Bombers Part 2: Guard (#1848)

* Bombers Part 2: Guard

* Fix errors

* Re-rename functions
This commit is contained in:
Jordan Longstaff
2026-04-26 09:59:30 -04:00
committed by GitHub
parent 57e41795f5
commit 354a8637e1
9 changed files with 110 additions and 105 deletions
+1 -1
View File
@@ -1452,7 +1452,7 @@ typedef enum {
#define WEEKEVENTREG_85_80 PACK_WEEKEVENTREG_FLAG(85, 0x80)
#define WEEKEVENTREG_86_01 PACK_WEEKEVENTREG_FLAG(86, 0x01)
#define WEEKEVENTREG_86_02 PACK_WEEKEVENTREG_FLAG(86, 0x02)
#define WEEKEVENTREG_TALKED_TO_BOMBERS_GUARD PACK_WEEKEVENTREG_FLAG(86, 0x02)
#define WEEKEVENTREG_86_04 PACK_WEEKEVENTREG_FLAG(86, 0x04)
#define WEEKEVENTREG_LISTENED_ANJU_POSTMAN_CONVERSATION PACK_WEEKEVENTREG_FLAG(86, 0x08)
#define WEEKEVENTREG_86_10 PACK_WEEKEVENTREG_FLAG(86, 0x10)
+1 -1
View File
@@ -90,7 +90,7 @@ u16 QuestHint_GetTatlTextId(PlayState* play) {
return 0x241;
}
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_86_02) || CHECK_WEEKEVENTREG(WEEKEVENTREG_73_40)) {
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_TALKED_TO_BOMBERS_GUARD) || CHECK_WEEKEVENTREG(WEEKEVENTREG_73_40)) {
return 0x23F;
}
@@ -6,6 +6,12 @@
#include "z_en_bombers2.h"
typedef enum {
/* 0 */ ENBOMBERS2_ACTION_WAITING,
/* 1 */ ENBOMBERS2_ACTION_TALKING,
/* 2 */ ENBOMBERS2_ACTION_WALKING
} EnBombers2Action;
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
void EnBombers2_Init(Actor* thisx, PlayState* play);
@@ -13,12 +19,12 @@ void EnBombers2_Destroy(Actor* thisx, PlayState* play);
void EnBombers2_Update(Actor* thisx, PlayState* play);
void EnBombers2_Draw(Actor* thisx, PlayState* play);
void func_80C04BA0(EnBombers2* this, PlayState* play);
void func_80C04D8C(EnBombers2* this, PlayState* play);
void func_80C0520C(EnBombers2* this, PlayState* play);
void func_80C04B40(EnBombers2* this);
void func_80C04D00(EnBombers2* this);
void func_80C050B8(EnBombers2* this, PlayState* play);
void EnBombers2_AwaitTalk(EnBombers2* this, PlayState* play);
void EnBombers2_Talking(EnBombers2* this, PlayState* play);
void EnBombers2_Walking(EnBombers2* this, PlayState* play);
void EnBombers2_SetupAwaitTalk(EnBombers2* this);
void EnBombers2_SetupTalking(EnBombers2* this);
void EnBombers2_StartWalking(EnBombers2* this, PlayState* play);
ActorProfile En_Bombers2_Profile = {
/**/ ACTOR_EN_BOMBERS2,
@@ -118,14 +124,14 @@ void EnBombers2_Init(Actor* thisx, PlayState* play) {
(gSaveContext.save.entrance == ENTRANCE(EAST_CLOCK_TOWN, 2))) {
this->actor.world.pos.x += Math_SinS(this->actor.home.rot.y + 0xC100) * 50.0f;
cos = Math_CosS(this->actor.home.rot.y + 0xC100) * 50.0f;
this->unk_2AC = true;
this->hasMovedAside = true;
this->actor.world.pos.z += cos;
}
this->csId = this->actor.csId;
if (this->csId == 0) {
Actor_Kill(&this->actor);
}
func_80C04B40(this);
EnBombers2_SetupAwaitTalk(this);
}
void EnBombers2_Destroy(Actor* thisx, PlayState* play) {
@@ -144,17 +150,17 @@ void EnBombers2_ChangeAnim(EnBombers2* this, s32 animIndex, f32 playSpeed) {
