diff --git a/src/overlays/actors/ovl_En_Go/z_en_go.c b/src/overlays/actors/ovl_En_Go/z_en_go.c index 94f07114f1..752f7dfff4 100644 --- a/src/overlays/actors/ovl_En_Go/z_en_go.c +++ b/src/overlays/actors/ovl_En_Go/z_en_go.c @@ -899,7 +899,7 @@ void EnGo_Standing(EnGo* this, PlayState* play) { this->interactInfo.talkState = NPC_TALK_STATE_IDLE; } else { if (INV_CONTENT(ITEM_TRADE_ADULT) == ITEM_EYE_DROPS) { - // @bug: `gGoronEyedropsLoopAnim` is not applied; see `z_en_go2.c` for the correct behaviour + //! @bug: `gGoronEyedropsLoopAnim` is not applied; see `z_en_go2.c` for the correct behaviour EnGo_ChangeAnim(this, ENGO_ANIM_WALKING_LOOP); this->eyedropsTimer = 100; this->interactInfo.talkState = NPC_TALK_STATE_IDLE; @@ -1038,7 +1038,7 @@ void EnGo_GetItem(EnGo* this, PlayState* play) { void EnGo_TakingEyedrops(EnGo* this, PlayState* play) { if (DECR(this->eyedropsTimer) == 0) { - // @bug: `gGoronEyedropsTakenAnim` is not applied; see `z_en_go2.c` for the correct behaviour + //! @bug: `gGoronEyedropsTakenAnim` is not applied; see `z_en_go2.c` for the correct behaviour this->actor.textId = 0x305A; Message_ContinueTextbox(play, this->actor.textId); this->interactInfo.talkState = NPC_TALK_STATE_TALKING; @@ -1167,7 +1167,8 @@ void EnGo_Draw(Actor* thisx, PlayState* play) { return; } - // @bug? should've been `EnGo_RollingToCurledUp` instead of the second `EnGo_RollingFar` + //! @bug? should've been `EnGo_RollingToCurledUp` instead of the second `EnGo_RollingFar` + //! in that state bouncing Goron will be drawn normally, rather than as a boulder if (this->actionFunc == EnGo_RollingLink || this->actionFunc == EnGo_RollingFar || this->actionFunc == EnGo_RollingNear || this->actionFunc == EnGo_RollingFar) { EnGo_DrawRolling(this, play);