From 6069a1585f34d46178b38554c8d547a266bb4123 Mon Sep 17 00:00:00 2001 From: Anghelo Carvajal Date: Mon, 10 Jan 2022 14:04:28 -0300 Subject: `z_actor` with some documentation, with 1 NON_EQUIVALENTs (#401) * Match Player_GetHeight * Another bunch * Fix merge conflict * rename Gfx_DrawDListXlu * add WEEROR * Actor_Spawn * almost Actor_SpawnTransitionActors and Actor_Delete * A bunch of small actors * More renames * format * Some Player renames * a few more * import data * run formatter * func_800B7170 * whoops * Fix merge issues * Whoops 2 * func_800B83BC and func_800B83F8 * Actor_IsActorFacingPlayerAndWithinRange * add some prototypes * match Actor_UpdateBgCheckInfo * func_800B7678 * mark Actor_SpawnAsChildAndCutscene as non_matching * Actor_Draw * Update is chaotic * 2 new matches * func_800BC8B8 * Another bunch * function renames * run formatter * cleanup * remove unnecesary casts * add missing sfx * Fix renames * fix merge * func_800BF7CC * small bunch * another bunch * func_800BE184 non_matching * two more * split z_cheap_proc * Another bunch * another bunch * a few and a non matching * yeee * a * Actor_DrawAll non_equivalent * Actor_RecordUndrawnActor * i don't know what to put in this commit message * func_800B4B50 non matching * func_800B42F8 non matching * func_800B5040 * func_800B5814 non_equiv * func_800B6584 * func_800B6608 * func_800B6680 * func_800B7E04 * func_800B8118 * func_800b9170 * , * func_800BC4EC * func_800BA6FC * func_800BA798 * func_800BA8B8 * Actor_LoadOverlay * small cleanup * func_800BB2D0 * meh * func_800BBAC0 * func_800BC270 * func_800B5208 non matching * Fix warnings * meh * rename some ActorShadow_ functions * fairy * Flags_ * fix warnings * format * Actor_PickUp and family * func_800B8E58 * match Actor_RemoveFromCategory * another bit of docs * Match func_800B86C8 * And another bit * rename Player_GetRunSpeedLimit * func_800B9E84 * func_800BE63C * func_800BB8EC * match func_800B5814 * match func_800B9334 * cleanup * fix conflicts: first pass * another fix * actorfixer fix * fix conflicts * func_800BE680 non_equivalent * Improve func_800BE680 a bit * func_800BE680 equivalent (?) * func_800BE680 equivalent * Actor_UpdateActor equivalent * format * use some ExchangeItemID enum values * Some more cleaning * more cleanup * More name stealing from OoT * match func_800B82EC * match func_800B9D1C and a bit of cleanup * Add ACTOR_FLAGS placeholders * Renames and match func_800BE184 * last pass of name stealing * format * fix conflicts * more cleanup * more cleanup * cleanup and OVERLAY_RELOCATION_OFFSET macro * Remove prototypes of obviously internal-only functions, update variable names, forward declare where necessary, remove all `param_\d`s * remove newlines * minor rename * Use ACTOR_FLAGS in z_actor * Match func_800BE3D0 * Rename movement functions * Document Actor_CalcOffsetOrientedToDrawRotation * velX -> horizontalSpeed * A bit of documentation for actor movement functions * format * Fix merge issues * format * Format * Fix renames * fix warnings * fix conflicts * review :D * Update src/overlays/actors/ovl_En_Ma4/z_en_ma4.c Co-authored-by: Derek Hensley * Fix * format * Actor_SpawnSetupActors * engineer review * Update src/code/z_actor.c Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> * A bunch of Engineer's reviews * more Engineer's review * a * whoops * run actorfixer * c'mon * :face_exhaling: * whoops * warning * More engineer's review * run format * I'm dumb * a * match func_800BE680 * Match Actor_DrawZTarget * Match Actor_SpawnAsChildAndCutscene, fix non-equivalent in Actor_UpdateActor * Fix merge issue * format * update actor * Steal a bit of @Thar0 documentation from OoT's z_message * Run actorfixer * Fix renames * Match func_800B4B50 thanks to @hensldm * Improve ActorShadow_DrawFeet thanks to @hensldm * whoops * Actor_PlaySfxAtProjectedPos * Actor_UpdateActor matched by @hensldm * Match func_800BA2FC by @hensldm * Match Actor_SpawnTransitionActors by @hensldm * Match func_800BB604 by @hensldm * Match Actor_DrawAll by @hensldm * ActorShadow_DrawFeet by @hensldm * Actor_UpdateAll by @hensldm * Match func_800BCCDC by @engineer124 * Small Actor_PlaySfxAtPos by @engineer124 * ACTOR_FLAGS_ALL and a bit of cleanup * Add invisible comment * Small docs pass * Fix merge * Engineer's review * format lol * Actor_DrawDoorLock docs * Actor_SpawnShieldParticlesMetal * fix merge issues * sActorFaultClient * fix * commit message * Run actorfixer.py && format.sh * Fix warnings * fixes * format * bss * Update include/functions.h Co-authored-by: Derek Hensley * Address review * Fix merge issues, format and such * fix merge issues * Add ACTORCAT_MAX * actorList -> actorLists * Fix merge issues * format * Enable WERROR on jenkinsfile * Fix merge * Use object symbols * address review * format * review * fix merge issues * fix * VRAM_PTR_SIZE, small cleanup and format * review Co-authored-by: Elliptic Ellipsis Co-authored-by: Derek Hensley Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> Co-authored-by: engineer124 --- docs/tutorial/advanced_control_flow.md | 64 +++++++++++++++++----------------- docs/tutorial/documenting.md | 18 +++++----- docs/tutorial/introduction.md | 4 +-- docs/tutorial/other_functions.md | 22 ++++++------ 4 files changed, 54 insertions(+), 54 deletions(-) (limited to 'docs/tutorial') diff --git a/docs/tutorial/advanced_control_flow.md b/docs/tutorial/advanced_control_flow.md index 953e3e44d..3420fc597 100644 --- a/docs/tutorial/advanced_control_flow.md +++ b/docs/tutorial/advanced_control_flow.md @@ -63,7 +63,7 @@ void EnMs_Init(Actor* thisx, GlobalContext* globalCtx) { SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06003DC0, &D_060005EC, this->jointTable, this->morphTable, 9); Collider_InitCylinder(globalCtx, &this->collider); Collider_SetCylinderType1(globalCtx, &this->collider, &this->actor, &D_80952BA0); - ActorShape_Init(&this->actor.shape, 0.0f, func_800B3FC0, 35.0f); + ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 35.0f); Actor_SetScale(&this->actor, 0.015f); this->actor.colChkInfo.mass = 0xFF; this->actionFunc = func_80952734; @@ -87,7 +87,7 @@ void func_80952734(EnMs* this, GlobalContext* globalCtx) { this->actor.textId = 0x932; } - if (func_800B84D0(&this->actor, globalCtx) != 0) { + if (Actor_ProcessTalkRequest(&this->actor, &globalCtx->state) != 0) { this->actionFunc = func_809527F8; return; } @@ -107,12 +107,12 @@ void func_809529AC(EnMs *this, GlobalContext *globalCtx) { func_800B8500(&this->actor, globalCtx, this->actor.xzDistToPlayer, this->actor.playerHeightRel, 0); this->actionFunc = func_80952A1C; } else { - func_800B8A1C(&this->actor, globalCtx, 0x35, this->actor.xzDistToPlayer, this->actor.playerHeightRel); + Actor_PickUp(&this->actor, globalCtx, 