Document z_en_time_tag (#1140)

* time-tag docs

* simplify enums

* PR Reviews

* PR Suggestions

* small change

* small fix

* PR Suggestions

* add extra func ref

* rm raw text from first actor I decompiled

* Stock Pot Inn

* fix master merge
This commit is contained in:
engineer124
2023-03-16 13:47:38 +11:00
committed by GitHub
parent 2987390a20
commit a17949e730
104 changed files with 904 additions and 815 deletions
+46 -46
View File
@@ -113,7 +113,7 @@ void func_809529AC(EnMs* this, PlayState* play) {
void func_80952A1C(EnMs* this, PlayState* play) {
if (Actor_ProcessTalkRequest(&this->actor, &play->state)) {
func_80151938(play, 0x936U);
Message_ContinueTextbox(play, 0x936U);
this->actionFunc = func_809527F8;
} else {
func_800B8500(&this->actor, play, this->actor.xzDistToPlayer, this->actor.playerHeightRel, -1);
@@ -167,7 +167,7 @@ void func_809527F8(EnMs* this, PlayState* play) {
return;
}
if (Message_ShouldAdvance(play) != 0) {
func_801477B4(play);
Message_CloseTextbox(play);
Actor_OfferGetItem((Actor *) this, play, 0x35, this->actor.xzDistToPlayer, this->actor.playerHeightRel);
this->actionFunc = func_809529AC;
return;
@@ -182,19 +182,19 @@ void func_809527F8(EnMs* this, PlayState* play) {
}
func_8019F230();
func_80151938(play, 0x934U);
Message_ContinueTextbox(play, 0x934U);
// Duplicate return node #17. Try simplifying control flow for better match
return;
}
func_801477B4(play);
Message_CloseTextbox(play);
if ((s32) gSaveContext.save.playerData.rupees < 0xA) {
play_sound(0x4806U);
func_80151938(play, 0x935U);
Message_ContinueTextbox(play, 0x935U);
return;
}
if ((s32) gSaveContext.save.inventory.ammo[gItemSlots[0xA]] >= 0x14) {
play_sound(0x4806U);
func_80151938(play, 0x937U);
Message_ContinueTextbox(play, 0x937U);
return;
}
func_8019F208();
@@ -256,7 +256,7 @@ block_5:
if (Message_ShouldAdvance(play) == 0) {
goto block_17;
}
func_801477B4(play);
Message_CloseTextbox(play);
Actor_OfferGetItem((Actor *) this, play, 0x35, this->actor.xzDistToPlayer, this->actor.playerHeightRel);
this->actionFunc = func_809529AC;
return;
@@ -273,19 +273,19 @@ block_7:
}
goto block_16;
block_11:
func_801477B4(play);
Message_CloseTextbox(play);
if ((s32) gSaveContext.save.playerData.rupees >= 0xA) {
goto block_13;
}
play_sound(0x4806U);
func_80151938(play, 0x935U);
Message_ContinueTextbox(play, 0x935U);
return;
block_13:
if ((s32) gSaveContext.save.inventory.ammo[gItemSlots[0xA]] < 0x14) {
goto block_15;
}
play_sound(0x4806U);
func_80151938(play, 0x937U);
Message_ContinueTextbox(play, 0x937U);
return;
block_15:
func_8019F208();
@@ -295,7 +295,7 @@ block_15:
return;
block_16:
func_8019F230();
func_80151938(play, 0x934U);
Message_ContinueTextbox(play, 0x934U);
block_17:
return;
}
@@ -316,7 +316,7 @@ The simplest sort of block label to eliminate is one that is only used once, and
goto block_13;
}
play_sound(0x4806U);
func_80151938(play, 0x935U);
Message_ContinueTextbox(play, 0x935U);
return;
block_13:
```
@@ -326,7 +326,7 @@ Currently, this says to jump over the code block `play_sound...` if the conditio
```C
if (gSaveContext.save.playerData.rupees < 0xA) {
play_sound(0x4806U);
func_80151938(play, 0x935U);
Message_ContinueTextbox(play, 0x935U);
return;
}
```
@@ -359,7 +359,7 @@ block_5:
if (Message_ShouldAdvance(play) == 0) {
goto block_17;
}
func_801477B4(play);
Message_CloseTextbox(play);
Actor_OfferGetItem((Actor *) this, play, 0x35, this->actor.xzDistToPlayer, this->actor.playerHeightRel);
