupWait` and `EnRecepgirl_SetupTalk`.
For more complex actors, we have a tool called `graphovl.py` that can produce function flow graphs for actors: running