mirror of https://github.com/zeldaret/mm.git
Match Remaining EnGinkoMan Functions (EnGinkoMan OK) (#175)
* EnGinkoMan OK * Cleanup * Minor PR suggestion
This commit is contained in:
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83e263ab12
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8b21da8c34
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@ -1404,10 +1404,10 @@ extern room_draw_func roomDrawFuncs[4];
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extern u32 gBitFlags[32];
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extern u16 gEquipMasks[];
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extern u16 gEquipNegMasks[];
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extern u32 gUpgradeMasks[];
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extern u32 gUpgradeMasks[8];
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extern u32 gUpgradeNegMasks[];
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extern u8 gEquipShifts[];
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extern u8 gUpgradeShifts[];
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extern u8 gUpgradeShifts[16];
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extern u16 gUpgradeCapacities[][4];
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extern u32 gGsFlagsMask[];
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extern u32 gGsFlagsShift[];
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@ -716,8 +716,9 @@ SECTIONS
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gFramebufferHighRes1 = 0x80000500;
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gFramebufferHighRes0 = 0x80780000;
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/* Unkown buffers */
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/* Unknown buffers */
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D_80025D00 = 0x80025D00; /* Used in z_vr_box.c */
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D_801C1E2C = 0x801C1E2C; /* Used in z_en_ginko_man.c */
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D_80780000 = 0x80780000;
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D_80784600 = 0x80784600;
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@ -5006,7 +5007,7 @@ SECTIONS
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build/src/overlays/actors/ovl_En_Ginko_Man/z_en_ginko_man.o(.text)
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build/src/overlays/actors/ovl_En_Ginko_Man/z_en_ginko_man.o(.data)
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build/src/overlays/actors/ovl_En_Ginko_Man/z_en_ginko_man.o(.rodata)
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build/asm/overlays/ovl_En_Ginko_Man_rodata.o(.rodata)
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build/src/overlays/actors/ovl_En_Ginko_Man/z_en_ginko_man_overlay.o(.ovl)
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}
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SegmentEnd = .;
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SegmentSize = SegmentEnd - SegmentStart;
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@ -80,17 +80,18 @@ ActorAnimationEntry animations[] = {
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void EnGinkoMan_Init(Actor* thisx, GlobalContext* globalCtx) {
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EnGinkoMan* this = THIS;
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this->actor.targetMode = 1;
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this->actor.uncullZoneForward = 400.0f;
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Actor_SetScale(&this->actor, 0.01f);
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this->actor.colChkInfo.cylRadius = 100;
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this->curTextId = 0;
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this->newAccountFlag = 0;
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this->stampChecked = 0;
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this->isNewAccount = false;
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this->isStampChecked = false;
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this->choiceDepositWithdrawl = GINKOMAN_CHOICE_RESET;
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this->serviceFee = 0;
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SkelAnime_InitSV(globalCtx, &this->skelAnime, object_ginko_skeleton, object_ginko_sitting_anim, this->limbDrawTbl,
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this->transitionDrawTbl, 0x10);
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this->transitionDrawTbl, 16);
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EnGinkoMan_SetupIdle(this);
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}
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@ -98,17 +99,14 @@ void EnGinkoMan_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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}
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void EnGinkoMan_SetupIdle(EnGinkoMan* this) {
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this->actor.flags |= 1; // targetable
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func_800BDC5C(&this->skelAnime, animations, GINKO_SITTING);
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this->actionFunc = EnGinkoMan_Idle;
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}
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void EnGinkoMan_Idle(EnGinkoMan* this, GlobalContext* globalCtx) {
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s32 dYaw;
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s32 dYawABS;
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s32 yaw = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
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dYaw = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
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EnGinkoMan_SwitchAnimation(this, globalCtx);
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if (func_800B84D0(&this->actor, globalCtx)) { // Listen for dialogue start?
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if ((gSaveContext.roomInf[127][0] & 0xFFFF) == 0) {
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@ -126,174 +124,138 @@ void EnGinkoMan_Idle(EnGinkoMan* this, GlobalContext* globalCtx) {
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}
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}
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EnGinkoMan_SetupDialogue(this);
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} else {
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dYawABS = dYaw < 0 ? -dYaw : dYaw;
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if (dYawABS < 0x1555) {
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func_800B8614(&this->actor, globalCtx, 100.0f);
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}
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} else if (ABS_ALT(yaw) < 0x1555) {
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func_800B8614(&this->actor, globalCtx, 100.0f);
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}
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}
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#if NON_EQUIVELENT
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// non-equiv: case 14 is possibly still non-equiv but def does not match, hard to tell
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// if else inside of jump tables makes mips2c confused, also late rodata
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// action func: non-input dialogue
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void EnGinkoMan_DepositDialogue(EnGinkoMan* this, GlobalContext* globalCtx) { // 80418E34
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u32 tempEDC;
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s16* previousBankValue;
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if (func_80147624(globalCtx) == 0) {
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void EnGinkoMan_DepositDialogue(EnGinkoMan* this, GlobalContext* globalCtx) {
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if (!func_80147624(globalCtx)) {
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return;
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}
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switch (this->curTextId - 0x44C) {
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case 0: // "Hey there, little guy! Won't you deposit some Rupees? (first dialogue)
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switch (this->curTextId) {
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case 0x44C: // "Hey there, little guy! Won't you deposit some Rupees? (first dialogue)
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func_800BDC5C(&this->skelAnime, animations, GINKO_SITTING);
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if ((gSaveContext.weekEventReg[10] & 8) != 0) {
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if (gSaveContext.weekEventReg[10] & 8) {
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func_801518B0(globalCtx, 0x44E, &this->actor);
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this->curTextId = 0x44E; //" ...So, what'll it be? Deposit Rupees Don't deposit Rupees"
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} else {
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func_801518B0(globalCtx, 0x44D, &this->actor);
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this->curTextId =
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0x44D; // "For example, if you deposit 200 Rupees, you'll get an item that holds a lot of Rupees."
