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https://github.com/zeldaret/oot.git
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Document struct EnMd
fields (and functions)
the list: * `func_80AAAC78` -> `EnMd_TrackMessageState` * `func_80AAAA24` -> `EnMd_UpdateAnimState_WithTalking` * `func_80AAA92C` -> `EnMd_SetAnimState` * `func_80AAA93C` -> `EnMd_UpdateAnimState` * `func_80AAA274` -> `EnMd_UpdateAnimState1` * `func_80AAA308` -> `EnMd_UpdateAnimState2` * `func_80AAA39C` -> `EnMd_UpdateAnimState3` * `func_80AAA474` -> `EnMd_UpdateAnimState4` * `func_80AAA508` -> `EnMd_UpdateAnimState5` * `func_80AAA5A4` -> `EnMd_UpdateAnimState6` * `func_80AAA638` -> `EnMd_UpdateAnimState7` * `func_80AAA6D4` -> `EnMd_UpdateAnimState8` * `func_80AAA768` -> `EnMd_UpdateAnimState9` * `func_80AAA7FC` -> `EnMd_UpdateAnimState10` * `func_80AAA890` -> `EnMd_UpdateAnimState11`
This commit is contained in:
parent
7749b03031
commit
844543e82e
2 changed files with 139 additions and 123 deletions
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@ -55,6 +55,21 @@ static ColliderCylinderInit sCylinderInit = {
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static CollisionCheckInfoInit2 sColChkInfoInit = { 0, 0, 0, 0, MASS_IMMOVABLE };
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typedef enum EnMdAnimState {
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/* 0x0 */ ENMD_ANIM_STATE_0,
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/* 0x1 */ ENMD_ANIM_STATE_1,
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/* 0x2 */ ENMD_ANIM_STATE_2,
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/* 0x3 */ ENMD_ANIM_STATE_3,
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/* 0x4 */ ENMD_ANIM_STATE_4, // never set
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/* 0x5 */ ENMD_ANIM_STATE_5,
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/* 0x6 */ ENMD_ANIM_STATE_6,
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/* 0x7 */ ENMD_ANIM_STATE_7,
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/* 0x8 */ ENMD_ANIM_STATE_8,
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/* 0x9 */ ENMD_ANIM_STATE_9,
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/* 0xA */ ENMD_ANIM_STATE_A,
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/* 0xB */ ENMD_ANIM_STATE_B
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} EnMdAnimState;
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typedef enum EnMdAnimIndex {
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/* 0 */ ENMD_ANIM_INDEX_HAND_ON_HIPS_IDLE_V1,
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/* 1 */ ENMD_ANIM_INDEX_HAND_ON_HIPS_IDLE_V2,
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@ -99,47 +114,47 @@ void EnMd_ReverseAnimation(EnMd* this) {
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this->skelAnime.playSpeed = -1.0f;
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}
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void func_80AAA274(EnMd* this) {
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switch (this->unk_20A) {
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void EnMd_UpdateAnimState1(EnMd* this) {
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switch (this->animEntry) {
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case 0:
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Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_RAISE_HAND_1);
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this->unk_20A++;
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this->animEntry++;
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FALLTHROUGH;
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case 1:
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if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
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Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_HALT);
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this->unk_20A++;
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this->animEntry++;
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}
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break;
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}
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}
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void func_80AAA308(EnMd* this) {
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switch (this->unk_20A) {
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void EnMd_UpdateAnimState2(EnMd* this) {
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switch (this->animEntry) {
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case 0:
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Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_PUT_HAND_DOWN);
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this->unk_20A++;
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this->animEntry++;
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FALLTHROUGH;
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case 1:
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if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
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Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_ANNOYED_POINTED_HEAD_IDLE_1);
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this->unk_20A++;
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this->animEntry++;
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}
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break;
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}
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}
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void func_80AAA39C(EnMd* this) {
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switch (this->unk_20A) {
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void EnMd_UpdateAnimState3(EnMd* this) {
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switch (this->animEntry) {
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case 0:
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Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_RAISE_HAND_1);
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EnMd_ReverseAnimation(this);
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this->unk_20A++;
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this->animEntry++;
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FALLTHROUGH;
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case 1:
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if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
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Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_UNKNOWN_7);
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this->unk_20A++;
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this->animEntry++;
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} else {
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break;
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}
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@ -147,241 +162,242 @@ void func_80AAA39C(EnMd* this) {
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case 2:
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if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
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Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_WALKING);
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this->unk_20A++;
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this->animEntry++;
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}
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break;
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}
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}
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void func_80AAA474(EnMd* this) {
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switch (this->unk_20A) {
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void EnMd_UpdateAnimState4(EnMd* this) {
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switch (this->animEntry) {
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case 0:
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Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_UNKNOWN_7);
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this->unk_20A++;
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this->animEntry++;
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FALLTHROUGH;
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case 1:
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if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
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Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_HAND_ON_HIPS_IDLE_V3);
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this->unk_20A++;
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this->animEntry++;
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}
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break;
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}
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}
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void func_80AAA508(EnMd* this) {
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switch (this->unk_20A) {
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void EnMd_UpdateAnimState5(EnMd* this) {
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switch (this->animEntry) {
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case 0:
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Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_RAISE_HAND_1);
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EnMd_ReverseAnimation(this);
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this->unk_20A++;
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this->animEntry++;
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FALLTHROUGH;
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case 1:
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if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
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Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_HAND_ON_HIPS_IDLE_V3);
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this->unk_20A++;
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this->animEntry++;
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}
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break;
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}
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}
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void func_80AAA5A4(EnMd* this) {
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switch (this->unk_20A) {
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void EnMd_UpdateAnimState6(EnMd* this) {
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switch (this->animEntry) {
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case 0:
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Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_HIPS_ON_HIPS_TRANSITION);
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this->unk_20A++;
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this->animEntry++;
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FALLTHROUGH;
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case 1:
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if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
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Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_ANNOYED_POINTED_HEAD_IDLE_2);
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this->unk_20A++;
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this->animEntry++;
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}
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break;
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}
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}
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void func_80AAA638(EnMd* this) {
