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Update and fix a few comments for the banker. (#598)
* Update and fix a few comments for the banker. * Change 'Link' to 'the player' and remove some actual message quotes.
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@ -512,7 +512,7 @@ void EnGinkoMan_SetupBankAward(EnGinkoMan* this) {
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void EnGinkoMan_BankAward(EnGinkoMan* this, GlobalContext* globalCtx) {
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if (Actor_HasParent(&this->actor, globalCtx)) {
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// ? when would bank have a parent?
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// Parent is the player when starting to receive the award
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this->actor.parent = NULL;
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EnGinkoMan_SetupBankAward2(this);
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} else if (this->curTextId == 0x45B) { // "Whats this, you already saved up 200?"
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@ -535,7 +535,7 @@ void EnGinkoMan_SetupBankAward2(EnGinkoMan* this) {
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this->actionFunc = EnGinkoMan_BankAward2;
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}
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// separate function to handle bank rewards... if the bank has a parent actor? might be unused
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// separate function to handle bank rewards... called while the player is receiving the award
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void EnGinkoMan_BankAward2(EnGinkoMan* this, GlobalContext* globalCtx) {
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if (Actor_ProcessTalkRequest(&this->actor, &globalCtx->state)) {
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if (!(gSaveContext.weekEventReg[10] & 8) && (this->curTextId == 0x45B)) {
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@ -543,11 +543,11 @@ void EnGinkoMan_BankAward2(EnGinkoMan* this, GlobalContext* globalCtx) {
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// it!"
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gSaveContext.weekEventReg[10] |= 8;
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func_801518B0(globalCtx, 0x47A, &this->actor);
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this->curTextId = 0x47A; // "See! Doesn't it hold more than your old one?
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this->curTextId = 0x47A; // Message after receiving reward for depositing 200 rupees.
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} else {
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Actor_ChangeAnimation(&this->skelAnime, animations, GINKO_SITTING);
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func_801518B0(globalCtx, 0x47B, &this->actor);
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this->curTextId = 0x47B; // "Is that so? Think it over, little guy! So what are you gonna do?"
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this->curTextId = 0x47B; // Message after receiving reward for depositing 1000 rupees.
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}
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EnGinkoMan_SetupDialogue(this);
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