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Document Actor "OfferTalk" (#1567)
* OfferTalk * rm comment * exch to offer in comment * reword again * Partial PR Review * Actor_AcknowledgeTalking * Actor_TalkOfferAccepted * PR Review * rm part of comment * rm comment
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+5
-5
@@ -395,11 +395,11 @@ PosRot* Actor_GetFocus(PosRot* dest, Actor* actor);
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PosRot* Actor_GetWorld(PosRot* dest, Actor* actor);
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PosRot* Actor_GetWorldPosShapeRot(PosRot* arg0, Actor* actor);
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s32 func_8002F0C8(Actor* actor, Player* player, s32 flag);
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u32 Actor_ProcessTalkRequest(Actor* actor, PlayState* play);
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s32 func_8002F1C4(Actor* actor, PlayState* play, f32 arg2, f32 arg3, u32 exchangeItemId);
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s32 func_8002F298(Actor* actor, PlayState* play, f32 arg2, u32 exchangeItemId);
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s32 func_8002F2CC(Actor* actor, PlayState* play, f32 arg2);
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s32 func_8002F2F4(Actor* actor, PlayState* play);
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s32 Actor_TalkOfferAccepted(Actor* actor, PlayState* play);
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s32 Actor_OfferTalkExchange(Actor* actor, PlayState* play, f32 xzRange, f32 yRange, u32 exchangeItemId);
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s32 Actor_OfferTalkExchangeEquiCylinder(Actor* actor, PlayState* play, f32 radius, u32 exchangeItemId);
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s32 Actor_OfferTalk(Actor* actor, PlayState* play, f32 radius);
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s32 Actor_OfferTalkNearColChkInfoCylinder(Actor* actor, PlayState* play);
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u32 Actor_TextboxIsClosing(Actor* actor, PlayState* play);
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s8 func_8002F368(PlayState* play);
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void Actor_GetScreenPos(PlayState* play, Actor* actor, s16* x, s16* y);
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+4
-1
@@ -147,7 +147,10 @@ typedef struct {
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#define ACTOR_FLAG_5 (1 << 5)
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#define ACTOR_FLAG_6 (1 << 6)
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#define ACTOR_FLAG_7 (1 << 7)
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#define ACTOR_FLAG_8 (1 << 8)
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// Signals that player has accepted an offer to talk to an actor
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// Player will retain this flag until the player is finished talking
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// Actor will retain this flag until `Actor_TalkOfferAccepted` is called or manually turned off by the actor
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#define ACTOR_FLAG_TALK (1 << 8)
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#define ACTOR_FLAG_9 (1 << 9)
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#define ACTOR_FLAG_10 (1 << 10)
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#define ACTOR_FLAG_ENKUSA_CUT (1 << 11)
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