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switch (this->unk_20A) {
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void EnMd_UpdateAnimState7(EnMd* this) {
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switch (this->animEntry) {
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case 0:
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Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_HIPS_ON_HIPS_TRANSITION);
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EnMd_ReverseAnimation(this);
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this->unk_20A++;
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this->animEntry++;
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FALLTHROUGH;
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case 1:
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if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
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Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_HAND_ON_HIPS_IDLE_V3);
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this->unk_20A++;
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this->animEntry++;
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}
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break;
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}
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}
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void func_80AAA6D4(EnMd* this) {
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switch (this->unk_20A) {
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void EnMd_UpdateAnimState8(EnMd* this) {
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switch (this->animEntry) {
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case 0:
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Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_SLAM);
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this->unk_20A++;
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this->animEntry++;
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FALLTHROUGH;
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case 1:
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if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
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Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_ANNOYED_POINTED_HEAD_IDLE_2);
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this->unk_20A++;
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this->animEntry++;
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}
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break;
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}
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}
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void func_80AAA768(EnMd* this) {
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switch (this->unk_20A) {
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void EnMd_UpdateAnimState9(EnMd* this) {
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switch (this->animEntry) {
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case 0:
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Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_RAISE_HAND_2);
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this->unk_20A++;
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this->animEntry++;
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FALLTHROUGH;
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case 1:
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if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
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Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_HALT);
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this->unk_20A++;
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this->animEntry++;
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}
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break;
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}
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}
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void func_80AAA7FC(EnMd* this) {
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switch (this->unk_20A) {
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void EnMd_UpdateAnimStateA(EnMd* this) {
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switch (this->animEntry) {
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case 0:
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Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_ANGRY_HEAD_TURN);
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this->unk_20A++;
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this->animEntry++;
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FALLTHROUGH;
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case 1:
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if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
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Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_ANNOYED_POINTED_HEAD_IDLE_2);
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this->unk_20A++;
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this->animEntry++;
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}
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break;
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}
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}
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void func_80AAA890(EnMd* this) {
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switch (this->unk_20A) {
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void EnMd_UpdateAnimStateB(EnMd* this) {
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switch (this->animEntry) {
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case 0:
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Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_UNKNOWN_7);