sAnimationModes[this->animIndex], -10.0f);
}
void func_80C04B40(EnBombers2* this) {
if (!this->unk_2AC) {
void EnBombers2_SetupAwaitTalk(EnBombers2* this) {
if (!this->hasMovedAside) {
EnBombers2_ChangeAnim(this, ENBOMBERS2_ANIM_TAUNT, 1.0f);
} else {
EnBombers2_ChangeAnim(this, ENBOMBERS2_ANIM_IDLE, 1.0f);
}
this->unk_2C0 = 0;
this->actionFunc = func_80C04BA0;
this->action = ENBOMBERS2_ACTION_WAITING;
this->actionFunc = EnBombers2_AwaitTalk;
}
void func_80C04BA0(EnBombers2* this, PlayState* play) {
void EnBombers2_AwaitTalk(EnBombers2* this, PlayState* play) {
s32 yawDiffAbs;
s16 yawDiff;
Player* player;
@@ -179,7 +185,7 @@ void func_80C04BA0(EnBombers2* this, PlayState* play) {
default:
break;
}
if (this->unk_2AC) {
if (this->hasMovedAside) {
this->textIdIndex = 7;
}
this->actor.textId = sTextIds[this->textIdIndex];
@@ -189,9 +195,9 @@ void func_80C04BA0(EnBombers2* this, PlayState* play) {
}
if (Actor_TalkOfferAccepted(&this->actor, &play->state)) {
this->unk_2B6 = this->actor.world.rot.y;
SET_WEEKEVENTREG(WEEKEVENTREG_86_02);
func_80C04D00(this);
this->bodyRotTargetAngle = this->actor.world.rot.y;
SET_WEEKEVENTREG(WEEKEVENTREG_TALKED_TO_BOMBERS_GUARD);
EnBombers2_SetupTalking(this);
return;
}
if (yawDiffAbs < 0x3BB5) {
@@ -199,42 +205,42 @@ void func_80C04BA0(EnBombers2* this, PlayState* play) {
}
}
void func_80C04D00(EnBombers2* this) {
void EnBombers2_SetupTalking(EnBombers2* this) {
if ((this->textIdIndex == 0) || (this->textIdIndex == 1)) {
EnBombers2_ChangeAnim(this, ENBOMBERS2_ANIM_ARM_SWIPE, 1.0f);
} else {
EnBombers2_ChangeAnim(this, ENBOMBERS2_ANIM_TALK_HANDS_ON_HIPS, 1.0f);
}
this->unk_2A8 = 0;
if (this->unk_2AC) {
this->animPhase = 0;
if (this->hasMovedAside) {
EnBombers2_ChangeAnim(this, ENBOMBERS2_ANIM_SALUTE, 1.0f);
}
this->unk_2C0 = 1;
this->actionFunc = func_80C04D8C;
this->action = ENBOMBERS2_ACTION_TALKING;
this->actionFunc = EnBombers2_Talking;
}
void func_80C04D8C(EnBombers2* this, PlayState* play) {
void EnBombers2_Talking(EnBombers2* this, PlayState* play) {
Player* player = GET_PLAYER(play);
f32 curFrame = this->skelAnime.curFrame;
if (!this->unk_2AC && (curFrame >= this->lastAnimFrame)) {
if (!(this->unk_2A8 & 1)) {
if (!this->hasMovedAside && (curFrame >= this->lastAnimFrame)) {
if (!(this->animPhase & 1)) {
EnBombers2_ChangeAnim(this, ENBOMBERS2_ANIM_TALK_HANDS_ON_HIPS, 1.0f);
} else {
EnBombers2_ChangeAnim(this, ENBOMBERS2_ANIM_ARM_SWIPE, 1.0f);
}
this->unk_2A8++;
this->unk_2A8 &= 1;
this->animPhase++;
this->animPhase &= 1;
}
switch (player->transformation) {
case PLAYER_FORM_HUMAN:
this->unk_28E = -0xFA0;
this->headRotTargetZ = -0xFA0;
break;
case PLAYER_FORM_GORON:
case PLAYER_FORM_ZORA:
this->unk_28E = -0x1770;
this->headRotTargetZ = -0x1770;
break;
default:
@@ -267,9 +273,9 @@ void func_80C04D8C(EnBombers2* this, PlayState* play) {
}
}
if (Text_GetFaceReaction(play, FACE_REACTION_SET_BOMBERS_HIDEOUT_GUARD) != 0) {
this->unk_28E = 0;
