name some of the ProcessSchedule functions

This commit is contained in:
angie
2023-10-13 11:14:03 -03:00
parent b52efe253c
commit 26f748680a
3 changed files with 83 additions and 86 deletions
+71 -74
View File
@@ -52,34 +52,34 @@ typedef enum AnjuScheduleResult {
/* 21 */ ANJU_SCH_GIVE_LUNCH_TO_GRANNY,
/* 22 */ ANJU_SCH_SWEEPING,
/* 23 */ ANJU_SCH_MIDNIGHT_MEETING,
/* 24 */ ANJU_SCH_TALKING_WITH_MOM, // Day 2, 21:30 ~ 23:00, on the employees-only room, talking with her mom
/* 24 */ ANJU_SCH_TALKING_WITH_MOM, // Day 2, 21:30 ~ 23:00, on the staff room, talking with her mom
/* 25 */ ANJU_SCH_25, // Set manually in code instead of via script
/* 26 */ ANJU_SCH_DOOR_26, // Passing through to Granny's door (entering)
/* 27 */ ANJU_SCH_DOOR_27, // Passing through to Granny's door (leaving)
/* 28 */ ANJU_SCH_DOOR_28, // Passing through the door of the employees-only room (entering), after giving Granny's lunch
/* 29 */ ANJU_SCH_DOOR_29, // Passing through the door of the employees-only room (leaving), after giving Granny's lunch
/* 30 */ ANJU_SCH_DOOR_30, // Passing through the door of the employees-only room (entering), after closing the Inn
/* 31 */ ANJU_SCH_DOOR_31, // Passing through the door of the employees-only room (leaving), to have the midnight meeting
/* 32 */ ANJU_SCH_DOOR_32, // Passing through the door of the employees-only room (leaving), going to the Laundry Pool
/* 28 */ ANJU_SCH_DOOR_28, // Passing through the door of the staff room (entering), after giving Granny's lunch
/* 29 */ ANJU_SCH_DOOR_29, // Passing through the door of the staff room (leaving), after giving Granny's lunch
/* 30 */ ANJU_SCH_DOOR_30, // Passing through the door of the staff room (entering), after closing the Inn
/* 31 */ ANJU_SCH_DOOR_31, // Passing through the door of the staff room (leaving), to have the midnight meeting
/* 32 */ ANJU_SCH_DOOR_32, // Passing through the door of the staff room (leaving), going to the Laundry Pool
/* 33 */ ANJU_SCH_DOOR_33, // Passing through the Inn's front door (leaving) (inside the Inn), going to the Laundry Pool
/* 34 */ ANJU_SCH_DOOR_34, // Passing through the Inn's front door (entering) (inside the Inn), going from the Laundry Pool
/* 35 */ ANJU_SCH_DOOR_35, // Passing through the door of the employees-only room (entering), after going to the Laundry Pool
/* 35 */ ANJU_SCH_DOOR_35, // Passing through the door of the staff room (entering), after going to the Laundry Pool
/* 36 */ ANJU_SCH_DOOR_36, // Passing through the door of the Large Suite (leaving), after sweeping the floor
/* 37 */ ANJU_SCH_DOOR_37, // Passing through the Inn's front door (leaving) (East Clock Town), going to the Laundry Pool
/* 38 */ ANJU_SCH_DOOR_38, // Passing through the Inn's front door (entering) (East Clock Town), going from the Laundry Pool
