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documentation: use NpcInteractInfo
from zret (#2370)
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66 changed files with 927 additions and 808 deletions
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@ -531,10 +531,10 @@ void func_8003424C(PlayState* play, Vec3f* arg1);
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void Actor_SetColorFilter(Actor* actor, s16 colorFlag, s16 colorIntensityMax, s16 xluFlag, s16 duration);
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Hilite* func_800342EC(Vec3f* object, PlayState* play);
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Hilite* func_8003435C(Vec3f* object, PlayState* play);
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s32 func_800343CC(PlayState* play, Actor* actor, s16* arg2, f32 interactRange,
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u16 (*unkFunc1)(PlayState*, Actor*), s16 (*unkFunc2)(PlayState*, Actor*));
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s16 func_800347E8(s16 arg0);
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void func_80034A14(Actor* actor, struct_80034A14_arg1* arg1, s16 arg2, s16 arg3);
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s32 Npc_UpdateTalking(PlayState* play, Actor* actor, s16* talkState, f32 interactRange,
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NpcGetTextIdFunc getTextId, NpcUpdateTalkStateFunc updateTalkState);
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s16 Npc_GetTrackingPresetMaxPlayerYaw(s16 presetIndex);
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void Npc_TrackPoint(Actor* actor, NpcInteractInfo* interactInfo, s16 presetIndex, s16 trackingMode);
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void func_80034BA0(PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overrideLimbDraw,
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PostLimbDraw postLimbDraw, Actor* actor, s16 alpha);
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void func_80034CC4(PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overrideLimbDraw,
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@ -1506,18 +1506,6 @@ typedef struct {
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/* 0x08 */ f32 morphFrames;
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} AnimationMinimalInfo; // size = 0xC
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typedef struct {
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/* 0x00 */ s16 unk_00;
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/* 0x02 */ s16 unk_02;
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/* 0x04 */ s16 unk_04;
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/* 0x06 */ s16 unk_06;
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/* 0x08 */ Vec3s unk_08;
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/* 0x0E */ Vec3s unk_0E;
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/* 0x14 */ f32 unk_14;
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/* 0x18 */ Vec3f unk_18;
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/* 0x24 */ s16 unk_24;
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} struct_80034A14_arg1; // size = 0x28
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typedef struct {
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/* 0x00 */ s8 scene;
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/* 0x01 */ s8 spawn;
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@ -20,8 +20,8 @@ struct Lights;
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typedef void (*ActorFunc)(struct Actor*, struct PlayState*);
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typedef void (*ActorResetFunc)(void);
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typedef void (*ActorShadowFunc)(struct Actor*, struct Lights*, struct PlayState*);
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typedef u16 (*callback1_800343CC)(struct PlayState*, struct Actor*);
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typedef s16 (*callback2_800343CC)(struct PlayState*, struct Actor*);
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typedef u16 (*NpcGetTextIdFunc)(struct PlayState*, struct Actor*);
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typedef s16 (*NpcUpdateTalkStateFunc)(struct PlayState*, struct Actor*);
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typedef struct {
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Vec3f pos;
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@ -369,4 +369,31 @@ typedef enum {
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DOORLOCK_NORMAL_SPIRIT
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} DoorLockType;
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typedef enum {
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/* 0x0 */ NPC_TALK_STATE_IDLE, // NPC not currently talking to player
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/* 0x1 */ NPC_TALK_STATE_TALKING, // NPC is currently talking to player
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/* 0x2 */ NPC_TALK_STATE_ACTION, // An NPC-defined action triggered in the conversation
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/* 0x3 */ NPC_TALK_STATE_ITEM_GIVEN // NPC finished giving an item and text box is done
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} NpcTalkState;
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typedef enum {
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/* 0x0 */ NPC_TRACKING_PLAYER_AUTO_TURN, // Determine tracking mode based on player position, see Npc_UpdateAutoTurn
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/* 0x1 */ NPC_TRACKING_NONE, // Don't track the target (usually the player)
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/* 0x2 */ NPC_TRACKING_HEAD_AND_TORSO, // Track target by turning the head and the torso
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/* 0x3 */ NPC_TRACKING_HEAD, // Track target by turning the head
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/* 0x4 */ NPC_TRACKING_FULL_BODY // Track target by turning the body, torso and head
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} NpcTrackingMode;
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typedef struct {
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/* 0x00 */ s16 talkState;
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/* 0x02 */ s16 trackingMode;
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/* 0x04 */ s16 autoTurnTimer;
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/* 0x06 */ s16 autoTurnState;
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/* 0x08 */ Vec3s headRot;
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/* 0x0E */ Vec3s torsoRot;
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/* 0x14 */ f32 yOffset; // Y position offset to add to actor position when calculating angle to target
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/* 0x18 */ Vec3f trackPos;
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/* 0x24 */ char unk_24[0x4];
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} NpcInteractInfo; // size = 0x28
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#endif
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