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this->curTextId = 0x44D; // "For example, if you deposit 200 Rupees, you'll get an item that holds a lot of Rupees."
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}
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break;
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case 1: // "For example, if you deposit 200 Rupees, you'll get an item that holds a lot of Rupees."
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case 0x44D: // "For example, if you deposit 200 Rupees, you'll get an item that holds a lot of Rupees."
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func_801518B0(globalCtx, 0x44E, &this->actor);
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this->curTextId = 0x44E; //" ...So, what'll it be? Deposit Rupees Don't deposit Rupees"
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return;
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case 3: // "...So, what'll it be? Deposit Rupees Don't deposit Rupees"
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break;
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case 0x44F: // "...So, what'll it be? Deposit Rupees Don't deposit Rupees"
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func_800BDC5C(&this->skelAnime, animations, GINKO_FLOORSMACKING);
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func_801518B0(globalCtx, 0x450, &this->actor);
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this->curTextId = 0x450; // "How much? How much? [rupee prompt]
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return;
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break;
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case 7: // you deposited a tiny amount
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case 8: // you deposited a normal amount
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case 9: // you deposited a lot
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if (this->newAccountFlag == 1) {
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this->newAccountFlag = 0;
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case 0x453: // you deposited a tiny amount
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case 0x454: // you deposited a normal amount
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case 0x455: // you deposited a lot
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if (this->isNewAccount == true) {
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this->isNewAccount = false;
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if (this->curTextId != 0x453) { // "That's it? That ain't nothing at all, big spender!
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func_800BDC5C(&this->skelAnime, animations, GINKO_SITTING);
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}
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func_801518B0(globalCtx, 0x461, &this->actor);
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this->curTextId = 0x461; // So, little guy, what's your name?
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} else {
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if (this->curTextId == 0x453) { // "That's it? That ain't nothing at all, big spender!
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func_800BDC5C(&this->skelAnime, animations, GINKO_FLOORSMACKING);
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}
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globalCtx->msgCtx.bankRupees = gSaveContext.roomInf[127][0] & 0xFFFF;
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func_801518B0(globalCtx, 0x45A, &this->actor);
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this->curTextId = 0x45A; // "All right, little guy, now I've got a total of [rupees] from you!"
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}
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break;
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case 10: // "Is that so? Think about it, little guy!"
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case 13: // "Heyyy! You don't have that much!
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case 0x456: // "Is that so? Think about it, little guy!"
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case 0x459: // "Heyyy! You don't have that much!
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func_801518B0(globalCtx, 0x44E, &this->actor);
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this->curTextId = 0x44E; //" ...So, what'll it be? Deposit Rupees Don't deposit Rupees"
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return;
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case 14: // "All right, little guy, now I've got a total of [rupees] from you!"
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/***** WARNING: this case is non-equivelent ****/
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tempEDC = gSaveContext.roomInf[127][0] & 0xFFFF;
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if ((tempEDC >= 200) && (this->previousBankValue < 200) &&
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((gSaveContext.weekEventReg[0x3B] & 0x40) == 0)) {
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// block_20:
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gSaveContext.weekEventReg[0x3B] = gSaveContext.weekEventReg[0x3B] | 0x40;
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break;
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case 0x45A: // "All right, little guy, now I've got a total of [rupees] from you!"
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if (((gSaveContext.roomInf[127][0] & 0xFFFF) >= 200) && (this->previousBankValue < 200) &&
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!(gSaveContext.weekEventReg[59] & 0x40)) {
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gSaveContext.weekEventReg[59] |= 0x40;
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func_801518B0(globalCtx, 0x45B, &this->actor);
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this->curTextId = 0x45B; // "What's this? You've already saved up 200 Rupees!?!
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return;
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} // bright pink arrow
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// "branch likely" when shouldn't be
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if ((tempEDC >= 1000) && ((this->previousBankValue) < 1000) &&
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(gSaveContext.weekEventReg[0x3B] & 0x80) == 0) {
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// block_24:
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gSaveContext.weekEventReg[0x3B] |= 0x80;
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} else if (((gSaveContext.roomInf[127][0] & 0xFFFF) >= 1000) && ((this->previousBankValue) < 1000) &&
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!(gSaveContext.weekEventReg[59] & 0x80)) {
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gSaveContext.weekEventReg[59] |= 0x80;
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func_801518B0(globalCtx, 0x45C, &this->actor);
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this->curTextId = 0x45C; // "What's this? You've already saved up 1000 Rupees!?!
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return;
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} // bright blue arrow
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if ((this->previousBankValue) >= 5000) { // added back in because missing
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if ((((s16)tempEDC) < 5000) && ((gSaveContext.weekEventReg[0x3B] & 1) == 0)) {
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gSaveContext.weekEventReg[0x3B] |= 1;
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} else if ((gSaveContext.roomInf[127][0] & 0xFFFF) >= 5000) {
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if ((this->previousBankValue < 5000) && !(gSaveContext.weekEventReg[60] & 1)) {
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gSaveContext.weekEventReg[60] |= 1;
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func_801518B0(globalCtx, 0x45D, &this->actor);
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this->curTextId = 0x45D; // "What's this? You've already saved up 5000 Rupees?!
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return;
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} else { // olive arrow
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// block_28:
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if (this->previousBankValue < gSaveContext.roomInf[127][0]) {
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// if (*previousBankValue < gSaveContext.roomInf[127][0]) {
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func_800BDC5C(&this->skelAnime, animations, GINKO_SITTING);
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func_801518B0(globalCtx, 0x45E, &this->actor);
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this->curTextId =
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0x45E; // "...Hang on there, little guy. I can't take any more deposits. Sorry..."
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return;
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} else {
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func_800BDC5C(&this->skelAnime, animations, GINKO_FLOORSMACKING);
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func_801518B0(globalCtx, 0x460, &this->actor);
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this->curTextId = 0x460; // "Come back and deposit some after you save up a bunch!"