this->headRotTargetZ = 0;
Message_CloseTextbox(play);
func_80C04B40(this);
EnBombers2_SetupAwaitTalk(this);
} else {
s32 j;
@@ -278,9 +284,9 @@ void func_80C04D8C(EnBombers2* this, PlayState* play) {
case 1:
case 5:
case 7:
this->unk_28E = 0;
this->headRotTargetZ = 0;
Message_CloseTextbox(play);
func_80C04B40(this);
EnBombers2_SetupAwaitTalk(this);
break;
case 2:
@@ -310,7 +316,7 @@ void func_80C04D8C(EnBombers2* this, PlayState* play) {
case 6:
play->msgCtx.msgLength = 0;
func_80C050B8(this, play);
EnBombers2_StartWalking(this, play);
break;
default:
@@ -320,28 +326,28 @@ void func_80C04D8C(EnBombers2* this, PlayState* play) {
}
}
void func_80C050B8(EnBombers2* this, PlayState* play) {
void EnBombers2_StartWalking(EnBombers2* this, PlayState* play) {
Player* player = GET_PLAYER(play);
s16 homeYawToPlayer;
EnBombers2_ChangeAnim(this, ENBOMBERS2_ANIM_WALK, 1.0f);
this->unk_2A8 = 0;
this->animPhase = 0;
homeYawToPlayer = Math_Vec3f_Yaw(&this->actor.home.pos, &player->actor.world.pos);
Math_Vec3f_Copy(&this->unk_29C, &this->actor.world.pos);
Math_Vec3f_Copy(&this->walkTarget, &this->actor.world.pos);
if (this->actor.home.rot.y < homeYawToPlayer) {
this->unk_29C.x += Math_SinS(this->actor.home.rot.y + 0xC100) * 50.0f;
this->unk_29C.z += Math_CosS(this->actor.home.rot.y + 0xC100) * 50.0f;
this->walkTarget.x += Math_SinS(this->actor.home.rot.y + 0xC100) * 50.0f;
this->walkTarget.z += Math_CosS(this->actor.home.rot.y + 0xC100) * 50.0f;
} else {
this->unk_29C.x += Math_SinS(this->actor.home.rot.y + 0x3F00) * 50.0f;
this->unk_29C.z += Math_CosS(this->actor.home.rot.y + 0x3F00) * 50.0f;
this->walkTarget.x += Math_SinS(this->actor.home.rot.y + 0x3F00) * 50.0f;
this->walkTarget.z += Math_CosS(this->actor.home.rot.y + 0x3F00) * 50.0f;
}
this->unk_2B6 = Math_Vec3f_Yaw(&this->actor.home.pos, &this->unk_29C);
this->unk_2C0 = 2;
this->actionFunc = func_80C0520C;
this->bodyRotTargetAngle = Math_Vec3f_Yaw(&this->actor.home.pos, &this->walkTarget);
this->action = ENBOMBERS2_ACTION_WALKING;
this->actionFunc = EnBombers2_Walking;
}
void func_80C0520C(EnBombers2* this, PlayState* play) {
if (this->unk_2A8 == 0) {
void EnBombers2_Walking(EnBombers2* this, PlayState* play) {
if (this->animPhase == 0) {
if (CutsceneManager_GetCurrentCsId() == CS_ID_GLOBAL_TALK) {
CutsceneManager_Stop(CS_ID_GLOBAL_TALK);
CutsceneManager_Queue(this->csId);
@@ -349,31 +355,31 @@ void func_80C0520C(EnBombers2* this, PlayState* play) {
CutsceneManager_Queue(this->csId);
} else {
CutsceneManager_StartWithPlayerCs(this->csId, &this->actor);
this->unk_2A8 = 1;
this->animPhase = 1;
}
} else {
Math_SmoothStepToS(&this->actor.world.rot.y, this->unk_2B6, 1, 0xBB8, 0);
if ((fabsf(this->unk_29C.x - this->actor.world.pos.x) < 3.0f) &&
(fabsf(this->unk_29C.z - this->actor.world.pos.z) < 3.0f)) {
this->unk_2B6 = this->actor.yawTowardsPlayer;
Math_SmoothStepToS(&this->actor.world.rot.y, this->bodyRotTargetAngle, 1, 0xBB8, 0);
