diff --git a/soh/src/overlays/actors/ovl_En_Ma1/z_en_ma1.c b/soh/src/overlays/actors/ovl_En_Ma1/z_en_ma1.c index 5e6b363b5..d7dbea1f5 100644 --- a/soh/src/overlays/actors/ovl_En_Ma1/z_en_ma1.c +++ b/soh/src/overlays/actors/ovl_En_Ma1/z_en_ma1.c @@ -200,10 +200,14 @@ s32 func_80AA08C4(EnMa1* this, GlobalContext* globalCtx) { if (!LINK_IS_CHILD) { return 0; } + // Causes Malon to appear in the market if you haven't met her yet. if (((globalCtx->sceneNum == SCENE_MARKET_NIGHT) || (globalCtx->sceneNum == SCENE_MARKET_DAY)) && !(gSaveContext.eventChkInf[1] & 0x10) && !(gSaveContext.infTable[8] & 0x800)) { return 1; } + // Causes Malon to appear at Hyrule Castle if you've met her already and either we're vanilla and Talon hasn't + // left Hyrule Castle, or if we're randomized and haven't obtained her check. If we haven't met Malon yet, this + // sets the flag for meeting her. if ((globalCtx->sceneNum == SCENE_SPOT15) && (!(gSaveContext.eventChkInf[1] & 0x10) || (gSaveContext.n64ddFlag && !Randomizer_ObtainedMalonHCReward()))) { if (gSaveContext.infTable[8] & 0x800) { @@ -213,13 +217,18 @@ s32 func_80AA08C4(EnMa1* this, GlobalContext* globalCtx) { return 0; } } + // Malon asleep in her bed if Talon has left Hyrule Castle and it is nighttime. if ((globalCtx->sceneNum == SCENE_SOUKO) && IS_NIGHT && (gSaveContext.eventChkInf[1] & 0x10)) { return 1; } + // Don't spawn Malon if none of the above are true and we are not in Lon Lon Ranch. if (globalCtx->sceneNum != SCENE_SPOT20) { return 0; } - if ((this->actor.shape.rot.z == 3) && IS_DAY && (gSaveContext.eventChkInf[1] & 0x10) && ((gSaveContext.n64ddFlag && Randomizer_ObtainedMalonHCReward()) || !gSaveContext.n64ddFlag)) { + // If we've gotten this far, we're in Lon Lon Ranch. Spawn Malon if it is daytime, Talon has left Hyrule Castle, and + // either we are not randomized, or we are and we have received Malon's item at Hyrule Castle. + if ((this->actor.shape.rot.z == 3) && IS_DAY && (gSaveContext.eventChkInf[1] & 0x10) && + ((gSaveContext.n64ddFlag && Randomizer_ObtainedMalonHCReward()) || !gSaveContext.n64ddFlag)) { return 1; } return 0; @@ -300,10 +309,14 @@ void EnMa1_Init(Actor* thisx, GlobalContext* globalCtx) { this->actor.targetMode = 6; this->unk_1E8.unk_00 = 0; + // If Talon has not left Hyrule Castle, we are randomized and ahve not obtained Malon's HC Check, we are not randomized + // and have Epona's Song, or we are randomized and have obtained Malon's Epona's Song Check. This sets Malon's idle + // singing animation in such a way that she has dialog but does not give items or respond to the Ocarina. if (!(gSaveContext.eventChkInf[1] & 0x10) || (gSaveContext.n64ddFlag && !Randomizer_ObtainedMalonHCReward()) || (CHECK_QUEST_ITEM(QUEST_SONG_EPONA) && !gSaveContext.n64ddFlag) || (gSaveContext.n64ddFlag && Flags_GetTreasure(globalCtx, 0x1F))) { this->actionFunc = func_80AA0D88; EnMa1_ChangeAnim(this, ENMA1_ANIM_2); + // If none of the above conditions were true, set Malon up to teach Epona's Song. } else { if (gSaveContext.n64ddFlag) { // Skip straight to "let's sing it together" textbox in the ranch gSaveContext.eventChkInf[1] |= 0x40; @@ -332,10 +345,15 @@ void func_80AA0D88(EnMa1* this, GlobalContext* globalCtx) { } } - if ((globalCtx->sceneNum == SCENE_SPOT15) && (gSaveContext.eventChkInf[1] & 0x10) && (gSaveContext.n64ddFlag && Randomizer_ObtainedMalonHCReward())) { + // If we're at Hyrule Castle, and either Talon has left or we're randomized and have obtained Malon's HC Check + if ((globalCtx->sceneNum == SCENE_SPOT15) && ((!gSaveContext.n64ddFlag && gSaveContext.eventChkInf[1] & 0x10) || (gSaveContext.n64ddFlag && Randomizer_ObtainedMalonHCReward()))) { + // Only kill Malon's Actor here in vanilla. If we're in rando and speak to her we don't want her to pop + // out of existence immediately. The init function will properly kill her actor on the next scene load. if (!gSaveContext.n64ddFlag) { Actor_Kill(&this->actor); } + // If Talon has not run away, or we're randomized and have not received Malon's HC Check, or we're + // not randomized and have obtained Epona's Song, put Malon in the state to give Link the HC reward. } else if ((!(gSaveContext.eventChkInf[1] & 0x10) || (gSaveContext.n64ddFlag && !Randomizer_ObtainedMalonHCReward())) || (CHECK_QUEST_ITEM(QUEST_SONG_EPONA) && !gSaveContext.n64ddFlag)) { if (this->unk_1E8.unk_00 == 2) { this->actionFunc = func_80AA0EA0;