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return;
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}
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} else if (this->previousBankValue < (s16)(gSaveContext.roomInf[127][0] & 0xFFFF)) {
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func_800BDC5C(&this->skelAnime, animations, GINKO_SITTING);
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func_801518B0(globalCtx, 0x45E, &this->actor);
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this->curTextId = 0x45E; // "...Hang on there, little guy. I can't take any more deposits. Sorry..."
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} else {
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func_800BDC5C(&this->skelAnime, animations, GINKO_FLOORSMACKING);
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func_801518B0(globalCtx, 0x460, &this->actor);
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this->curTextId = 0x460; // "Come back and deposit some after you save up a bunch!"
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}
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} else {
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func_800BDC5C(&this->skelAnime, animations, GINKO_FLOORSMACKING);
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func_801518B0(globalCtx, 0x460, &this->actor);
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this->curTextId = 0x460; // "Come back and deposit some after you save up a bunch!"
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}
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// bright green arrow goes here
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func_800BDC5C(&this->skelAnime, animations, GINKO_FLOORSMACKING);
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func_801518B0(globalCtx, 0x460, &this->actor);
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this->curTextId = 0x460; // "Come back and deposit some after you save up a bunch!"
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break;
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case 15: // given 200 reward
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case 16: // given 1000 reward
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case 17: // given 5000 reward
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this->stampChecked = 0;
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case 0x45B: // given 200 reward
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case 0x45C: // given 1000 reward
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case 0x45D: // given 5000 reward
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this->isStampChecked = false;
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func_801477B4(globalCtx);
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EnGinkoMan_SetupBankAward(this);
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EnGinkoMan_BankAward(this, globalCtx);
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return;
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case 21: // So, little guy, what's your name?
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break;
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case 0x461: // So, little guy, what's your name?
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func_801518B0(globalCtx, 0x462, &this->actor);
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this->curTextId = 0x462; // Hmm... Link is it?
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return;
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case 22: // Hmm.. Link is it?
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break;
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case 0x462: // Hmm.. Link is it?
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func_801518B0(globalCtx, 0x463, &this->actor);
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this->curTextId = 0x463; // Got it... I won't forget your deposits. Let me stamp you
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return;
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case 23: // Got it... I won't forget your deposits. Let me stamp you
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break;
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case 0x463: // Got it... I won't forget your deposits. Let me stamp you
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func_801518B0(globalCtx, 0x464, &this->actor);
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this->curTextId = 0x464; // Hey, relax! It doesn't leave any marks
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return;
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case 24: // Hey, relax! It doesn't leave any marks
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// globalCtx->msgCtx.pad11F23 = 0x44;
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break;
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case 0x464: // Hey, relax! It doesn't leave any marks
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globalCtx->msgCtx.pad11F23[0] = 0x44;
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EnGinkoMan_SetupStamp(this); // stamp player
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return;
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case 25: // "There! Now I'll know you when I see you!"
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break;
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case 0x465: // "There! Now I'll know you when I see you!"
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func_800BDC5C(&this->skelAnime, animations, GINKO_FLOORSMACKING);
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globalCtx->msgCtx.bankRupees = gSaveContext.roomInf[127][0] & 0xFFFF;
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func_801518B0(globalCtx, 0x45A, &this->actor);
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this->curTextId = 0x45A; // "All right, little guy, now I've got a total of [rupees] from you!"
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return;
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case 26: // What's this? You need somethin'?
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case 27: // "What's this? You need somethin' on a day like this? You haven't evacuated yet?
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break;
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case 0x466: // What's this? You need somethin'?
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case 0x467: // "What's this? You need somethin' on a day like this? You haven't evacuated yet?
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func_801518B0(globalCtx, 0x468, &this->actor);
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this->curTextId = 0x468; // " Deposit Rupees Withdraw Rupees Nothing really"
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return;
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case 29: // "Excuse me, but let me take a look at you..."
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break;
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case 0x469: // "Excuse me, but let me take a look at you..."
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EnGinkoMan_SetupStamp(this); // stamp player
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return;
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case 30: // "Ah, yes...[Link]. If I remember, you're the little guy who deposited [rupees]."
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case 32: // "Ah, yes...[Link], right? If I remember, you're the little guy who deposited [rupees]."
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case 50: // "Your deposits total [rupees]."
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break;
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case 0x46A: // "Ah, yes...[Link]. If I remember, you're the little guy who deposited [rupees]."
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case 0x46C: // "Ah, yes...[Link], right? If I remember, you're the little guy who deposited [rupees]."
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case 0x47E: // "Your deposits total [rupees]."
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if (this->choiceDepositWithdrawl == GINKOMAN_CHOICE_DEPOSIT) {
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if ((u32)(gSaveContext.roomInf[127][0] & 0xFFFF) >= 0x1388) {
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if ((u32)(gSaveContext.roomInf[127][0] & 0xFFFF) >= 5000) {
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func_801518B0(globalCtx, 0x45F, &this->actor);
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this->curTextId = 0x45F; // "Excuuuse me! But I can't take anymore deposits!
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} else if (gSaveContext.rupees == 0) {
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@ -312,36 +274,35 @@ void EnGinkoMan_DepositDialogue(EnGinkoMan* this, GlobalContext* globalCtx) { //
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func_801518B0(globalCtx, 0x46B, &this->actor);
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this->curTextId = 0x46B; // "So..."
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}
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this->choiceDepositWithdrawl = GINKOMAN_CHOICE_RESET;
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return;
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case 31: // So...
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break;
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case 0x46B: // So...
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func_801518B0(globalCtx, 0x46E, &this->actor);
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this->curTextId = 0x46E; // "How much do you want? [rupee prompt]
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return;
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case 33: // "Look, little guy, if it's 'cause of the bad rumors going around, forget it! They're just rumors!"
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break;
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case 0x46D: // "Look, little guy, if it's 'cause of the bad rumors going around, forget it! They're just rumors!"
