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Document EnGo and EnGo2 functions, fields, and animations #2295

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@Feacur Feacur commented Nov 13, 2024

additonally:

  • renamed func_8002F368 as Player_GetExchangeItemId
    • umm, it's oneline, but has bloated the file count
    • might be better to cancel these changes (?)
  • marked En_Go as unused (which is also stated in the web too)
  • this PR will conflict a bit with Document Actor "Fidget Tables" #2287
  • restructured EnGo2_StopRolling with a switch
  • restructured EnGo2_RollingSlow with a switch
  • restructured EnGo2_UpdateTalking with separate ifs (couldn't do any better)
    • but it was fun to mess with the tools for a while

- `callback1_80A3ED24` is `NpcGetTextIdFunc`
- `callback2_80A3ED24` is `NpcUpdateTalkStateFunc`
reason: `EnGo2_EyeMouthTexState` code analogy
returns are indeed required to match
partially they already were there
and `func_80A45360` as `EnGo2_UpdateShadowAlpha`
an "ammendment" for 57951ed

somehow haven't saved the changes that time
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Feacur commented Nov 14, 2024

ok, got all current conversations fixed; thank you! also added a better actor params decription for each of the goron entities.

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I plan to review go2 on its own shortly. I would rather review the actor thats actually used, and then port over any similarities to go after the fact.

For now, here is one comment about the function named in z_actor. I would kinda prefer docs for this function happen in a separate PR, personally.

src/code/z_actor.c Outdated Show resolved Hide resolved
assets/xml/objects/object_oF1d_map.xml Outdated Show resolved Hide resolved
assets/xml/objects/object_oF1d_map.xml Outdated Show resolved Hide resolved
src/overlays/actors/ovl_En_Go2/z_en_go2.h Outdated Show resolved Hide resolved
src/overlays/actors/ovl_En_Go2/z_en_go2.c Outdated Show resolved Hide resolved
if (!(this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) || this->actor.velocity.y > 0.0f) {
return false;
}

if (DECR(this->unk_590)) {
if (!arg3) {
// rumble on odds and evens
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what does this comment mean?

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tried to describe that this block is used for animation and create slight shaking, as if a stone is rolling on an uneven surface. changed the comment to

// animate grounded shaking

src/overlays/actors/ovl_En_Go2/z_en_go2.c Outdated Show resolved Hide resolved
void EnGo2_WakingUp(EnGo2* this) {
f32 xyzDist = PARAMS_GET_S(this->actor.params, 0, 5) == GORON_DMT_BIGGORON ? 800.0f : 200.0f;
void EnGo2_SetupUncurledFlags_NearTracking(EnGo2* this) {
// always false, he wakes up with `EnGo2_SetupUncurledFlags_Biggoron`
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who is "he" ?
Why does the comment mention biggoron when this function is apparently used for fire-generic-gorons and Link-goron ?

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because this line checks for GORON_DMT_BIGGORON. changed it for

// always false: this functions if for `GORON_FIRE_GENERIC` and `GORON_CITY_LINK`
// see `EnGo2_SetupUncurledFlags_Biggoron` for `GORON_DMT_BIGGORON`'s variant

src/overlays/actors/ovl_En_Go2/z_en_go2.c Outdated Show resolved Hide resolved
src/overlays/actors/ovl_En_Go2/z_en_go2.c Outdated Show resolved Hide resolved
src/overlays/actors/ovl_En_Go2/z_en_go2.c Outdated Show resolved Hide resolved
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5 participants