0x35, this->actor.xzDistToPlayer, this->actor.playerHeightRel); } } void func_80952A1C(EnMs *this, GlobalContext *globalCtx) { - if (func_800B84D0(&this->actor, globalCtx)) { + if (Actor_ProcessTalkRequest(&this->actor, &globalCtx->state)) { func_80151938(globalCtx, 0x936U); this->actionFunc = func_809527F8; } else { @@ -124,7 +124,7 @@ void EnMs_Update(Actor* thisx, GlobalContext* globalCtx) { s32 pad; EnMs* this = THIS; - Actor_SetHeight(&this->actor, 20.0f); + Actor_SetFocus(&this->actor, 20.0f); this->actor.targetArrowOffset = 500.0f; Actor_SetScale(&this->actor, 0.015f); SkelAnime_Update(&this->skelAnime); @@ -156,7 +156,7 @@ void func_809527F8(EnMs *this, GlobalContext *globalCtx) { u8 temp_v0; u8 temp_v0_2; - temp_v0 = func_80152498(&globalCtx->msgCtx); + temp_v0 = Message_GetState(&globalCtx->msgCtx); if (temp_v0 != 4) { if (temp_v0 != 5) { if ((temp_v0 == 6) && (func_80147624(globalCtx) != 0)) { @@ -168,7 +168,7 @@ void func_809527F8(EnMs *this, GlobalContext *globalCtx) { } if (func_80147624(globalCtx) != 0) { func_801477B4(globalCtx); - func_800B8A1C((Actor *) this, globalCtx, 0x35, this->actor.xzDistToPlayer, this->actor.playerHeightRel); + Actor_PickUp((Actor *) this, globalCtx, 0x35, this->actor.xzDistToPlayer, this->actor.playerHeightRel); this->actionFunc = func_809529AC; return; } @@ -198,7 +198,7 @@ void func_809527F8(EnMs *this, GlobalContext *globalCtx) { return; } func_8019F208(); - func_800B8A1C((Actor *) this, globalCtx, 0x35, 90.0f, 10.0f); + Actor_PickUp((Actor *) this, globalCtx, 0x35, 90.0f, 10.0f); func_801159EC(-0xA); this->actionFunc = func_809529AC; } @@ -208,7 +208,7 @@ void func_809527F8(EnMs *this, GlobalContext *globalCtx) { which is long, messy, and contains some rather nasty-looking control flow, including horrors like ```C - temp_v0 = func_80152498(&globalCtx->msgCtx); + temp_v0 = Message_GetState(&globalCtx->msgCtx); if (temp_v0 != 4) { if (temp_v0 != 5) { if ((temp_v0 == 6) && (func_80147624(globalCtx) != 0)) { @@ -238,7 +238,7 @@ void func_809527F8(EnMs *this, GlobalContext *globalCtx) { u8 temp_v0; u8 temp_v0_2; - temp_v0 = func_80152498(&globalCtx->msgCtx); + temp_v0 = Message_GetState(&globalCtx->msgCtx); if (temp_v0 == 4) { goto block_7; } @@ -258,7 +258,7 @@ block_5: goto block_17; } func_801477B4(globalCtx); - func_800B8A1C((Actor *) this, globalCtx, 0x35, this->actor.xzDistToPlayer, this->actor.playerHeightRel); + Actor_PickUp((Actor *) this, globalCtx, 0x35, this->actor.xzDistToPlayer, this->actor.playerHeightRel); this->actionFunc = func_809529AC; return; block_7: @@ -290,7 +290,7 @@ block_13: return; block_15: func_8019F208(); - func_800B8A1C((Actor *) this, globalCtx, 0x35, 90.0f, 10.0f); + Actor_PickUp((Actor *) this, globalCtx, 0x35, 90.0f, 10.0f); func_801159EC(-0xA); this->actionFunc = func_809529AC; return; @@ -340,7 +340,7 @@ void func_809527F8(EnMs *this, GlobalContext *globalCtx) { u8 temp_v0; u8 temp_v0_2; - temp_v0 = func_80152498(&globalCtx->msgCtx); + temp_v0 = Message_GetState(&globalCtx->msgCtx); if (temp_v0 == 4) { goto block_7; } @@ -360,7 +360,7 @@ block_5: goto block_17; } func_801477B4(globalCtx); - func_800B8A1C((Actor *) this, globalCtx, 0x35, this->actor.xzDistToPlayer, this->actor.playerHeightRel); + Actor_PickUp((Actor *) this, globalCtx, 0x35, this->actor.xzDistToPlayer, this->actor.playerHeightRel); this->actionFunc = func_809529AC; return; block_7: @@ -390,7 +390,7 @@ block_11: } func_8019F208(); - func_800B8A1C((Actor *) this, globalCtx, 0x35, 90.0f, 10.0f); + Actor_PickUp((Actor *) this, globalCtx, 0x35, 90.0f, 10.0f); func_801159EC(-0xA); this->actionFunc = func_809529AC; return; @@ -410,7 +410,7 @@ void func_809527F8(EnMs *this, GlobalContext *globalCtx) { u8 temp_v0; u8 temp_v0_2; - temp_v0 = func_80152498(&globalCtx->msgCtx); + temp_v0 = Message_GetState(&globalCtx->msgCtx); if (temp_v0 == 4) { goto block_7; } @@ -430,7 +430,7 @@ block_5: return; } func_801477B4(globalCtx); - func_800B8A1C((Actor *) this, globalCtx, 0x35, this->actor.xzDistToPlayer, this->actor.playerHeightRel); + Actor_PickUp((Actor *) this, globalCtx, 0x35, this->actor.xzDistToPlayer, this->actor.playerHeightRel); this->actionFunc = func_809529AC; return; block_7: @@ -460,7 +460,7 @@ block_11: } func_8019F208(); - func_800B8A1C((Actor *) this, globalCtx, 0x35, 90.0f, 10.0f); + Actor_PickUp((Actor *) this, globalCtx, 0x35, 90.0f, 10.0f); func_801159EC(-0xA); this->actionFunc = func_809529AC; return; @@ -509,7 +509,7 @@ So let us rewrite the entire second half as a switch: } func_8019F208(); - func_800B8A1C((Actor *) this, globalCtx, 0x35, 90.0f, 10.0f); + Actor_PickUp((Actor *) this, globalCtx, 0x35, 90.0f, 10.0f); func_801159EC(-0xA); this->actionFunc = func_809529AC; return; @@ -540,7 +540,7 @@ There's a couple of other obvious things here: func_80151938(globalCtx, 0x937U); } else { func_8019F208(); - func_800B8A1C((Actor *) this, globalCtx, 0x35, 90.0f, 10.0f); + Actor_PickUp((Actor *) this, globalCtx, 0x35, 90.0f, 10.0f); func_801159EC(-0xA); this->actionFunc = func_809529AC; } @@ -568,7 +568,7 @@ can be swapped round and made to wrap the switch. This leaves us with void func_809527F8(EnMs *this, GlobalContext *globalCtx) { u8 temp_v0; - temp_v0 = func_80152498(&globalCtx->msgCtx); + temp_v0 = Message_GetState(&globalCtx->msgCtx); if (temp_v0 == 4) { goto block_7; } @@ -588,7 +588,7 @@ block_5: return; } func_801477B4(globalCtx); - func_800B8A1C((Actor *) this, globalCtx, 0x35, this->actor.xzDistToPlayer, this->actor.playerHeightRel); + Actor_PickUp((Actor *) this, globalCtx, 0x35, this->actor.xzDistToPlayer, this->actor.playerHeightRel); this->actionFunc = func_809529AC; return; block_7: @@ -605,7 +605,7 @@ block_7: func_80151938(globalCtx, 0x937U); } else { func_8019F208(); - func_800B8A1C((Actor *) this, globalCtx, 0x35, 90.0f, 10.0f); + Actor_PickUp((Actor *) this, globalCtx, 0x35, 90.0f, 10.0f); func_801159EC(-0xA); this->actionFunc = func_809529AC; } @@ -623,7 +623,7 @@ block_7: Now, the top of the function also looks like a switch: ```C - temp_v0 = func_80152498(&globalCtx->msgCtx); + temp_v0 = Message_GetState(&globalCtx->msgCtx); if (temp_v0 == 4) { goto block_7; } @@ -641,7 +641,7 @@ Putting all this together, we write down a function with no gotos in it: ```C void func_809527F8(EnMs *this, GlobalContext *globalCtx) { - switch (func_80152498(&globalCtx->msgCtx)) { + switch (Message_GetState(&globalCtx->msgCtx)) { case 6: this->actionFunc = func_80952734; break; @@ -651,7 +651,7 @@ void func_809527F8(EnMs *this, GlobalContext *globalCtx) { return; } func_801477B4(globalCtx); - func_800B8A1C((Actor *) this, globalCtx, 0x35, this->actor.xzDistToPlayer, this->actor.playerHeightRel); + Actor_PickUp((Actor *) this, globalCtx, 