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EnMd_ReverseAnimation(this);
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this->unk_20A++;
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this->animEntry++;
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FALLTHROUGH;
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case 1:
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if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
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Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_HAND_ON_HIPS_IDLE_V3);
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this->unk_20A++;
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this->animEntry++;
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}
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break;
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}
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}
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void func_80AAA92C(EnMd* this, u8 arg1) {
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this->unk_20B = arg1;
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this->unk_20A = 0;
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void EnMd_SetAnimState(EnMd* this, u8 state) {
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this->animState = state;
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this->animEntry = 0;
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}
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void func_80AAA93C(EnMd* this) {
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switch (this->unk_20B) {
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case 1:
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func_80AAA274(this);
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void EnMd_UpdateAnimState(EnMd* this) {
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switch (this->animState) {
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case ENMD_ANIM_STATE_1:
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EnMd_UpdateAnimState1(this);
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break;
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case 2:
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func_80AAA308(this);
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case ENMD_ANIM_STATE_2:
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EnMd_UpdateAnimState2(this);
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break;
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case 3:
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func_80AAA39C(this);
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case ENMD_ANIM_STATE_3:
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EnMd_UpdateAnimState3(this);
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break;
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case 4:
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func_80AAA474(this);
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case ENMD_ANIM_STATE_4:
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// unreachable
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EnMd_UpdateAnimState4(this);
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break;
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case 5:
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func_80AAA508(this);
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case ENMD_ANIM_STATE_5:
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EnMd_UpdateAnimState5(this);
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break;
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case 6:
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func_80AAA5A4(this);
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case ENMD_ANIM_STATE_6:
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EnMd_UpdateAnimState6(this);
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break;
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case 7:
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func_80AAA638(this);
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case ENMD_ANIM_STATE_7:
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EnMd_UpdateAnimState7(this);
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break;
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case 8:
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func_80AAA6D4(this);
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case ENMD_ANIM_STATE_8:
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EnMd_UpdateAnimState8(this);
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break;
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case 9:
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func_80AAA768(this);
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case ENMD_ANIM_STATE_9:
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EnMd_UpdateAnimState9(this);
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break;
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case 10:
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func_80AAA7FC(this);
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case ENMD_ANIM_STATE_A:
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EnMd_UpdateAnimStateA(this);
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break;
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case 11:
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func_80AAA890(this);
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case ENMD_ANIM_STATE_B:
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EnMd_UpdateAnimStateB(this);
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}
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}
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void func_80AAAA24(EnMd* this) {
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void EnMd_UpdateAnimState_WithTalking(EnMd* this) {
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if (this->interactInfo.talkState != NPC_TALK_STATE_IDLE) {