/* 39 */ ANJU_SCH_DOOR_39, // Passing through the door of the employees-only room (entering, after sweeping the floor
/* 39 */ ANJU_SCH_DOOR_39, // Passing through the door of the staff room (entering, after sweeping the floor
/* 40 */ ANJU_SCH_WALKING_40, // Going from the front desk to the kitchen
/* 41 */ ANJU_SCH_41, // unused
/* 42 */ ANJU_SCH_WALKING_42, // Walking from the kitchen to Granny's room
/* 43 */ ANJU_SCH_WALKING_43, // Inside Granny's room, walking to give her her food
/* 44 */ ANJU_SCH_WALKING_44, // Inside Granny's room, walking out
/* 45 */ ANJU_SCH_WALKING_45, // Left Granny's room, walking towards employees-only room
/* 46 */ ANJU_SCH_WALKING_46, // Left employees-only room, walking to front desk
/* 45 */ ANJU_SCH_WALKING_45, // Left Granny's room, walking towards staff room
/* 46 */ ANJU_SCH_WALKING_46, // Left staff room, walking to front desk
/* 47 */ ANJU_SCH_WALKING_47, // Walking from the front desk to right next to the Inn's front door
/* 48 */ ANJU_SCH_WALKING_48, // Walking from the Inn's front door after closing, to the employees-only room
/* 49 */ ANJU_SCH_WALKING_49, // Walking from the employees-only room to the kitchen, to have the midnight meeting
/* 50 */ ANJU_SCH_WALKING_50, // Walking from the employees-only room to Inn's front door, to go to the Laundry Pool
/* 51 */ ANJU_SCH_WALKING_51, // Walking from the Inn's front door to the employees-only room, after going to the Laundry Pool
/* 48 */ ANJU_SCH_WALKING_48, // Walking from the Inn's front door after closing, to the staff room
/* 49 */ ANJU_SCH_WALKING_49, // Walking from the staff room to the kitchen, to have the midnight meeting
/* 50 */ ANJU_SCH_WALKING_50, // Walking from the staff room to Inn's front door, to go to the Laundry Pool
/* 51 */ ANJU_SCH_WALKING_51, // Walking from the Inn's front door to the staff room, after going to the Laundry Pool
/* 52 */ ANJU_SCH_WALKING_52, // Day 3, 11:00 ~ 11:25, Stopped sweeping, walking out of the room
/* 53 */ ANJU_SCH_WALKING_53, // Day 3, 11:00 ~ 11:25, Walking through the hallway after sweeping
/* 54 */ ANJU_SCH_WALKING_54, // Walking through East Clock Town, going to the Laundry Pool
@@ -1022,14 +1022,14 @@ s32 EnAn_ChangeAnim(EnAn* this, PlayState* play, EnAnAnimation animIndex) {
return ret;
}
Vec3f D_80B58E34 = { 0.0f, 0.0f, 8.0f };
void EnAn_UpdateCollider(EnAn* this, PlayState* play) {
f32 temp;
s32 pad;
Vec3f sp24;
if (this->scheduleResult == ANJU_SCH_25) {
static Vec3f D_80B58E34 = { 0.0f, 0.0f, 8.0f };
Lib_Vec3f_TranslateAndRotateY(&this->actor.world.pos, this->actor.shape.rot.y, &D_80B58E34, &sp24);
this->collider.dim.radius = 20;
Math_Vec3f_ToVec3s(&this->collider.dim.pos, &sp24);
@@ -2216,7 +2216,7 @@ s32 func_80B55F8C(PlayState* play) {
return ret;
}
s32 func_80B5600C(EnAn* this, PlayState* play, ScheduleOutput* scheduleOutput) {
s32 EnAn_ProcessSchedule_ReceiveLetterFromPostman(EnAn* this, PlayState* play, ScheduleOutput* scheduleOutput) {