0x35, this->actor.xzDistToPlayer, this->actor.playerHeightRel); this->actionFunc = func_809529AC; break; @@ -660,7 +660,7 @@ void func_809527F8(EnMs *this, GlobalContext *globalCtx) { switch (globalCtx->msgCtx.choiceIndex) { case 0: func_801477B4(globalCtx); - + if (gSaveContext.rupees < 0xA) { play_sound(0x4806U); func_80151938(globalCtx, 0x935U); @@ -669,7 +669,7 @@ void func_809527F8(EnMs *this, GlobalContext *globalCtx) { func_80151938(globalCtx, 0x937U); } else { func_8019F208(); - func_800B8A1C((Actor *) this, globalCtx, 0x35, 90.0f, 10.0f); + Actor_PickUp((Actor *) this, globalCtx, 0x35, 90.0f, 10.0f); func_801159EC(-0xA); this->actionFunc = func_809529AC; } @@ -694,7 +694,7 @@ Lastly, we can simplify `case 5` to replace the return in the if by the rest of ```C void func_809527F8(EnMs *this, GlobalContext *globalCtx) { - switch (func_80152498(&globalCtx->msgCtx)) { + switch (Message_GetState(&globalCtx->msgCtx)) { case 6: this->actionFunc = func_80952734; break; @@ -702,7 +702,7 @@ void func_809527F8(EnMs *this, GlobalContext *globalCtx) { case 5: if (func_80147624(globalCtx) != 0) { func_801477B4(globalCtx); - func_800B8A1C((Actor *) this, globalCtx, 0x35, this->actor.xzDistToPlayer, this->actor.playerHeightRel); + Actor_PickUp((Actor *) this, globalCtx, 0x35, this->actor.xzDistToPlayer, this->actor.playerHeightRel); this->actionFunc = func_809529AC; } break; @@ -712,7 +712,7 @@ void func_809527F8(EnMs *this, GlobalContext *globalCtx) { switch (globalCtx->msgCtx.choiceIndex) { case 0: func_801477B4(globalCtx); - + if (gSaveContext.rupees < 0xA) { play_sound(0x4806U); func_80151938(globalCtx, 0x935U); @@ -721,7 +721,7 @@ void func_809527F8(EnMs *this, GlobalContext *globalCtx) { func_80151938(globalCtx, 0x937U); } else { func_8019F208(); - func_800B8A1C((Actor *) this, globalCtx, 0x35, 90.0f, 10.0f); + Actor_PickUp((Actor *) this, globalCtx, 0x35, 90.0f, 10.0f); func_801159EC(-0xA); this->actionFunc = func_809529AC; } diff --git a/docs/tutorial/documenting.md b/docs/tutorial/documenting.md index 9b2c8e177..de82b54f9 100644 --- a/docs/tutorial/documenting.md +++ b/docs/tutorial/documenting.md @@ -148,9 +148,9 @@ void func_80C1019C(EnRecepgirl* this, GlobalContext* globalCtx) { } } - if (func_800B84D0(&this->actor, globalCtx) != 0) { + if (Actor_ProcessTalkRequest(&this->actor, &globalCtx->state) != 0) { func_80C10290(this); - } else if (Actor_IsActorFacingLink(&this->actor, 0x2000)) { + } else if (Actor_IsFacingPlayer(&this->actor, 0x2000)) { func_800B8614(&this->actor, globalCtx, 60.0f); if (Player_GetMask(globalCtx) == 2) { this->actor.textId = 0x2367; @@ -188,7 +188,7 @@ void func_80C102D4(EnRecepgirl *this, GlobalContext *globalCtx) { } } - temp_v0_2 = func_80152498(&globalCtx->msgCtx); + temp_v0_2 = Message_GetState(&globalCtx->msgCtx); if (temp_v0_2 == 2) { this->actor.textId = 0x2ADC; func_80C10148(this); @@ -197,7 +197,7 @@ void func_80C102D4(EnRecepgirl *this, GlobalContext *globalCtx) { if ((temp_v0_2 == 5) && (func_80147624(globalCtx) != 0)) { if (this->actor.textId == 0x2AD9) { - Actor_SetSwitchFlag(globalCtx, this->actor.params); + Flags_SetSwitch(globalCtx, this->actor.params); Animation_MorphToPlayOnce(&this->skelAnime, &D_0600AD98, 10.0f); if ((gSaveContext.weekEventReg[63] & 0x80)) { this->actor.textId = 0x2ADF; @@ -476,9 +476,9 @@ void func_80C1019C(EnRecepgirl* this, GlobalContext* globalCtx) { } } - if (func_800B84D0(&this->actor, globalCtx) != 0) { + if (Actor_ProcessTalkRequest(&this->actor, &globalCtx->state) != 0) { func_80C10290(this); - } else if (Actor_IsActorFacingLink(&this->actor, 0x2000)) { + } else if (Actor_IsFacingPlayer(&this->actor, 0x2000)) { func_800B8614(&this->actor, globalCtx, 60.0f); if (Player_GetMask(globalCtx) == PLAYER_MASK_KAFEIS_MASK) { this->actor.textId = 0x2367; // "... doesn't Kafei want to break off his engagement ... ?" @@ -514,13 +514,13 @@ void func_80C102D4(EnRecepgirl* this, GlobalContext* globalCtx) { } } - temp_v0_2 = func_80152498(&globalCtx->msgCtx); + temp_v0_2 = Message_GetState(&globalCtx->msgCtx); if (temp_v0_2 == 2) { this->actor.textId = 0x2ADC; // hear directions again? func_80C10148(this); } else if ((temp_v0_2 == 5) && (func_80147624(globalCtx) != 0)) { if (this->actor.textId == 0x2AD9) { // "Welcome..." - Actor_SetSwitchFlag(globalCtx, this->actor.params); + Flags_SetSwitch(globalCtx, this->actor.params); Animation_MorphToPlayOnce(&this->skelAnime, &D_0600AD98, 10.0f); if (gSaveContext.weekEventReg[63] & 0x80) { // showed Couple's Mask to meeting this->actor.textId = 0x2ADF; // Mayor's office is on the left (meeting ended) @@ -546,7 +546,7 @@ void func_80C102D4(EnRecepgirl* this, GlobalContext* globalCtx) { } } ``` -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 `func_800B84D0(&this->actor, globalCtx) != 0`. This is something to do with talking. The other function handles the rest of the conversation, and hands back to the first if `func_80152498(&globalCtx->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_ProcessTalkRequest(&this->actor, &globalCtx->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(&globalCtx->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 ``` diff --git a/docs/tutorial/introduction.md b/docs/tutorial/introduction.md index 4e2d8324d..6178019c8 100644 --- a/docs/tutorial/introduction.md +++ b/docs/tutorial/introduction.md @@ -27,7 +27,7 @@ glabel func_809529AC /* 0003D8 809529F8 C484009C */ lwc1 $f4, 0x9c($a0) /* 0003DC 809529FC 8C870098 */ lw $a3, 0x98($a0) /* 0003E0 80952A00 24060035 */ addiu $a2, $zero, 0x35 -/* 0003E4 80952A04 0C02E287 */ jal func_800B8A1C +/* 0003E4 80952A04 0C02E287 */ jal Actor_PickUp /* 0003E8 80952A08 E7A40010 */ swc1 $f4, 0x10($sp) .L80952A0C: /* 0003EC 80952A0C 8FBF001C */ lw $ra, 0x1c($sp) @@ -46,7 +46,7 @@ void func_809529AC(EnMs *this, GlobalContext *globalCtx) { func_800B8500(&this->actor, globalCtx, this->actor.xzDistToPlayer, this->actor.playerHeightRel, 0); this->actionFunc = func_80952A1C; } else { - func_800B8A1C(&this->actor, globalCtx, 0x35, this->actor.xzDistToPlayer, this->actor.playerHeightRel); + Actor_PickUp(&this->actor, globalCtx, 0x35, this->actor.xzDistToPlayer, this->actor.playerHeightRel); } } ``` diff --git a/docs/tutorial/other_functions.md b/docs/tutorial/other_functions.md index bdc49036d..870b490ea 100644 --- a/docs/tutorial/other_functions.md +++ b/docs/tutorial/other_functions.md @@ -116,11 +116,11 @@ void func_80C1019C(EnRecepgirl *this, GlobalContext *globalCtx) { Animation_ChangeTransitionRepeat(temp_a0, &D_06009890, -4.0f); } } - if (func_800B84D0((Actor *) this, globalCtx) != 0) { + if (Actor_ProcessTalkRequest((Actor *) this, globalCtx) != 0) { func_80C10290(this); return; } - if (Actor_IsActorFacingLink((Actor *) this, 0x2000) != 