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switch (this->actor.textId) {
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case 0x102F:
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if ((this->unk_208 == 0) && (this->unk_20B != 1)) {
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func_80AAA92C(this, 1);
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if ((this->messageEntry == 0) && (this->animState != ENMD_ANIM_STATE_1)) {
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EnMd_SetAnimState(this, ENMD_ANIM_STATE_1);
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}
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if ((this->unk_208 == 2) && (this->unk_20B != 2)) {
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func_80AAA92C(this, 2);
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if ((this->messageEntry == 2) && (this->animState != ENMD_ANIM_STATE_2)) {
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EnMd_SetAnimState(this, ENMD_ANIM_STATE_2);
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}
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if ((this->unk_208 == 5) && (this->unk_20B != 8)) {
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func_80AAA92C(this, 8);
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if ((this->messageEntry == 5) && (this->animState != ENMD_ANIM_STATE_8)) {
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EnMd_SetAnimState(this, ENMD_ANIM_STATE_8);
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}
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if ((this->unk_208 == 11) && (this->unk_20B != 9)) {
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func_80AAA92C(this, 9);
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if ((this->messageEntry == 11) && (this->animState != ENMD_ANIM_STATE_9)) {
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EnMd_SetAnimState(this, ENMD_ANIM_STATE_9);
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}
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break;
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case 0x1033:
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if ((this->unk_208 == 0) && (this->unk_20B != 1)) {
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func_80AAA92C(this, 1);
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if ((this->messageEntry == 0) && (this->animState != ENMD_ANIM_STATE_1)) {
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EnMd_SetAnimState(this, ENMD_ANIM_STATE_1);
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}
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if ((this->unk_208 == 1) && (this->unk_20B != 2)) {
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func_80AAA92C(this, 2);
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if ((this->messageEntry == 1) && (this->animState != ENMD_ANIM_STATE_2)) {
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EnMd_SetAnimState(this, ENMD_ANIM_STATE_2);
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}
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if ((this->unk_208 == 5) && (this->unk_20B != 10)) {
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func_80AAA92C(this, 10);
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if ((this->messageEntry == 5) && (this->animState != ENMD_ANIM_STATE_A)) {
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EnMd_SetAnimState(this, ENMD_ANIM_STATE_A);
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}
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if ((this->unk_208 == 7) && (this->unk_20B != 9)) {
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func_80AAA92C(this, 9);
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if ((this->messageEntry == 7) && (this->animState != ENMD_ANIM_STATE_9)) {
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EnMd_SetAnimState(this, ENMD_ANIM_STATE_9);
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}
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break;
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case 0x1030:
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case 0x1034:
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case 0x1045:
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if ((this->unk_208 == 0) && (this->unk_20B != 1)) {
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func_80AAA92C(this, 1);
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if ((this->messageEntry == 0) && (this->animState != ENMD_ANIM_STATE_1)) {
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EnMd_SetAnimState(this, ENMD_ANIM_STATE_1);
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}
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break;
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case 0x1046:
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if ((this->unk_208 == 0) && (this->unk_20B != 6)) {
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func_80AAA92C(this, 6);
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if ((this->messageEntry == 0) && (this->animState != ENMD_ANIM_STATE_6)) {
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EnMd_SetAnimState(this, ENMD_ANIM_STATE_6);
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}
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break;
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}
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} else if (this->skelAnime.animation != &gMidoHandsOnHipsIdleAnim) {
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Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_HAND_ON_HIPS_IDLE_V3);
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func_80AAA92C(this, 0);
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EnMd_SetAnimState(this, ENMD_ANIM_STATE_0);
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}
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func_80AAA93C(this);
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EnMd_UpdateAnimState(this);
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}