this->actionFunc = func_809529AC;
return;
@@ -376,16 +376,16 @@ block_7:
}
goto block_16;
block_11:
func_801477B4(play);
Message_CloseTextbox(play);
if (gSaveContext.save.playerData.rupees < 0xA) {
play_sound(0x4806U);
func_80151938(play, 0x935U);
Message_ContinueTextbox(play, 0x935U);
return;
}
if (gSaveContext.save.inventory.ammo[gItemSlots[0xA]] >= 0x14) {
play_sound(0x4806U);
func_80151938(play, 0x937U);
Message_ContinueTextbox(play, 0x937U);
return;
}
@@ -396,7 +396,7 @@ block_11:
return;
block_16:
func_8019F230();
func_80151938(play, 0x934U);
Message_ContinueTextbox(play, 0x934U);
block_17:
return;
}
@@ -428,7 +428,7 @@ block_5:
if (Message_ShouldAdvance(play) == 0) {
return;
}
func_801477B4(play);
Message_CloseTextbox(play);
Actor_OfferGetItem((Actor *) this, play, 0x35, this->actor.xzDistToPlayer, this->actor.playerHeightRel);
this->actionFunc = func_809529AC;
return;
@@ -445,16 +445,16 @@ block_7:
}
goto block_16;
block_11:
func_801477B4(play);
Message_CloseTextbox(play);
if (gSaveContext.save.playerData.rupees < 0xA) {
play_sound(0x4806U);
func_80151938(play, 0x935U);
Message_ContinueTextbox(play, 0x935U);
return;
}
if (gSaveContext.save.inventory.ammo[gItemSlots[0xA]] >= 0x14) {
play_sound(0x4806U);
func_80151938(play, 0x937U);
Message_ContinueTextbox(play, 0x937U);
return;
}
@@ -465,7 +465,7 @@ block_11:
return;
block_16:
func_8019F230();
func_80151938(play, 0x934U);
Message_ContinueTextbox(play, 0x934U);
}
```
@@ -495,16 +495,16 @@ So let us rewrite the entire second half as a switch:
```C
switch (play->msgCtx.choiceIndex) {
case 0:
func_801477B4(play);
Message_CloseTextbox(play);
if (gSaveContext.save.playerData.rupees < 0xA) {
play_sound(0x4806U);
func_80151938(play, 0x935U);
Message_ContinueTextbox(play, 0x935U);
return;
}
if (gSaveContext.save.inventory.ammo[gItemSlots[0xA]] >= 0x14) {
play_sound(0x4806U);
func_80151938(play, 0x937U);
Message_ContinueTextbox(play, 0x937U);
return;
}
@@ -518,7 +518,7 @@ So let us rewrite the entire second half as a switch:
case 1:
default:
func_8019F230();
func_80151938(play, 0x934U);
Message_ContinueTextbox(play, 0x934U);
break;
}
```
@@ -531,14 +531,14 @@ There's a couple of other obvious things here:
```C
switch (play->msgCtx.choiceIndex) {
case 0:
func_801477B4(play);
Message_CloseTextbox(play);
if (gSaveContext.save.playerData.rupees < 0xA) {
play_sound(0x4806U);
func_80151938(play, 0x935U);
Message_ContinueTextbox(play, 0x935U);
} else if (gSaveContext.save.inventory.ammo[gItemSlots[0xA]] >= 0x14) {
play_sound(0x4806U);
func_80151938(play, 0x937U);
Message_ContinueTextbox(play, 0x937U);
} else {
func_8019F208();
Actor_OfferGetItem((Actor *) this, play, 0x35, 90.0f, 10.0f);
@@ -550,7 +550,7 @@ There's a couple of other obvious things here:
case 1:
default:
func_8019F230();
func_80151938(play, 0x934U);
Message_ContinueTextbox(play, 0x934U);
break;
}
```
@@ -588,7 +588,7 @@ block_5:
if (Message_ShouldAdvance(play) == 0) {
return;
}
func_801477B4(play);
Message_CloseTextbox(play);
Actor_OfferGetItem((Actor *) this, play, 0x35, this->actor.xzDistToPlayer, this->actor.playerHeightRel);
this->actionFunc = func_809529AC;
return;
@@ -596,14 +596,14 @@ block_7:
if (Message_ShouldAdvance(play) != 0) {
switch (play->msgCtx.choiceIndex) {
case 0:
func_801477B4(play);
Message_CloseTextbox(play);
if (gSaveContext.save.playerData.rupees < 0xA) {
play_sound(0x4806U);
func_80151938(play, 0x935U);
Message_ContinueTextbox(play, 0x935U);
} else if (gSaveContext.save.inventory.ammo[gItemSlots[0xA]] >= 0x14) {