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func_801518B0(globalCtx, 0x46B, &this->actor);
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this->curTextId = 0x46B; // So...
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return;
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case 36: // "Is that so? Come back and deposit some after saving up a bunch!"
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if (func_80147624(globalCtx) == 0) {
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return;
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break;
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case 0x470: // "Is that so? Come back and deposit some after saving up a bunch!"
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if (func_80147624(globalCtx)) {
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func_801477B4(globalCtx);
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this->isStampChecked = false;
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EnGinkoMan_SetupIdle(this); // change to waiting for approach
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}
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func_801477B4(globalCtx);
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this->stampChecked = 0;
|
||||
EnGinkoMan_SetupIdle(this); // change to waiting for approach
|
||||
return;
|
||||
case 42: // "...You haven't deposited that many Rupees, so that much isn't available for withdrawal. Do the
|
||||
// math!
|
||||
break;
|
||||
case 0x476: // "...You haven't deposited that many Rupees, so that much isn't available for withdrawal. Do the math!
|
||||
func_800BDC5C(&this->skelAnime, animations, GINKO_SITTING);
|
||||
case 41: // "What's this? Look, little guy, you can't hold this many rupees! You got that?"
|
||||
case 48: // "Is that so? Think it over, little guy! So what are you gonna do?"
|
||||
case 49: // duplicate of 48
|
||||
case 0x475: // "What's this? Look, little guy, you can't hold this many rupees! You got that?"
|
||||
case 0x47C: // "Is that so? Think it over, little guy! So what are you gonna do?"
|
||||
case 0x47D: // duplicate of 48
|
||||
func_801518B0(globalCtx, 0x468, &this->actor);
|
||||
this->curTextId = 0x468; // " Deposit Rupees Withdraw Rupees Nothing really"
|
||||
return;
|
||||
case 38: // "What's this? It's a waste to take out such a tiny bit! ...But if you say so!"
|
||||
case 39: // Use it wisely...
|
||||
case 40: // "Aw, you're taking out all that? If you spend it like that, it'll all be gone before you know it!"
|
||||
break;
|
||||
case 0x472: // "What's this? It's a waste to take out such a tiny bit! ...But if you say so!"
|
||||
case 0x473: // Use it wisely...
|
||||
case 0x474: // "Aw, you're taking out all that? If you spend it like that, it'll all be gone before you know it!"
|
||||
if ((gSaveContext.roomInf[127][0] & 0xFFFF) == 0) {
|
||||
func_801518B0(globalCtx, 0x478, &this->actor);
|
||||
// "Look, little guy, all the Rupees you deposited are gone, so you can't use that stamp anymore."
|
||||
|
@ -352,48 +313,34 @@ void EnGinkoMan_DepositDialogue(EnGinkoMan* this, GlobalContext* globalCtx) { //
|
|||
this->curTextId = 0x45A; // "All right, little guy, now I've got a total of [rupees] from you!"
|
||||
}
|
||||
break;
|
||||
case 43: // "...You know, at this time of day there's a 4 Rupee service charge on withdrawals!"
|
||||
case 0x477: // "...You know, at this time of day there's a 4 Rupee service charge on withdrawals!"
|
||||
func_801518B0(globalCtx, 0x471, &this->actor);
|
||||
this->curTextId = 0x471; // "Are you really withdrawing [rupees selected]? Y/n"
|
||||
this->serviceFee = globalCtx->msgCtx.unk1206C;
|
||||
return;
|
||||
case 45: // Well, are you gonna make a deposit?
|
||||
break;
|
||||
case 0x479: // Well, are you gonna make a deposit?
|
||||
func_801518B0(globalCtx, 0x44F, &this->actor);
|
||||
this->curTextId = 0x44F; // "All right! So..."
|
||||
return;
|
||||
default:
|
||||
break;
|
||||
} // end switch
|
||||
}
|
||||
}
|
||||
|
||||
} // */
|
||||
#else
|
||||
#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_En_Ginko_Man_0x80A644A0/EnGinkoMan_DepositDialogue.asm")
|
||||
#endif
|
||||
|
||||
#if NON_MATCHING
|
||||
// NON-MATCHING: lots of regalloc
|
||||
// ROM SHIFT: a couple redundant li 0x4806 added reason unk
|
||||
// actionfunc: wait for player dialogue input
|
||||
void EnGinkoMan_WaitForDialogueInput(EnGinkoMan* this, GlobalContext* globalCtx) {
|
||||
|
||||
// branch likely instead of branch, fixed by adding a fake if later though
|
||||
// probably because its supposed to wrap around the whole switch, but couldn't match with that either
|
||||
if (func_80147624(globalCtx) == 0) {
|
||||
if (!func_80147624(globalCtx)) {
|
||||
return;
|
||||
}
|
||||
|
||||
switch (this->curTextId) {
|
||||
|
||||
case 0x44E: // "...So, what'll it be?
|
||||
if (globalCtx->msgCtx.choiceIndex == GINKOMAN_CHOICE_YES) {
|
||||
if ((gSaveContext.roomInf[127][0] & 0xFFFF) >= 0x1388) {
|
||||
if ((gSaveContext.roomInf[127][0] & 0xFFFF) >= 5000) {
|
||||
play_sound(0x4806); // NA_SE_SY_ERROR
|
||||
func_801518B0(globalCtx, 0x45F, &this->actor);
|
||||
this->curTextId = 0x45F; // bank full, cannot accept more
|
||||
return;
|
||||
} else {
|
||||
if (gSaveContext.rupees > 0) {
|
||||
func_8019F208(0x4806);
|
||||
func_8019F208();
|
||||
func_801518B0(globalCtx, 0x44F, &this->actor);
|
||||
this->curTextId = 0x44F; // "All right! so..."