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s16 func_80AAAC78(EnMd* this, PlayState* play) {
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s16 dialogState = Message_GetState(&play->msgCtx);
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s16 EnMd_TrackMessageState(EnMd* this, PlayState* play) {
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s16 messageState = Message_GetState(&play->msgCtx);
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if ((this->unk_209 == TEXT_STATE_AWAITING_NEXT) || (this->unk_209 == TEXT_STATE_EVENT) ||
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(this->unk_209 == TEXT_STATE_CLOSING) || (this->unk_209 == TEXT_STATE_DONE_HAS_NEXT)) {
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if (this->unk_209 != dialogState) {
|
||||
this->unk_208++;
|
||||
if ((this->messageState == TEXT_STATE_AWAITING_NEXT) || (this->messageState == TEXT_STATE_EVENT) ||
|
||||
(this->messageState == TEXT_STATE_CLOSING) || (this->messageState == TEXT_STATE_DONE_HAS_NEXT)) {
|
||||
if (this->messageState != messageState) {
|
||||
this->messageEntry++;
|
||||
}
|
||||
}
|
||||
|
||||
this->unk_209 = dialogState;
|
||||
return dialogState;
|
||||
this->messageState = messageState;
|
||||
return messageState;
|
||||
}
|
||||
|
||||
u16 EnMd_GetTextIdKokiriForest(PlayState* play, EnMd* this) {
|
||||
|
@ -391,8 +407,8 @@ u16 EnMd_GetTextIdKokiriForest(PlayState* play, EnMd* this) {
|
|||
return textId;
|
||||
}
|
||||
|
||||
this->unk_208 = 0;
|
||||
this->unk_209 = TEXT_STATE_NONE;
|
||||
this->messageEntry = 0;
|
||||
this->messageState = TEXT_STATE_NONE;
|
||||
|
||||
if (CHECK_QUEST_ITEM(QUEST_KOKIRI_EMERALD)) {
|
||||
return 0x1045;
|
||||
|
@ -415,8 +431,8 @@ u16 EnMd_GetTextIdKokiriForest(PlayState* play, EnMd* this) {
|
|||
}
|
||||
|
||||
u16 EnMd_GetTextIdMidosHouse(PlayState* play, EnMd* this) {
|
||||
this->unk_208 = 0;
|
||||
this->unk_209 = TEXT_STATE_NONE;
|
||||
this->messageEntry = 0;
|
||||
this->messageState = TEXT_STATE_NONE;
|
||||
|
||||
if (GET_EVENTCHKINF(EVENTCHKINF_40)) {
|
||||
return 0x1028;
|
||||
|
@ -426,8 +442,8 @@ u16 EnMd_GetTextIdMidosHouse(PlayState* play, EnMd* this) {
|
|||
}
|
||||
|
||||
u16 EnMd_GetTextIdLostWoods(PlayState* play, EnMd* this) {
|
||||
this->unk_208 = 0;
|
||||
this->unk_209 = TEXT_STATE_NONE;
|
||||
this->messageEntry = 0;
|
||||
this->messageState = TEXT_STATE_NONE;
|
||||
|
||||
if (GET_EVENTCHKINF(EVENTCHKINF_48)) {
|
||||
if (GET_INFTABLE(INFTABLE_19)) {
|
||||
|
@ -464,7 +480,7 @@ u16 EnMd_GetTextId(PlayState* play, Actor* thisx) {
|
|||
|
||||
s16 EnMd_UpdateTalkState(PlayState* play, Actor* thisx) {
|
||||
EnMd* this = (EnMd*)thisx;
|
||||
switch (func_80AAAC78(this, play)) {
|
||||
switch (EnMd_TrackMessageState(this, play)) {
|
||||
case TEXT_STATE_NONE:
|
||||
case TEXT_STATE_DONE_HAS_NEXT:
|
||||
case TEXT_STATE_DONE_FADING:
|
||||
|
@ -696,18 +712,18 @@ void EnMd_Destroy(Actor* thisx, PlayState* play) {
|
|||
void func_80AAB874(EnMd* this, PlayState* play) {
|
||||
if (this->skelAnime.animation == &gMidoHandsOnHipsIdleAnim) {
|
||||
func_80034F54(play, this->unk_214, this->unk_236, ENMD_LIMB_MAX);
|
||||
} else if ((this->interactInfo.talkState == NPC_TALK_STATE_IDLE) && (this->unk_20B != 7)) {
|
||||
func_80AAA92C(this, 7);
|
||||
} else if ((this->interactInfo.talkState == NPC_TALK_STATE_IDLE) && (this->animState != ENMD_ANIM_STATE_7)) {
|
||||
EnMd_SetAnimState(this, ENMD_ANIM_STATE_7);
|
||||
}
|
||||
|
||||
func_80AAAA24(this);
|
||||
EnMd_UpdateAnimState_WithTalking(this);
|
||||
}
|
||||
|
||||
void func_80AAB8F8(EnMd* this, PlayState* play) {
|
||||
if (this->skelAnime.animation == &gMidoHandsOnHipsIdleAnim) {
|
||||
func_80034F54(play, this->unk_214, this->unk_236, ENMD_LIMB_MAX);
|
||||
}
|
||||
func_80AAA93C(this);
|
||||
EnMd_UpdateAnimState(this);
|
||||
}
|
||||
|
||||
void func_80AAB948(EnMd* this, PlayState* play) {
|
||||
|
@ -716,7 +732,7 @@ void func_80AAB948(EnMd* this, PlayState* play) {
|
|||
Actor* actorToBlock = &GET_PLAYER(play)->actor;
|
||||
s16 yaw;
|
||||
|
||||
func_80AAAA24(this);
|
||||
EnMd_UpdateAnimState_WithTalking(this);
|
||||
|
||||
if (this->interactInfo.talkState == NPC_TALK_STATE_IDLE) {
|
||||
this->actor.world.rot.y = this->actor.yawTowardsPlayer;
|
||||
|
@ -747,8 +763,8 @@ void func_80AAB948(EnMd* this, PlayState* play) {
|
|||
SET_EVENTCHKINF(EVENTCHKINF_0A);
|
||||
}
|
||||
|
||||
func_80AAA92C(this, 3);
|
||||
func_80AAA93C(this);
|
||||
EnMd_SetAnimState(this, ENMD_ANIM_STATE_3);
|
||||
EnMd_UpdateAnimState(this);
|
||||
this->waypoint = 1;
|
||||
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
|
||||
this->actionFunc = func_80AABD0C;
|
||||
|
@ -796,7 +812,7 @@ void func_80AABC10(EnMd* this, PlayState* play) {
|
|||
|
||||
void func_80AABD0C(EnMd* this, PlayState* play) {
|
||||
func_80034F54(play, this->unk_214, this->unk_236, ENMD_LIMB_MAX);
|
||||
func_80AAA93C(this);
|
||||
EnMd_UpdateAnimState(this);
|
||||
|
||||
if (!(EnMd_FollowPath(this, play)) || (this->waypoint != 0)) {
|
||||
this->actor.shape.rot = this->actor.world.rot;
|
||||
|
@ -811,7 +827,7 @@ void func_80AABD0C(EnMd* this, PlayState* play) {
|
|||
return;
|
||||
}
|
||||
|
||||
func_80AAA92C(this, 11);
|
||||
EnMd_SetAnimState(this, ENMD_ANIM_STATE_B);
|
||||
|
||||
this->skelAnime.playSpeed = 0.0f;
|
||||
this->actor.speed = 0.0f;
|
||||
|
|
|
@ -35,10 +35,10 @@ typedef struct EnMd {
|
|||
/* 0x0190 */ EnMdActionFunc actionFunc;
|
||||
/* 0x0194 */ ColliderCylinder collider;
|
||||
/* 0x01E0 */ NpcInteractInfo interactInfo;
|
||||
/* 0x0208 */ u8 unk_208;
|
||||
/* 0x0209 */ u8 unk_209;
|
||||
/* 0x020A */ u8 unk_20A;
|
||||
/* 0x020B */ u8 unk_20B;
|
||||
/* 0x0208 */ u8 messageEntry; // tracks message state changes, in place of `.actor.textId`
|
||||
/* 0x0209 */ u8 messageState; // last known result of `Message_GetState`
|
||||
/* 0x020A */ u8 animEntry; // each one changes animation info and waits
|
||||
/* 0x020B */ u8 animState; // defines a sequence of animation entries
|
||||
/* 0x020C */ s16 blinkTimer;
|
||||
/* 0x020E */ s16 eyeIdx;
|
||||
/* 0x0210 */ s16 alpha;
|
||||
|
|
Loading…
Reference in a new issue