if ((fabsf(this->walkTarget.x - this->actor.world.pos.x) < 3.0f) &&
(fabsf(this->walkTarget.z - this->actor.world.pos.z) < 3.0f)) {
this->bodyRotTargetAngle = this->actor.yawTowardsPlayer;
this->actor.speed = 0.0f;
if (fabsf(this->actor.world.rot.y - this->actor.yawTowardsPlayer) < 100.0f) {
Message_CloseTextbox(play);
this->talkState = TEXT_STATE_EVENT;
this->textIdIndex = 7;
EnBombers2_ChangeAnim(this, ENBOMBERS2_ANIM_SALUTE, 1.0f);
this->unk_2A8 = 0;
this->unk_2C0 = 1;
this->animPhase = 0;
this->action = ENBOMBERS2_ACTION_TALKING;
SET_WEEKEVENTREG(WEEKEVENTREG_ENTERED_BOMBERS_CODE);
CutsceneManager_Stop(this->csId);
this->unk_2AC = true;
this->hasMovedAside = true;
this->actor.textId = sTextIds[this->textIdIndex];
Message_StartTextbox(play, this->actor.textId, &this->actor);
this->actionFunc = func_80C04D8C;
this->actionFunc = EnBombers2_Talking;
}
} else {
Math_ApproachF(&this->actor.world.pos.x, this->unk_29C.x, 0.3f, 1.0f);
Math_ApproachF(&this->actor.world.pos.z, this->unk_29C.z, 0.3f, 1.0f);
Math_ApproachF(&this->actor.world.pos.x, this->walkTarget.x, 0.3f, 1.0f);
Math_ApproachF(&this->actor.world.pos.z, this->walkTarget.z, 0.3f, 1.0f);
}
}
}
@@ -381,7 +387,7 @@ void func_80C0520C(EnBombers2* this, PlayState* play) {
void EnBombers2_Update(Actor* thisx, PlayState* play) {
s32 pad;
EnBombers2* this = (EnBombers2*)thisx;
Vec3f sp34;
Vec3f tempPos;
s32 yawDiffAbs;
SkelAnime_Update(&this->skelAnime);
@@ -394,16 +400,15 @@ void EnBombers2_Update(Actor* thisx, PlayState* play) {
Actor_PlaySfx(&this->actor, NA_SE_EV_BOMBERS_WALK);
}
this->actor.shape.rot.y = this->actor.world.rot.y;
if (this->unk_2C0 != 2) {
if (this->action != ENBOMBERS2_ACTION_WALKING) {
yawDiffAbs = ABS_ALT((s16)(this->actor.yawTowardsPlayer - this->actor.world.rot.y));
this->unk_290 = 0;
this->headRotTargetX = 0;
if (yawDiffAbs < 0x3A98) {
this->unk_290 = this->actor.yawTowardsPlayer - this->actor.world.rot.y;
if (this->unk_290 >= 0x2711) {
this->unk_290 = 0x2710;
} else if (this->unk_290 < -0x2710) {
this->unk_290 = -0x2710;
this->headRotTargetX = this->actor.yawTowardsPlayer - this->actor.world.rot.y;
if (this->headRotTargetX >= 0x2711) {
this->headRotTargetX = 0x2710;
} else if (this->headRotTargetX < -0x2710) {
this->headRotTargetX = -0x2710;
}
}
}
@@ -411,19 +416,19 @@ void EnBombers2_Update(Actor* thisx, PlayState* play) {
Actor_SetScale(&this->actor, 0.008f);
this->actionFunc(this, play);
Actor_MoveWithGravity(&this->actor);
Math_SmoothStepToS(&this->unk_28A, this->unk_290, 1, 0xBB8, 0);
Math_SmoothStepToS(&this->unk_288, this->unk_28E, 1, 0xBB8, 0);
if (this->unk_2BE == 0) {
Math_SmoothStepToS(&this->headRotX, this->headRotTargetX, 1, 0xBB8, 0);
Math_SmoothStepToS(&this->headRotZ, this->headRotTargetZ, 1, 0xBB8, 0);
if (this->blinkTimer == 0) {
this->eyeIndex += 1;
if (this->eyeIndex >= 3) {
this->eyeIndex = 0;
this->unk_2BE = TRUNCF_BINANG(Rand_ZeroFloat(60.0f)) + 0x14;
this->blinkTimer = TRUNCF_BINANG(Rand_ZeroFloat(60.0f)) + 0x14;
