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vault_talk.h

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1/// @file
2/// Vault and its interiors: a villager's thought read with Mind Read.
3#include "types.h"
4#include "field_obj.h"
5#include "field_event.h"
6
7/// Shows the message already set as the actor's thought: the actor stops and
8/// stands while the thought is shown.
9static void Vault_ShowThought(s32 actorId) {
10 u8 *paused = &Object_GetById(actorId)->paused;
11 s32 zero = 0;
12
13 *paused = 1;
17 Engine_EventShowMessage(actorId, 0);
19 *paused = zero;
20}
struct FieldActor * Object_GetById(s32 actor)
Returns an actor, or NULL if it does not exist.
The scene script layer: the engine services a scene's events call, declared once (Engine_EventBegin,...
@ ANIM_STAND
Definition field_event.h:43
void Engine_EventWait(s32 frames)
Field objects and actors, and the scene transition styles.
void Engine_ActorSetAnimation()
void Engine_EventEnd(void)
void Engine_EventBegin(void)
void Engine_EventShowMessage()
u8 paused
nonzero skips its script and motion, not its update
Definition field_obj.h:93
The integer types, TRUE, UNUSED and the fixed-address macros.
signed int s32
Definition types.h:14
unsigned char u8
Definition types.h:11
static void Vault_ShowThought(s32 actorId)
Shows the message already set as the actor's thought: the actor stops and stands while the thought is...
Definition vault_talk.h:9