s32 ret = false;
if (func_80B55D98(this, play, scheduleOutput, ACTORCAT_NPC, ACTOR_EN_PM)) {
@@ -2231,7 +2231,7 @@ s32 func_80B5600C(EnAn* this, PlayState* play, ScheduleOutput* scheduleOutput) {
return ret;
}
s32 func_80B56094(EnAn* this, PlayState* play, ScheduleOutput* scheduleOutput) {
s32 EnAn_ProcessSchedule_AttendGoron(EnAn* this, PlayState* play, ScheduleOutput* scheduleOutput) {
s32 ret = false;
if (func_80B55D98(this, play, scheduleOutput, ACTORCAT_NPC, ACTOR_EN_IG)) {
@@ -2246,7 +2246,7 @@ s32 func_80B56094(EnAn* this, PlayState* play, ScheduleOutput* scheduleOutput) {
return ret;
}
s32 func_80B5611C(EnAn* this, PlayState* play, ScheduleOutput* scheduleOutput) {
s32 EnAn_ProcessSchedule_GiveLunchToGranny(EnAn* this, PlayState* play, ScheduleOutput* scheduleOutput) {
s32 ret = false;
if (func_80B55D98(this, play, scheduleOutput, ACTORCAT_NPC, ACTOR_EN_NB)) {
@@ -2261,7 +2261,7 @@ s32 func_80B5611C(EnAn* this, PlayState* play, ScheduleOutput* scheduleOutput) {
return ret;
}
s32 func_80B561A4(EnAn* this, PlayState* play, ScheduleOutput* scheduleOutput) {
s32 EnAn_ProcessSchedule_Door(EnAn* this, PlayState* play, ScheduleOutput* scheduleOutput) {
u16 now = SCHEDULE_TIME_NOW;
u8 pathIndex = ENAN_GET_PATH_INDEX(&this->actor);
EnDoor* door;
@@ -2296,8 +2296,8 @@ s32 func_80B561A4(EnAn* this, PlayState* play, ScheduleOutput* scheduleOutput) {
this->doorOpenTimer = 75;
}
this->unk_378 = scheduleOutput->time1 - scheduleOutput->time0;
this->var1.unk_37A = now - scheduleOutput->time0;
this->doorTimeTotalDiff = scheduleOutput->time1 - scheduleOutput->time0;
this->var1.doorTimeProgress = now - scheduleOutput->time0;
switch (scheduleOutput->result) {
case ANJU_SCH_DOOR_27:
@@ -2344,7 +2344,7 @@ s32 func_80B561A4(EnAn* this, PlayState* play, ScheduleOutput* scheduleOutput) {
return ret;
}
s32 func_80B56418(EnAn* this, PlayState* play, ScheduleOutput* scheduleOutput) {
s32 EnAn_ProcessSchedule_Walking(EnAn* this, PlayState* play, ScheduleOutput* scheduleOutput) {
u16 now = SCHEDULE_TIME_NOW;
u16 startTime;
u8 pathIndex = ENAN_GET_PATH_INDEX(&this->actor);
@@ -2466,7 +2466,7 @@ s32 func_80B56418(EnAn* this, PlayState* play, ScheduleOutput* scheduleOutput) {
return ret;
}
s32 func_80B56744(EnAn* this, PlayState* play, ScheduleOutput* scheduleOutput) {
s32 EnAn_ProcessSchedule_Sweeping(EnAn* this, PlayState* play, ScheduleOutput* scheduleOutput) {
u8 pathIndex = ENAN_GET_PATH_INDEX(&this->actor);
Vec3f firstPos;
Vec3f secondPos;
@@ -2505,10 +2505,10 @@ s32 func_80B56744(EnAn* this, PlayState* play, ScheduleOutput* scheduleOutput) {
return ret;
}
s32 func_80B56880(EnAn* this, PlayState* play, ScheduleOutput* scheduleOutput) {
s32 EnAn_ProcessSchedule_80B56880(EnAn* this, PlayState* play, ScheduleOutput* scheduleOutput) {
u8 pathIndex = ENAN_GET_PATH_INDEX(&this->actor);
