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Decompile Player (#387)
* Setup player decomp * Decompile z_player.c and z_player_lib.c * Decompile remaining z_player.c functions * Various player improvements * Player progress (some non matchings and .data migrated) * Player progress (reposition data and fix some non matchings) * Cleanup, improve and document parts of z_player_lib.c/z_player.c * Fix player renames in z_en_st.c * Fix missing open/close disps in z_player.c * Minor player fixes * Address player comments
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686 changed files with 16334 additions and 39630 deletions
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@ -350,7 +350,7 @@ void func_80A5399C(EnHeishi2* this, GlobalContext* globalCtx) {
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var = 0;
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if (gSaveContext.infTable[7] & 0x40) {
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if (!(gSaveContext.infTable[7] & 0x80)) {
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if (func_8008F080(globalCtx) == 1) {
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if (Player_GetMask(globalCtx) == PLAYER_MASK_KEATON) {
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if (this->unk_309 == 0) {
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this->actor.textId = 0x200A; // "Wha-ha-ha-hah! Do you think you're in disguise, Mr. Hero?"
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} else {
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@ -401,19 +401,19 @@ void func_80A53AD4(EnHeishi2* this, GlobalContext* globalCtx) {
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this->unk_300 = 6;
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if (func_8002F194(&this->actor, globalCtx) != 0) {
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exchangeItemId = func_8002F368(globalCtx);
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if (exchangeItemId == 1) { // exchangeItemId = zelda's letter
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if (exchangeItemId == EXCH_ITEM_LETTER_ZELDA) {
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func_80078884(NA_SE_SY_CORRECT_CHIME);
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player->actor.textId = 0x2010; // "Oh, this is...this is surely Princess Zelda's handwriting!"
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this->unk_300 = 5;
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this->actionFunc = func_80A53C0C;
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} else if (exchangeItemId != 0) { // exchangeItemId != nothing
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} else if (exchangeItemId != EXCH_ITEM_NONE) {
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player->actor.textId = 0x200F; // "I don't want that!"
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}
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} else {
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yawDiffTemp = this->actor.yawTowardsLink - this->actor.shape.rot.y;
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yawDiff = ABS(yawDiffTemp);
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if (!(120.0f < this->actor.xzDistFromLink) && (yawDiff < 0x4300)) {
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func_8002F298(&this->actor, globalCtx, 100.0f, 1);
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func_8002F298(&this->actor, globalCtx, 100.0f, EXCH_ITEM_LETTER_ZELDA);
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}
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}
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}
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@ -539,7 +539,7 @@ void func_80A540C0(EnHeishi2* this, GlobalContext* globalCtx) {
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case 0:
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this->actor.textId = 0x2020; // "My boy will be very happy with this!.."
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func_8010B720(globalCtx, this->actor.textId);
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func_8008F08C(globalCtx);
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Player_UnsetMask(globalCtx);
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gSaveContext.infTable[7] |= 0x80;
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gSaveContext.itemGetInf[3] |= 0x100;
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Item_Give(globalCtx, ITEM_SOLD_OUT);
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