|
||||
} else {
|
||||
|
@ -401,26 +348,22 @@ void EnGinkoMan_WaitForDialogueInput(EnGinkoMan* this, GlobalContext* globalCtx)
|
|||
func_801518B0(globalCtx, 0x458, &this->actor);
|
||||
this->curTextId = 0x458; // you haven't even gotten a single rup
|
||||
}
|
||||
return;
|
||||
}
|
||||
} else { // GINKOMAN_CHOICE_NO
|
||||
func_8019F230();
|
||||
func_801518B0(globalCtx, 0x451, &this->actor);
|
||||
this->curTextId = 0x451; // dont say that, come on, trust me!
|
||||
break;
|
||||
}
|
||||
|
||||
break;
|
||||
case 0x452: // Really? are you really depositing rupees?
|
||||
|
||||
if (globalCtx->msgCtx.choiceIndex == GINKOMAN_CHOICE_YES) {
|
||||
if (gSaveContext.rupees < globalCtx->msgCtx.bankRupeesSelected) {
|
||||
play_sound(0x4806); // NA_SE_SY_ERROR
|
||||
func_800BDC5C(&this->skelAnime, animations, GINKO_SITTING);
|
||||
func_801518B0(globalCtx, 0x459, &this->actor);
|
||||
this->curTextId = 0x459; // HEY you dont have that much
|
||||
// return;
|
||||
} else {
|
||||
func_8019F208(0x4806);
|
||||
func_8019F208();
|
||||
if (globalCtx->msgCtx.bankRupeesSelected >= 100) {
|
||||
func_801518B0(globalCtx, 0x455, &this->actor);
|
||||
this->curTextId = 0x455; // You're really going to be give me that much? Rich little guy!
|
||||
|
@ -432,20 +375,21 @@ void EnGinkoMan_WaitForDialogueInput(EnGinkoMan* this, GlobalContext* globalCtx)
|
|||
func_801518B0(globalCtx, 0x453, &this->actor);
|
||||
this->curTextId = 0x453; // That's it? That aint nothing at all
|
||||
}
|
||||
|
||||
if ((gSaveContext.roomInf[127][0] & 0xFFFF) == 0) {
|
||||
this->newAccountFlag = 1;
|
||||
this->isNewAccount = true;
|
||||
}
|
||||
func_801159EC((s16) - (s32)globalCtx->msgCtx.bankRupeesSelected);
|
||||
this->previousBankValue = gSaveContext.roomInf[127][0];
|
||||
|
||||
func_801159EC((s16) -globalCtx->msgCtx.bankRupeesSelected);
|
||||
this->previousBankValue = gSaveContext.roomInf[127][0] & 0xFFFF;
|
||||
if (1) {} // Needed to match
|
||||
gSaveContext.roomInf[127][0] =
|
||||
((gSaveContext.roomInf[127][0] & 0xFFFF) + globalCtx->msgCtx.bankRupeesSelected) |
|
||||
(gSaveContext.roomInf[127][0] & 0xFFFF0000);
|
||||
(gSaveContext.roomInf[127][0] & 0xFFFF0000) | ((gSaveContext.roomInf[127][0] & 0xFFFF) + globalCtx->msgCtx.bankRupeesSelected);
|
||||
}
|
||||
} else { // GINKOMAN_CHOICE_NO
|
||||
func_8019F230();
|
||||
func_800BDC5C(&this->skelAnime, animations, GINKO_SITTING);
|
||||
if ((gSaveContext.roomInf[127][0] & 0xFFFF) == 0) { // @B74
|
||||
if ((gSaveContext.roomInf[127][0] & 0xFFFF) == 0) {
|
||||
func_801518B0(globalCtx, 0x456, &this->actor);
|
||||
this->curTextId = 0x456; // Is that so? think about it
|
||||
} else {
|
||||
|
@ -454,11 +398,7 @@ void EnGinkoMan_WaitForDialogueInput(EnGinkoMan* this, GlobalContext* globalCtx)
|
|||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case 0x468: // Deposit OR withdrawl OR cancel screen // location: @C38
|
||||
// FAKE MATCH
|
||||
if (globalCtx->msgCtx.choiceIndex) {} // -5000 permuter score: regalloc and branch likely swapping
|
||||
|
||||
case 0x468: // Deposit OR withdrawl OR cancel screen
|
||||
if (globalCtx->msgCtx.choiceIndex == GINKOMAN_CHOICE_CANCEL) {
|
||||
func_8019F230();
|
||||
func_801518B0(globalCtx, 0x470, &this->actor);
|
||||
|
@ -466,8 +406,8 @@ void EnGinkoMan_WaitForDialogueInput(EnGinkoMan* this, GlobalContext* globalCtx)
|
|||
} else {
|
||||
func_8019F208();
|
||||
this->choiceDepositWithdrawl = globalCtx->msgCtx.choiceIndex;
|
||||
if (this->stampChecked == 0) { // @C94
|
||||
this->stampChecked = 1;
|
||||
if (!this->isStampChecked) {
|
||||
this->isStampChecked = true;
|
||||
func_801518B0(globalCtx, 0x469, &this->actor);
|
||||
this->curTextId = 0x469; // "Excuse me, but let me take a look at you..."
|
||||
} else {
|
||||
|
@ -476,57 +416,45 @@ void EnGinkoMan_WaitForDialogueInput(EnGinkoMan* this, GlobalContext* globalCtx)
|
|||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case 0x471: // Are you really withdrawling [selected rupees]? // @CDC
|
||||
// 0xEDC: bankRupees
|
||||
case 0x471: // Are you really withdrawling [selected rupees]?
