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follow the bugs documentation style guide
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1 changed files with 4 additions and 3 deletions
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@ -899,7 +899,7 @@ void EnGo_Standing(EnGo* this, PlayState* play) {
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this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
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this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
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} else {
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} else {
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if (INV_CONTENT(ITEM_TRADE_ADULT) == ITEM_EYE_DROPS) {
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if (INV_CONTENT(ITEM_TRADE_ADULT) == ITEM_EYE_DROPS) {
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// @bug: `gGoronEyedropsLoopAnim` is not applied; see `z_en_go2.c` for the correct behaviour
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//! @bug: `gGoronEyedropsLoopAnim` is not applied; see `z_en_go2.c` for the correct behaviour
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EnGo_ChangeAnim(this, ENGO_ANIM_WALKING_LOOP);
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EnGo_ChangeAnim(this, ENGO_ANIM_WALKING_LOOP);
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this->eyedropsTimer = 100;
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this->eyedropsTimer = 100;
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this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
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this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
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@ -1038,7 +1038,7 @@ void EnGo_GetItem(EnGo* this, PlayState* play) {
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void EnGo_TakingEyedrops(EnGo* this, PlayState* play) {
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void EnGo_TakingEyedrops(EnGo* this, PlayState* play) {
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if (DECR(this->eyedropsTimer) == 0) {
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if (DECR(this->eyedropsTimer) == 0) {
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// @bug: `gGoronEyedropsTakenAnim` is not applied; see `z_en_go2.c` for the correct behaviour
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//! @bug: `gGoronEyedropsTakenAnim` is not applied; see `z_en_go2.c` for the correct behaviour
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this->actor.textId = 0x305A;
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this->actor.textId = 0x305A;
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Message_ContinueTextbox(play, this->actor.textId);
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Message_ContinueTextbox(play, this->actor.textId);
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this->interactInfo.talkState = NPC_TALK_STATE_TALKING;
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this->interactInfo.talkState = NPC_TALK_STATE_TALKING;
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@ -1167,7 +1167,8 @@ void EnGo_Draw(Actor* thisx, PlayState* play) {
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return;
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return;
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}
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}
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// @bug? should've been `EnGo_RollingToCurledUp` instead of the second `EnGo_RollingFar`
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//! @bug? should've been `EnGo_RollingToCurledUp` instead of the second `EnGo_RollingFar`
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//! in that state bouncing Goron will be drawn normally, rather than as a boulder
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if (this->actionFunc == EnGo_RollingLink || this->actionFunc == EnGo_RollingFar ||
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if (this->actionFunc == EnGo_RollingLink || this->actionFunc == EnGo_RollingFar ||
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this->actionFunc == EnGo_RollingNear || this->actionFunc == EnGo_RollingFar) {
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this->actionFunc == EnGo_RollingNear || this->actionFunc == EnGo_RollingFar) {
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EnGo_DrawRolling(this, play);
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EnGo_DrawRolling(this, play);
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