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Big cleanup (#775)
* Adult and child2 macros OK * ICHAIN cleanup * almost all overlay data * format.sh * func_8002FBAC NON_EQUIVALENT * PR fixes (MZXrules) * fix * change //@ bug to //! @bug * merge master and missed a //@bug * fix ruto * some more cleanup (#2) * more `! @bug` formatting cleanup * parenthesis cleanup * hex naviEnemyId * run formatter * replace `IS_NOT_` macros with `!IS_` * run formatter * run formatter * PR fixes (fig) * Missed something Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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17c79a8f60
commit
556cdad7eb
177 changed files with 902 additions and 862 deletions
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@ -126,8 +126,8 @@ void EnHeishi2_Init(Actor* thisx, GlobalContext* globalCtx) {
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Collider_InitCylinder(globalCtx, collider);
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Collider_SetCylinder(globalCtx, collider, &this->actor, &sCylinderInit);
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this->collider.dim.yShift = 0;
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this->collider.dim.radius = 0xF;
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this->collider.dim.height = 0x46;
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this->collider.dim.radius = 15;
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this->collider.dim.height = 70;
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this->actor.targetMode = 6;
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switch (this->type) {
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@ -195,31 +195,31 @@ void func_80A53278(EnHeishi2* this, GlobalContext* globalCtx) {
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// "Get all spiritual stones!"
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osSyncPrintf(VT_FGCOL(GREEN) " ☆☆☆☆☆ 全部の精霊石GET! ☆☆☆☆☆ \n" VT_RST);
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this->unk_300 = 6;
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this->actor.textId = 0x7006; // "There's a lot going on in the castle right now. I can't allow even..."
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this->actor.textId = 0x7006;
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this->actionFunc = func_80A5475C;
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} else if (gSaveContext.nightFlag != 0) {
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} else if (!IS_DAY) {
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// "Sleep early for children!"
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osSyncPrintf(VT_FGCOL(YELLOW) " ☆☆☆☆☆ 子供ははやくネロ! ☆☆☆☆☆ \n" VT_RST);
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this->unk_300 = 6;
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this->actor.textId = 0x7002; // "Welcome to Hyrule Castle Town. It's a peaceful, prosperous town."
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this->actor.textId = 0x7002;
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this->actionFunc = func_80A5475C;
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} else if (this->unk_30C != 0) {
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// "Anything passes"
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osSyncPrintf(VT_FGCOL(BLUE) " ☆☆☆☆☆ なんでも通るよ ☆☆☆☆☆ \n" VT_RST);
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this->unk_300 = 6;
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this->actor.textId = 0x7099; // "KEEP IT A SECRET FROM EVERYONE"
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this->actor.textId = 0x7099;
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this->actionFunc = func_80A5475C;
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} else if (gSaveContext.eventChkInf[1] & 4) {
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if (this->unk_30E == 0) {
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// "Start under the first sleeve!"
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osSyncPrintf(VT_FGCOL(PURPLE) " ☆☆☆☆☆ 1回目袖の下開始! ☆☆☆☆☆ \n" VT_RST);
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this->actor.textId = 0x7071; // "Do you really want to go through this gate that much?..."
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this->actor.textId = 0x7071;
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this->unk_30E = 1;
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} else {
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// "Start under the second sleeve!"
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osSyncPrintf(VT_FGCOL(PURPLE) " ☆☆☆☆☆ 2回目袖の下開始! ☆☆☆☆☆ \n" VT_RST);
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this->actor.textId = 0x7072; // "Give me 10 Rupees...Yes...No"
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this->actor.textId = 0x7072;
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}
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this->unk_300 = 4;
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this->actionFunc = func_80A5475C;
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@ -228,7 +228,7 @@ void func_80A53278(EnHeishi2* this, GlobalContext* globalCtx) {
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// "That's okay"
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osSyncPrintf(VT_FGCOL(CYAN) " ☆☆☆☆☆ それはとおらんよぉ ☆☆☆☆☆ \n" VT_RST);
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this->unk_300 = 6;
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this->actor.textId = 0x7029; // "So you say you want to see Princess Zelda, eh?..."
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this->actor.textId = 0x7029;
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this->actionFunc = func_80A5475C;
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}
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}
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@ -241,16 +241,16 @@ void func_80A5344C(EnHeishi2* this, GlobalContext* globalCtx) {
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case 0:
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if (gSaveContext.rupees >= 10) {
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Rupees_ChangeBy(-10);
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this->actor.textId = 0x7098; // "OK, I'll let you pass, quickly!"
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this->actor.textId = 0x7098;
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this->actionFunc = func_80A53538;
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break;
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} else {
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this->actor.textId = 0x7097; // "Well, maybe that's too much for a kid to pay."