}
}
Math_Vec3f_Copy(&sp34, &this->actor.world.pos);
if (!this->unk_2AC) {
this->actor.world.pos.x = sp34.x + Math_SinS(this->actor.world.rot.y + 0x8000) * 26.0f;
this->actor.world.pos.z = sp34.z + Math_CosS(this->actor.world.rot.y + 0x8000) * 26.0f;
Math_Vec3f_Copy(&tempPos, &this->actor.world.pos);
if (!this->hasMovedAside) {
this->actor.world.pos.x = tempPos.x + Math_SinS(this->actor.world.rot.y + 0x8000) * 26.0f;
this->actor.world.pos.z = tempPos.z + Math_CosS(this->actor.world.rot.y + 0x8000) * 26.0f;
this->collider.dim.radius = 35;
this->collider.dim.height = 30;
} else {
@@ -432,12 +437,12 @@ void EnBombers2_Update(Actor* thisx, PlayState* play) {
}
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
if (!this->unk_2AC) {
if (!this->hasMovedAside) {
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 50.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_8 |
UPDBGCHECKINFO_FLAG_10);
}
Math_Vec3f_Copy(&this->actor.world.pos, &sp34);
Math_Vec3f_Copy(&this->actor.world.pos, &tempPos);
}
s32 EnBombers2_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx) {
@@ -447,8 +452,8 @@ s32 EnBombers2_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec
rot->x += this->unk_296;
}
if (limbIndex == OBJECT_CS_LIMB_11) {
rot->x += this->unk_28A;
rot->z += this->unk_288;
rot->x += this->headRotX;
rot->z += this->headRotZ;
}
if ((limbIndex == OBJECT_CS_LIMB_0F) || (limbIndex == OBJECT_CS_LIMB_13) || (limbIndex == OBJECT_CS_LIMB_14)) {
*dList = NULL;
@@ -14,26 +14,26 @@ typedef struct EnBombers2 {
/* 0x188 */ Vec3s jointTable[OBJECT_CS_LIMB_MAX];
/* 0x206 */ Vec3s morphTable[OBJECT_CS_LIMB_MAX];
/* 0x284 */ EnBombers2ActionFunc actionFunc;
/* 0x288 */ s16 unk_288;
/* 0x28A */ s16 unk_28A;
/* 0x288 */ s16 headRotZ;
/* 0x28A */ s16 headRotX;
/* 0x28C */ UNK_TYPE1 pad_28C[2];
/* 0x28E */ s16 unk_28E;
/* 0x290 */ s16 unk_290;
/* 0x28E */ s16 headRotTargetZ;
/* 0x290 */ s16 headRotTargetX;
/* 0x292 */ UNK_TYPE1 pad_292[4];
/* 0x296 */ s16 unk_296;
/* 0x298 */ UNK_TYPE1 pad_298[4];
/* 0x29C */ Vec3f unk_29C;
/* 0x2A8 */ s32 unk_2A8;
/* 0x2AC */ u8 unk_2AC;
/* 0x29C */ Vec3f walkTarget;
/* 0x2A8 */ s32 animPhase;
/* 0x2AC */ u8 hasMovedAside;
/* 0x2AE */ s16 animIndex;
/* 0x2B0 */ s16 csId;
/* 0x2B2 */ s16 unk_2B2;
/* 0x2B4 */ s16 unk_2B4;
/* 0x2B6 */ s16 unk_2B6;
/* 0x2B6 */ s16 bodyRotTargetAngle;
/* 0x2B8 */ f32 lastAnimFrame;
/* 0x2BC */ s16 eyeIndex;
/* 0x2BE */ s16 unk_2BE;
/* 0x2C0 */ s16 unk_2C0;
/* 0x2BE */ s16 blinkTimer;
/* 0x2C0 */ s16 action;
/* 0x2C2 */ s16 textIdIndex;
/* 0x2C4 */ s16 correctDigitSlots[5];
/* 0x2CE */ s16 talkState;
+6 -6
View File
@@ -16522,12 +16522,12 @@ EnBombers_Draw = 0x80C074A4; // type:func size:0x13C
EnBombers2_Init = 0x80C077C0; // type:func size:0x150
EnBombers2_Destroy = 0x80C07910; // type:func size:0x2C
EnBombers2_ChangeAnim = 0x80C0793C; // type:func size:0x94
func_80C04B40 = 0x80C079D0; // type:func size:0x60
func_80C04BA0 = 0x80C07A30; // type:func size:0x160