0) { + if (Actor_IsFacingPlayer((Actor *) this, 0x2000) != 0) { func_800B8614((Actor *) this, globalCtx, 60.0f); if (Player_GetMask(globalCtx) == 2) { this->actor.textId = 0x2367; @@ -168,11 +168,11 @@ void func_80C1019C(EnRecepgirl *this, GlobalContext *globalCtx) { Animation_ChangeTransitionRepeat(&this->skelAnime, &D_06009890, -4.0f); } } - if (func_800B84D0(&this->actor, globalCtx) != 0) { + if (Actor_ProcessTalkRequest(&this->actor, &globalCtx->state) != 0) { func_80C10290(this); return; } - if (Actor_IsActorFacingLink(&this->actor, 0x2000) != 0) { + if (Actor_IsFacingPlayer(&this->actor, 0x2000) != 0) { func_800B8614(&this->actor, globalCtx, 60.0f); if (Player_GetMask(globalCtx) == 2) { this->actor.textId = 0x2367; @@ -203,9 +203,9 @@ void func_80C1019C(EnRecepgirl* this, GlobalContext* globalCtx) { } } - if (func_800B84D0(&this->actor, globalCtx) != 0) { + if (Actor_ProcessTalkRequest(&this->actor, &globalCtx->state) != 0) { func_80C10290(this); - } else if (Actor_IsActorFacingLink(&this->actor, 0x2000)) { + } else if (Actor_IsFacingPlayer(&this->actor, 0x2000)) { func_800B8614(&this->actor, globalCtx, 60.0f); if (Player_GetMask(globalCtx) == 2) { this->actor.textId = 0x2367; @@ -282,7 +282,7 @@ void func_80C102D4(EnRecepgirl *this, GlobalContext *globalCtx) { Animation_MorphToPlayOnce(sp20, &D_0600A280, -4.0f); } } - temp_v0_2 = func_80152498(&globalCtx->msgCtx); + temp_v0_2 = Message_GetState(&globalCtx->msgCtx); if (temp_v0_2 == 2) { this->actor.textId = 0x2ADC; func_80C10148(this); @@ -291,7 +291,7 @@ void func_80C102D4(EnRecepgirl *this, GlobalContext *globalCtx) { if (((temp_v0_2 & 0xFF) == 5) && (func_80147624(globalCtx) != 0)) { temp_v0_3 = this->actor.textId; if (temp_v0_3 == 0x2AD9) { - Actor_SetSwitchFlag(globalCtx, (s32) this->actor.params); + Flags_SetSwitch(globalCtx, (s32) this->actor.params); Animation_MorphToPlayOnce(sp20, &D_0600AD98, 10.0f); if ((*(&gSaveContext + 0xF37) & 0x80) != 0) { this->actor.textId = 0x2ADF; @@ -340,7 +340,7 @@ void func_80C102D4(EnRecepgirl *this, GlobalContext *globalCtx) { } } - temp_v0_2 = func_80152498(&globalCtx->msgCtx); + temp_v0_2 = Message_GetState(&globalCtx->msgCtx); if (temp_v0_2 == 2) { this->actor.textId = 0x2ADC; func_80C10148(this); @@ -349,7 +349,7 @@ void func_80C102D4(EnRecepgirl *this, GlobalContext *globalCtx) { if (((temp_v0_2 & 0xFF) == 5) && (func_80147624(globalCtx) != 0)) { if (this->actor.textId == 0x2AD9) { - Actor_SetSwitchFlag(globalCtx, this->actor.params); + Flags_SetSwitch(globalCtx, this->actor.params); Animation_MorphToPlayOnce(&this->skelAnime, &D_0600AD98, 10.0f); if ((*(&gSaveContext + 0xF37) & 0x80) != 0) { this->actor.textId = 0x2ADF; @@ -390,7 +390,7 @@ The yellow shows registers that don't match, the different colours on the regist ``` somehow we skipped over `t0`. Where is this in the code? The `153` in the middle is the line number in the C file (the `3f0`s are the offsets into the assembly file), we have `--source` if you want to see the code explicitly, or you can do it the old-fashioned way, and work it out from nearby function calls. In this case, `func_80C10148` is run straight after, and the only place that is called is ```C - temp_v0_2 = func_80152498(&globalCtx->msgCtx); + temp_v0_2 = Message_GetState(&globalCtx->msgCtx); if (temp_v0_2 == 2) { this->actor.textId = 0x2ADC; func_80C10148(this); -- cgit v1.2.3