play_sound(0x4806U);
func_80151938(play, 0x937U);
Message_ContinueTextbox(play, 0x937U);
} else {
func_8019F208();
Actor_OfferGetItem((Actor *) this, play, 0x35, 90.0f, 10.0f);
@@ -615,7 +615,7 @@ block_7:
case 1:
default:
func_8019F230();
func_80151938(play, 0x934U);
Message_ContinueTextbox(play, 0x934U);
break;
}
}
@@ -652,7 +652,7 @@ void func_809527F8(EnMs* this, PlayState* play) {
if (Message_ShouldAdvance(play) == 0) {
return;
}
func_801477B4(play);
Message_CloseTextbox(play);
Actor_OfferGetItem((Actor *) this, play, 0x35, this->actor.xzDistToPlayer, this->actor.playerHeightRel);
this->actionFunc = func_809529AC;
break;
@@ -661,14 +661,14 @@ void func_809527F8(EnMs* this, PlayState* play) {
if (Message_ShouldAdvance(play) != 0) {
switch (play->msgCtx.choiceIndex) {
case 0:
func_801477B4(play);
Message_CloseTextbox(play);
if (gSaveContext.save.playerData.rupees < 0xA) {
play_sound(0x4806U);
func_80151938(play, 0x935U);
Message_ContinueTextbox(play, 0x935U);
} else if (gSaveContext.save.inventory.ammo[gItemSlots[0xA]] >= 0x14) {
play_sound(0x4806U);
func_80151938(play, 0x937U);
Message_ContinueTextbox(play, 0x937U);
} else {
func_8019F208();
Actor_OfferGetItem((Actor *) this, play, 0x35, 90.0f, 10.0f);
@@ -680,7 +680,7 @@ void func_809527F8(EnMs* this, PlayState* play) {
case 1:
default:
func_8019F230();
func_80151938(play, 0x934U);
Message_ContinueTextbox(play, 0x934U);
break;
}
}
@@ -703,7 +703,7 @@ void func_809527F8(EnMs* this, PlayState* play) {
case 5:
if (Message_ShouldAdvance(play) != 0) {
func_801477B4(play);
Message_CloseTextbox(play);
Actor_OfferGetItem((Actor *) this, play, 0x35, this->actor.xzDistToPlayer, this->actor.playerHeightRel);
this->actionFunc = func_809529AC;
}
@@ -713,14 +713,14 @@ void func_809527F8(EnMs* this, PlayState* play) {
if (Message_ShouldAdvance(play) != 0) {
switch (play->msgCtx.choiceIndex) {
case 0:
func_801477B4(play);
Message_CloseTextbox(play);
if (gSaveContext.save.playerData.rupees < 0xA) {
play_sound(0x4806U);
func_80151938(play, 0x935U);
Message_ContinueTextbox(play, 0x935U);
} else if (gSaveContext.save.inventory.ammo[gItemSlots[0xA]] >= 0x14) {
play_sound(0x4806U);
func_80151938(play, 0x937U);
Message_ContinueTextbox(play, 0x937U);
} else {
func_8019F208();
Actor_OfferGetItem((Actor *) this, play, 0x35, 90.0f, 10.0f);
@@ -732,7 +732,7 @@ void func_809527F8(EnMs* this, PlayState* play) {
case 1:
default:
func_8019F230();
func_80151938(play, 0x934U);
Message_ContinueTextbox(play, 0x934U);
break;
}
}
+2 -2
View File
@@ -203,7 +203,7 @@ void func_80C102D4(EnRecepgirl* this, PlayState* play) {
this->actor.textId = 0x2AE0;
}
}
func_80151938(play, this->actor.textId);
Message_ContinueTextbox(play, this->actor.textId);
}
}
@@ -540,7 +540,7 @@ void func_80C102D4(EnRecepgirl* this, PlayState* play) {
this->actor.textId = 0x2AE0; // drawing room on the right, don't go in without an appointment
}
}
func_80151938(play, this->actor.textId);
Message_ContinueTextbox(play, this->actor.textId);
}
}
```
+2 -2
View File
@@ -334,7 +334,7 @@ void func_80C102D4(EnRecepgirl* this, PlayState* play) {
this->actor.textId = 0x2AE0;
}
}
func_80151938(play, this->actor.textId);
Message_ContinueTextbox(play, this->actor.textId);
}
}
```
@@ -392,7 +392,7 @@ void func_80C102D4(EnRecepgirl* this, PlayState* play) {
this->actor.textId = 0x2AE0;
}
}
func_80151938(play, this->actor.textId);
Message_ContinueTextbox(play, this->actor.textId);
}
}
```