|
||||
if (globalCtx->msgCtx.choiceIndex == GINKOMAN_CHOICE_YES) {
|
||||
// s32 casts required for slt instead of sltu
|
||||
if ((s32)((gSaveContext.roomInf[127][0] & 0xFFFF)) <
|
||||
((s32)(globalCtx->msgCtx.bankRupeesSelected + this->serviceFee))) {
|
||||
play_sound(0x4806); // NA_SE_SY_ERROR
|
||||
func_800BDC5C(&this->skelAnime, animations, GINKO_FLOORSMACKING); // @ D30
|
||||
play_sound(0x4806); // NA_SE_SY_ERROR
|
||||
func_800BDC5C(&this->skelAnime, animations, GINKO_FLOORSMACKING);
|
||||
func_801518B0(globalCtx, 0x476, &this->actor);
|
||||
this->curTextId = 0x476; // you dont have enough deposited to withdrawl
|
||||
return;
|
||||
}
|
||||
|
||||
// check if wallet is big enough
|
||||
if ((D_801C1E2C[(gSaveContext.inventory.upgrades & gUpgradeMasks[4]) >> gUpgradeShifts[2]]) <
|
||||
(globalCtx->msgCtx.bankRupeesSelected + gSaveContext.rupees)) {
|
||||
} else if (D_801C1E2C[(gSaveContext.inventory.upgrades & gUpgradeMasks[4]) >> gUpgradeShifts[4]] < (globalCtx->msgCtx.bankRupeesSelected + gSaveContext.rupees)) {
|
||||
// check if wallet is big enough
|
||||
play_sound(0x4806); // NA_SE_SY_ERROR
|
||||
func_801518B0(globalCtx, 0x475, &this->actor);
|
||||
this->curTextId = 0x475; // You can't hold that many in your wallet
|
||||
return;
|
||||
}
|
||||
func_8019F208(0x4806);
|
||||
|
||||
if (globalCtx->msgCtx.bankRupeesSelected >= 100) {
|
||||
func_801518B0(globalCtx, 0x474, &this->actor);
|
||||
this->curTextId = 0x474; // Aw, you're taking out all that?
|
||||
} else if (globalCtx->msgCtx.bankRupeesSelected >= 10) {
|
||||
func_801518B0(globalCtx, 0x473, &this->actor);
|
||||
this->curTextId = 0x473; // use it wisely
|
||||
} else {
|
||||
func_801518B0(globalCtx, 0x472, &this->actor);
|
||||
this->curTextId = 0x472; // It's a waste to take out such a tiny bit
|
||||
func_8019F208();
|
||||
if (globalCtx->msgCtx.bankRupeesSelected >= 100) {
|
||||
func_801518B0(globalCtx, 0x474, &this->actor);
|
||||
this->curTextId = 0x474; // Aw, you're taking out all that?
|
||||
} else if (globalCtx->msgCtx.bankRupeesSelected >= 10) {
|
||||
func_801518B0(globalCtx, 0x473, &this->actor);
|
||||
this->curTextId = 0x473; // use it wisely
|
||||
} else {
|
||||
func_801518B0(globalCtx, 0x472, &this->actor);
|
||||
this->curTextId = 0x472; // It's a waste to take out such a tiny bit
|
||||
}
|
||||
|
||||
this->previousBankValue = (s16)(gSaveContext.roomInf[127][0] & 0xFFFF);
|
||||
gSaveContext.roomInf[127][0] =
|
||||
(gSaveContext.roomInf[127][0] & 0xFFFF0000) | (((gSaveContext.roomInf[127][0] & 0xFFFF) - globalCtx->msgCtx.bankRupeesSelected) - this->serviceFee);
|
||||
func_801159EC((s16)globalCtx->msgCtx.bankRupeesSelected, &gSaveContext);
|
||||
}
|
||||
this->previousBankValue = (s16)gSaveContext.roomInf[127][0];
|
||||
gSaveContext.roomInf[127][0] =
|
||||
(((gSaveContext.roomInf[127][0] & 0xFFFF) - globalCtx->msgCtx.bankRupeesSelected) -
|
||||
this->serviceFee) |
|
||||
(gSaveContext.roomInf[127][0] & 0xFFFF0000);
|
||||
func_801159EC((s16)globalCtx->msgCtx.bankRupeesSelected, &gSaveContext); // cast req
|
||||
return;
|
||||
} else {
|
||||
func_8019F230();
|
||||
func_801518B0(globalCtx, 0x47C, &this->actor);
|
||||
this->curTextId = 0x47C; // "Is that so? Think it over, little guy! So what are you gonna do?"
|
||||
}
|
||||
} // end switch
|
||||
break;
|
||||
}
|
||||
}
|
||||
#else
|
||||
#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_En_Ginko_Man_0x80A644A0/EnGinkoMan_WaitForDialogueInput.asm")
|
||||
#endif
|
||||
|
||||
void EnGinkoMan_WaitForRupeeCount(EnGinkoMan* this, GlobalContext* globalCtx) {
|
||||
if (func_80147624(globalCtx)) {
|
||||
|
@ -541,7 +469,6 @@ void EnGinkoMan_WaitForRupeeCount(EnGinkoMan* this, GlobalContext* globalCtx) {
|
|||
this->curTextId = 0x452; // Really? are you really depositing [x]? Y/n
|
||||
}
|
||||
break;
|
||||
|
||||
case 0x46E: // "How much do you want?" [rupee prompt] Set the amount with [Control Stick]
|
||||
if (globalCtx->msgCtx.bankRupeesSelected == 0) {
|
||||
func_801518B0(globalCtx, 0x46F, &this->actor);
|
||||
|
@ -575,8 +502,8 @@ void EnGinkoMan_Dialogue(EnGinkoMan* this, GlobalContext* globalCtx) {
|
|||
EnGinkoMan_DepositDialogue(this, globalCtx);
|
||||
break;
|
||||
case 6:
|
||||
if (func_80147624(globalCtx) != 0) {
|
||||
this->stampChecked = 0;
|
||||
if (func_80147624(globalCtx)) {
|
||||
this->isStampChecked = false;
|
||||
EnGinkoMan_SetupIdle(this);
|
||||
}
|
||||
break;
|
||||
|
@ -589,7 +516,7 @@ void EnGinkoMan_Dialogue(EnGinkoMan* this, GlobalContext* globalCtx) {
|
|||
}
|
||||
|
||||
if ((this->skelAnime.animCurrentSeg == object_ginko_floorsmacking_anim) &&
|
||||
(func_801378B8(&this->skelAnime, this->skelAnime.animFrameCount) != 0)) {
|
||||
func_801378B8(&this->skelAnime, this->skelAnime.animFrameCount)) {
|
||||
Audio_PlayActorSound2(this, 0x2992); // NA_SE_EV_BANK_MAN_HAND_HIT
|
||||
}
|
||||
}
|
||||
|
@ -605,15 +532,13 @@ void EnGinkoMan_BankAward(EnGinkoMan* this, GlobalContext* globalCtx) {
|
|||
EnGinkoMan_SetupBankAward2(this);
|
||||
} else if (this->curTextId == 0x45B) { // "Whats this, you already saved up 200?"