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this->actor.textId = 0x7097;
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this->actionFunc = func_80A54954;
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break;
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}
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case 1:
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this->actor.textId = 0x7096; // "Tsk tsk."
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this->actor.textId = 0x7096;
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this->actionFunc = func_80A54954;
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break;
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@ -360,21 +360,20 @@ void func_80A5399C(EnHeishi2* this, GlobalContext* globalCtx) {
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if (!(gSaveContext.infTable[7] & 0x80)) {
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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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this->actor.textId = 0x200A;
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} else {
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this->actor.textId = 0x200B; // "Will you sell it to me? Yes/No way"
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this->actor.textId = 0x200B;
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}
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this->unk_300 = 4;
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this->unk_30B = 1;
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var = 1;
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} else {
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this->actor.textId = 0x2016;
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// "I wish I could go to the mask shop in town to buy a present for my kid..sigh.."
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this->unk_300 = 6;
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var = 1;
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}
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} else {
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this->actor.textId = 0x2020; // "My boy will be very happy with this!"
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this->actor.textId = 0x2020;
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this->unk_300 = 5;
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this->unk_30E = 0;
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}
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@ -404,18 +403,18 @@ void func_80A53AD4(EnHeishi2* this, GlobalContext* globalCtx) {
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if (Text_GetFaceReaction(globalCtx, 5) != 0) {
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this->actor.textId = Text_GetFaceReaction(globalCtx, 5);
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} else {
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this->actor.textId = 0x200E; // "The road is closed beyond this point! Can't you read..."
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this->actor.textId = 0x200E;
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}
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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 == 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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player->actor.textId = 0x2010;
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this->unk_300 = 5;
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this->actionFunc = func_80A53C0C;
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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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player->actor.textId = 0x200F;
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}
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} else {
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yawDiffTemp = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
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@ -510,7 +509,7 @@ void func_80A53F30(EnHeishi2* this, GlobalContext* globalCtx) {
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Gameplay_ChangeCameraStatus(globalCtx, MAIN_CAM, CAM_STAT_ACTIVE);
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if ((this->unk_30A != 2)) {
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if (this->unk_30A == 0) {
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this->actor.textId = 0x2015; // "By the way Mr. Hero..If you're going to climb Death Mountain..."
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this->actor.textId = 0x2015;
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func_8010B720(globalCtx, this->actor.textId);
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this->actionFunc = func_80A54038;
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} else {
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@ -520,7 +519,7 @@ void func_80A53F30(EnHeishi2* this, GlobalContext* globalCtx) {
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}
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} else {
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this->unk_30E = 0;
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this->actor.textId = 0x2021; // "You sold the 10-Rupee mask for 15 Rupees. You earned a little profit."
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this->actor.textId = 0x2021;
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Rupees_ChangeBy(15);
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func_8010B720(globalCtx, this->actor.textId);
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this->actionFunc = func_80A5427C;
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@ -545,7 +544,7 @@ void func_80A540C0(EnHeishi2* this, GlobalContext* globalCtx) {
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if ((func_8010BDBC(&globalCtx->msgCtx) == 4) && (func_80106BC8(globalCtx) != 0)) {
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switch (globalCtx->msgCtx.choiceIndex) {
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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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this->actor.textId = 0x2020;
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func_8010B720(globalCtx, this->actor.textId);
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Player_UnsetMask(globalCtx);
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gSaveContext.infTable[7] |= 0x80;
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@ -562,7 +561,7 @@ void func_80A540C0(EnHeishi2* this, GlobalContext* globalCtx) {
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break;
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case 1:
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this->unk_30E = 1;
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this->actor.textId = 0x200C; // "I won't give up! I have plenty of patience.."
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this->actor.textId = 0x200C;
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func_8010B720(globalCtx, this->actor.textId);
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this->unk_300 = 5;
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if (this->unk_30A == 0) {
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@ -577,8 +576,7 @@ void func_80A540C0(EnHeishi2* this, GlobalContext* globalCtx) {
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void func_80A541FC(EnHeishi2* this, GlobalContext* globalCtx) {
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SkelAnime_Update(&this->skelAnime);
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if ((func_8010BDBC(&globalCtx->msgCtx) == 5) && (func_80106BC8(globalCtx) != 0)) {
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this->actor.textId = 0x2021; // "You sold the 10-Rupee mask for 15 Rupees. You earned a little profit. Let's
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// go to the Mask Shop..."
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this->actor.textId = 0x2021;
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Rupees_ChangeBy(15);
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func_8010B720(globalCtx, this->actor.textId);
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this->actionFunc = func_80A5427C;
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