func_80C04D00 = 0x80C07B90; // type:func size:0x8C
func_80C04D8C = 0x80C07C1C; // type:func size:0x32C
func_80C050B8 = 0x80C07F48; // type:func size:0x154
func_80C0520C = 0x80C0809C; // type:func size:0x1EC
EnBombers2_SetupAwaitTalk = 0x80C079D0; // type:func size:0x60
EnBombers2_AwaitTalk = 0x80C07A30; // type:func size:0x160
EnBombers2_SetupTalking = 0x80C07B90; // type:func size:0x8C
EnBombers2_Talking = 0x80C07C1C; // type:func size:0x32C
EnBombers2_StartWalking = 0x80C07F48; // type:func size:0x154
EnBombers2_Walking = 0x80C0809C; // type:func size:0x1EC
EnBombers2_Update = 0x80C08288; // type:func size:0x2DC
EnBombers2_OverrideLimbDraw = 0x80C08564; // type:func size:0x84
EnBombers2_Draw = 0x80C085E8; // type:func size:0x128
+1 -1
View File
@@ -19479,7 +19479,7 @@ D_80C08790_unknown = 0x80C08790;
D_80C087A0_unknown = 0x80C087A0;
D_80C087A4_unknown = 0x80C087A4;
D_80C087B0_unknown = 0x80C087B0;
jtbl_func_80C04D8C_1 = 0x80C087C0; // type:jtbl
jtbl_EnBombers2_UpdateTalk_1 = 0x80C087C0; // type:jtbl
ovl_En_Bombers2_OverlayInfo = 0x80C087E0; // type:s32
ovl_En_Bombers2_RelocCount = 0x80C087F0; // type:s32
ovl_En_Bombers2_OverlayRelocations = 0x80C087F4; // type:s32
+6 -6
View File
@@ -16532,12 +16532,12 @@ EnBombers_Draw = 0x80C04614; // type:func
EnBombers2_Init = 0x80C04930; // type:func
EnBombers2_Destroy = 0x80C04A80; // type:func
EnBombers2_ChangeAnim = 0x80C04AAC; // type:func
func_80C04B40 = 0x80C04B40; // type:func
func_80C04BA0 = 0x80C04BA0; // type:func
func_80C04D00 = 0x80C04D00; // type:func
func_80C04D8C = 0x80C04D8C; // type:func
func_80C050B8 = 0x80C050B8; // type:func
func_80C0520C = 0x80C0520C; // type:func
EnBombers2_SetupAwaitTalk = 0x80C04B40; // type:func
EnBombers2_AwaitTalk = 0x80C04BA0; // type:func
EnBombers2_SetupTalking = 0x80C04D00; // type:func
EnBombers2_Talking = 0x80C04D8C; // type:func
EnBombers2_StartWalking = 0x80C050B8; // type:func
EnBombers2_Walking = 0x80C0520C; // type:func
EnBombers2_Update = 0x80C053F8; // type:func
EnBombers2_OverrideLimbDraw = 0x80C056D4; // type:func
EnBombers2_Draw = 0x80C05758; // type:func
+1 -1
View File
@@ -750,7 +750,7 @@ week_event_reg = {
(85 << 8) | 0x40: "WEEKEVENTREG_85_40",
(85 << 8) | 0x80: "WEEKEVENTREG_85_80",
(86 << 8) | 0x01: "WEEKEVENTREG_86_01",
(86 << 8) | 0x02: "WEEKEVENTREG_86_02",
(86 << 8) | 0x02: "WEEKEVENTREG_TALKED_TO_BOMBERS_GUARD",
(86 << 8) | 0x04: "WEEKEVENTREG_86_04",
(86 << 8) | 0x08: "WEEKEVENTREG_LISTENED_ANJU_POSTMAN_CONVERSATION",
(86 << 8) | 0x10: "WEEKEVENTREG_86_10",
+1 -1
View File
@@ -693,7 +693,7 @@ weekEventReg = {
(85 << 8) | 0x40: "WEEKEVENTREG_85_40",
(85 << 8) | 0x80: "WEEKEVENTREG_85_80",
(86 << 8) | 0x01: "WEEKEVENTREG_86_01",
(86 << 8) | 0x02: "WEEKEVENTREG_86_02",
(86 << 8) | 0x02: "WEEKEVENTREG_TALKED_TO_BOMBERS_GUARD",
(86 << 8) | 0x04: "WEEKEVENTREG_86_04",
(86 << 8) | 0x08: "WEEKEVENTREG_LISTENED_ANJU_POSTMAN_CONVERSATION",
(86 << 8) | 0x10: "WEEKEVENTREG_86_10",