|
||||
if (!(gSaveContext.weekEventReg[10] & 8)) {
|
||||
func_800B8A1C(&this->actor, globalCtx,
|
||||
((u32)(gSaveContext.inventory.upgrades & gUpgradeMasks[4]) >> gUpgradeShifts[4]) + 8, 500.0f,
|
||||
100.0f);
|
||||
func_800B8A1C(&this->actor, globalCtx, ((u32)(gSaveContext.inventory.upgrades & gUpgradeMasks[4]) >> gUpgradeShifts[4]) + 8, 500.0f, 100.0f);
|
||||
} else {
|
||||
func_800B8A1C(&this->actor, globalCtx, 2, 500.0f, 100.0f);
|
||||
}
|
||||
} else if (this->curTextId == 0x45C) { // "Whats this, you already saved up 5000?"
|
||||
func_800B8A1C(&this->actor, globalCtx, 2, 500.0f, 100.0f);
|
||||
} else if (!(gSaveContext.weekEventReg[0x3B] & 8)) {
|
||||
} else if (!(gSaveContext.weekEventReg[59] & 8)) {
|
||||
func_800B8A1C(&this->actor, globalCtx, 12, 500.0f, 100.0f);
|
||||
} else {
|
||||
func_800B8A1C(&this->actor, globalCtx, 2, 500.0f, 100.0f);
|
||||
|
@ -625,46 +550,32 @@ void EnGinkoMan_SetupBankAward2(EnGinkoMan* this) {
|
|||
this->actionFunc = EnGinkoMan_BankAward2;
|
||||
}
|
||||
|
||||
#if NON_MATCHING
|
||||
// NON_MATCHING: minor regalloc at globalCtx into func_80152498
|
||||
// separate function to handle bank rewards... if the bank has a parent actor? might be unused
|
||||
void EnGinkoMan_BankAward2(EnGinkoMan* this, GlobalContext* globalCtx) {
|
||||
GlobalContext* gCtx; // = globalCtx;
|
||||
|
||||
if (func_800B84D0(&this->actor, globalCtx)) {
|
||||
if ((!(gSaveContext.weekEventReg[0xA] & 8)) && (this->curTextId == 0x45B)) {
|
||||
// "What's this? You've already saved up 200 Rupees!?! Well, little guy, here's your special gift. Take
|
||||
// it!"
|
||||
gSaveContext.weekEventReg[0xA] |= 8;
|
||||
if (!(gSaveContext.weekEventReg[10] & 8) && (this->curTextId == 0x45B)) {
|
||||
// "What's this? You've already saved up 200 Rupees!?! Well, little guy, here's your special gift. Take it!"
|
||||
gSaveContext.weekEventReg[10] |= 8;
|
||||
func_801518B0(globalCtx, 0x47A, &this->actor);
|
||||
|
||||
if (1) { // might be fake, but it solves almost everything
|
||||
this->curTextId = 0x47A; // "See! Doesn't it hold more than your old one?
|
||||
}
|
||||
|
||||
this->curTextId = 0x47A; // "See! Doesn't it hold more than your old one?
|
||||
} else {
|
||||
func_800BDC5C(&this->skelAnime, animations, GINKO_SITTING);
|
||||
func_801518B0(globalCtx, 0x47B, &this->actor);
|
||||
this->curTextId = 0x47B; // "Is that so? Think it over, little guy! So what are you gonna do?"
|
||||
}
|
||||
EnGinkoMan_SetupDialogue(this);
|
||||
|
||||
EnGinkoMan_SetupDialogue(this);
|
||||
} else if (this->curTextId == 0x45D) { // saved up 5000 rupees for HP
|
||||
gCtx = globalCtx;
|
||||
if ((func_80152498(&gCtx->msgCtx, globalCtx) == 6) && (func_80147624(globalCtx) != 0)) {
|
||||
if (!(gSaveContext.weekEventReg[0x3B] & 8)) {
|
||||
gSaveContext.weekEventReg[0x3B] |= 8;
|
||||
if ((func_80152498(&globalCtx->msgCtx) == 6) && func_80147624(globalCtx)) {
|
||||
if (!(gSaveContext.weekEventReg[59] & 8)) {
|
||||
gSaveContext.weekEventReg[59] |= 8;
|
||||
}
|
||||
EnGinkoMan_SetupIdle(this);
|
||||
}
|
||||
|
||||
} else {
|
||||
func_800B85E0(&this->actor, globalCtx, 500.0f, -1);
|
||||
}
|
||||
}
|
||||
#else
|
||||
#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_En_Ginko_Man_0x80A644A0/EnGinkoMan_BankAward2.asm")
|
||||
#endif
|
||||
|
||||
void EnGinkoMan_SetupStamp(EnGinkoMan* this) {
|
||||
func_800BDC5C(&this->skelAnime, animations, GINKO_REACHING);
|
||||
|
@ -684,7 +595,6 @@ void EnGinkoMan_Stamp(EnGinkoMan* this, GlobalContext* globalCtx) {
|
|||
func_801518B0(globalCtx, 0x465, &this->actor);
|
||||
this->curTextId = 0x465; // "There! Now I'll know you when I see you!"
