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Document Actor "OfferTalk" (#1567)
* OfferTalk * rm comment * exch to offer in comment * reword again * Partial PR Review * Actor_AcknowledgeTalking * Actor_TalkOfferAccepted * PR Review * rm part of comment * rm comment
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74 changed files with 297 additions and 266 deletions
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@ -146,10 +146,10 @@ void func_80B4AF18(EnZl1* this, PlayState* play) {
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if (Actor_TextboxIsClosing(&this->actor, play)) {
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this->unk_1E6 = 0;
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}
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} else if (Actor_ProcessTalkRequest(&this->actor, play)) {
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} else if (Actor_TalkOfferAccepted(&this->actor, play)) {
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this->unk_1E6 = 1;
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} else if (this->actor.world.pos.y <= player->actor.world.pos.y) {
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func_8002F2F4(&this->actor, play);
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Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play);
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}
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Collider_UpdateCylinder(&this->actor, &this->collider);
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@ -166,7 +166,7 @@ void func_80B4B010(EnZl1* this, PlayState* play) {
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Vec3f playerPos = { -398.0f, 84.0f, 0.0f };
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s16 rotDiff;
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if (Actor_ProcessTalkRequest(&this->actor, play)) {
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if (Actor_TalkOfferAccepted(&this->actor, play)) {
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Animation_Change(&this->skelAnime, &gChildZelda1Anim_10B38, 1.0f, 0.0f,
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Animation_GetLastFrame(&gChildZelda1Anim_10B38), ANIMMODE_ONCE_INTERP, -10.0f);
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this->subCamId = Play_CreateSubCamera(play);
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@ -191,7 +191,7 @@ void func_80B4B010(EnZl1* this, PlayState* play) {
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if (1) {} // necessary to match
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rotDiff = ABS(this->actor.yawTowardsPlayer - this->actor.shape.rot.y);
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if ((rotDiff < 0x238E) && !(player->actor.world.pos.y < this->actor.world.pos.y)) {
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func_8002F2F4(&this->actor, play);
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Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play);
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}
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}
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}
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@ -556,10 +556,10 @@ void func_80B4BF2C(EnZl1* this, PlayState* play) {
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if (player->actor.world.pos.y < this->actor.world.pos.y) {
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break;
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} else {
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if (Actor_ProcessTalkRequest(&this->actor, play)) {
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if (Actor_TalkOfferAccepted(&this->actor, play)) {
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this->unk_1E2++;
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} else {
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func_8002F2F4(&this->actor, play);
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Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play);
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}
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}
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break;
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@ -572,7 +572,7 @@ void func_80B4BF2C(EnZl1* this, PlayState* play) {
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if (Actor_TextboxIsClosing(&this->actor, play)) {
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Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
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Interface_ChangeHudVisibilityMode(HUD_VISIBILITY_ALL);
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this->actor.flags &= ~ACTOR_FLAG_8;
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this->actor.flags &= ~ACTOR_FLAG_TALK;
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this->unk_1E2 = 4;
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}
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break;
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