|
||||
break;
|
||||
|
||||
case 0x469: // "Excuse me, but let me take a look at you..."
|
||||
func_800BDC5C(&this->skelAnime, animations, GINKO_SITTING);
|
||||
globalCtx->msgCtx.bankRupees = (gSaveContext.roomInf[127][0] & 0xFFFF);
|
||||
|
@ -706,13 +616,12 @@ void EnGinkoMan_SwitchAnimation(EnGinkoMan* this, GlobalContext* globalCtx) {
|
|||
if (this->actor.xzDistToPlayer > 160.0f) {
|
||||
if (this->animTimer == 0) {
|
||||
if (this->skelAnime.animCurrentSeg != object_ginko_amazed_anim) {
|
||||
this->animTimer = 0x28;
|
||||
this->animTimer = 40;
|
||||
func_800BDC5C(&this->skelAnime, animations, GINKO_ADVERTISING);
|
||||
}
|
||||
}
|
||||
|
||||
} else if ((this->animTimer == 0) && (this->skelAnime.animCurrentSeg != object_ginko_advertising_anim)) {
|
||||
this->animTimer = 0x28;
|
||||
this->animTimer = 40;
|
||||
func_800BDC5C(&this->skelAnime, animations, GINKO_AMAZED);
|
||||
}
|
||||
|
||||
|
@ -721,7 +630,6 @@ void EnGinkoMan_SwitchAnimation(EnGinkoMan* this, GlobalContext* globalCtx) {
|
|||
|
||||
void EnGinkoMan_FacePlayer(EnGinkoMan* this, GlobalContext* globalCtx) {
|
||||
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
|
||||
|
||||
if (this->skelAnime.animCurrentSeg != object_ginko_amazed_anim) {
|
||||
func_800E9250(globalCtx, &this->actor, &this->limb15Rot, &this->limb8Rot, this->actor.focus.pos);
|
||||
} else {
|
||||
|
@ -738,11 +646,13 @@ void EnGinkoMan_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
EnGinkoMan_FacePlayer(this, globalCtx);
|
||||
}
|
||||
|
||||
s32 EnGinkoMan_LimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* actor) {
|
||||
EnGinkoMan* this = (EnGinkoMan*)actor;
|
||||
s32 EnGinkoMan_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx) {
|
||||
EnGinkoMan* this = THIS;
|
||||
|
||||
if (limbIndex == 15) {
|
||||
*dList = object_ginko_limb15_dlist;
|
||||
}
|
||||
|
||||
if (limbIndex == 15) {
|
||||
SysMatrix_InsertTranslation(1500.0f, 0.0f, 0.0f, 1);
|
||||
SysMatrix_InsertXRotation_s(this->limb15Rot.y, 1);
|
||||
|
@ -752,10 +662,11 @@ s32 EnGinkoMan_LimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Ve
|
|||
SysMatrix_InsertXRotation_s(-this->limb8Rot.y, 1);
|
||||
SysMatrix_InsertZRotation_s(-this->limb8Rot.x, 1);
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
void EnGinkoMan_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* actor) {
|
||||
void EnGinkoMan_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
|
||||
}
|
||||
|
||||
void EnGinkoMan_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
||||
|
@ -765,12 +676,12 @@ void EnGinkoMan_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
|||
|
||||
func_8012C28C(globalCtx->state.gfxCtx);
|
||||
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08, Gfx_EnvColor(globalCtx->state.gfxCtx, 0x32, 0x50, 0, 0));
|
||||
gSPSegment(POLY_OPA_DISP++, 0x09, Gfx_EnvColor(globalCtx->state.gfxCtx, 0x32, 0x50, 0, 0));
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08, Gfx_EnvColor(globalCtx->state.gfxCtx, 50, 80, 0, 0));
|
||||
gSPSegment(POLY_OPA_DISP++, 0x09, Gfx_EnvColor(globalCtx->state.gfxCtx, 50, 80, 0, 0));
|
||||
gDPPipeSync(POLY_OPA_DISP++);
|
||||
|
||||
SkelAnime_DrawSV(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount,
|
||||
&EnGinkoMan_LimbDraw, &EnGinkoMan_PostLimbDraw, &this->actor);
|
||||
&EnGinkoMan_OverrideLimbDraw, &EnGinkoMan_PostLimbDraw, &this->actor);
|
||||
|
||||
CLOSE_DISPS(globalCtx->state.gfxCtx);
|
||||
}
|
||||
|
|
|
@ -18,8 +18,8 @@ typedef struct EnGinkoMan {
|
|||
/* 0x258 */ s16 curTextId;
|
||||
/* 0x25A */ s16 serviceFee;
|
||||
/* 0x25C */ s16 choiceDepositWithdrawl;
|
||||
/* 0x25E */ s16 newAccountFlag;
|
||||
/* 0x260 */ s16 stampChecked;
|
||||
/* 0x25E */ s16 isNewAccount;
|
||||
/* 0x260 */ s16 isStampChecked;
|
||||
/* 0x262 */ s16 previousBankValue;
|
||||
/* 0x264 */ s16 animTimer;
|
||||
} EnGinkoMan; // size = 0x268
|
||||
|
|
|
@ -10826,7 +10826,7 @@
|
|||
0x80A65988:("EnGinkoMan_SwitchAnimation",),
|
||||
0x80A65A5C:("EnGinkoMan_FacePlayer",),
|
||||
0x80A65ADC:("EnGinkoMan_Update",),
|
||||
0x80A65B44:("EnGinkoMan_LimbDraw",),
|
||||
0x80A65B44:("EnGinkoMan_OverrideLimbDraw",),
|
||||
0x80A65C18:("EnGinkoMan_PostLimbDraw",),
|
||||
0x80A65C30:("EnGinkoMan_Draw",),
|
||||
0x80A66180:("EnWarpUzu_Init",),
|
||||
|
|
Loading…
Reference in New Issue