Vec3f sp40;
Vec3f sp34;
Vec3f lastPos;
Vec3f penultimatePos;
Vec3s* points;
s32 limit;
s32 ret = false;
@@ -2521,15 +2521,15 @@ s32 func_80B56880(EnAn* this, PlayState* play, ScheduleOutput* scheduleOutput) {
if ((this->timePath != NULL) && (this->timePath->count >= 2)) {
points = Lib_SegmentedToVirtual(this->timePath->points);
Math_Vec3s_ToVec3f(&sp40, &points[this->timePath->count - 1]);
Math_Vec3s_ToVec3f(&sp34, &points[this->timePath->count - 2]);
Math_Vec3s_ToVec3f(&lastPos, &points[this->timePath->count - 1]);
Math_Vec3s_ToVec3f(&penultimatePos, &points[this->timePath->count - 2]);
this->actor.world.rot.y = Math_Vec3f_Yaw(&sp34, &sp40);
this->actor.world.rot.y = Math_Vec3f_Yaw(&penultimatePos, &lastPos);
Math_Vec3s_Copy(&this->actor.shape.rot, &this->actor.world.rot);
Math_Vec3s_Copy(&this->actor.home.rot, &this->actor.world.rot);
Math_Vec3f_Copy(&this->actor.world.pos, &sp40);
Math_Vec3f_Copy(&this->actor.prevPos, &sp40);
Math_Vec3f_Copy(&this->actor.world.pos, &lastPos);
Math_Vec3f_Copy(&this->actor.prevPos, &lastPos);
switch (scheduleOutput->result) {
case ANJU_SCH_19:
@@ -2579,10 +2579,9 @@ s32 func_80B56880(EnAn* this, PlayState* play, ScheduleOutput* scheduleOutput) {
return ret;
}
Vec3f D_80B58E7C = { 905.0f, 260.0f, -64.0f };
Vec3s D_80B58E88 = { 0, 0, 0 };
s32 func_80B56B00(EnAn* this, PlayState* play, ScheduleOutput* scheduleOutput) {
s32 EnAn_ProcessSchedule_Ranch(EnAn* this, PlayState* play, ScheduleOutput* scheduleOutput) {
static Vec3f D_80B58E7C = { 905.0f, 260.0f, -64.0f };
static Vec3s D_80B58E88 = { 0, 0, 0 };
s32 pad;
Math_Vec3f_Copy(&this->actor.world.pos, &D_80B58E7C);
@@ -2604,10 +2603,9 @@ s32 func_80B56B00(EnAn* this, PlayState* play, ScheduleOutput* scheduleOutput) {
return true;
}
Vec3f D_80B58E90 = { -508.0f, 210.0f, -162.0f };
Vec3s D_80B58E9C = { 0, 0x3FFC, 0 };
s32 func_80B56BC0(EnAn* this, PlayState* play, ScheduleOutput* scheduleOutput) {
s32 EnAn_ProcessSchedule_StaffRoom(EnAn* this, PlayState* play, ScheduleOutput* scheduleOutput) {
static Vec3f D_80B58E90 = { -508.0f, 210.0f, -162.0f };
static Vec3s D_80B58E9C = { 0, 0x3FFC, 0 };
s32 pad;
Math_Vec3f_Copy(&this->actor.world.pos, &D_80B58E90);
@@ -2635,9 +2633,8 @@ s32 func_80B56BC0(EnAn* this, PlayState* play, ScheduleOutput* scheduleOutput) {
return true;
}
Vec3s D_80B58EA4 = { 0, -0x2AAD, 0 };
s32 func_80B56CAC(EnAn* this, PlayState* play, ScheduleOutput* scheduleOutput) {
s32 EnAn_ProcessSchedule_80B56CAC(EnAn* this, PlayState* play, ScheduleOutput* scheduleOutput) {
static Vec3s D_80B58EA4 = { 0, -0x2AAD, 0 };
s32 pad;
Math_Vec3s_Copy(&this->actor.shape.rot, &D_80B58EA4);
@@ -2646,7 +2643,7 @@ s32 func_80B56CAC(EnAn* this, PlayState* play, ScheduleOutput* scheduleOutput) {
SubS_SetOfferMode(&this->stateFlags, SUBS_OFFER_MODE_ONSCREEN, SUBS_OFFER_MODE_MASK);
this->stateFlags |= ENAN_STATE_UPDATE_EYES | ENAN_STATE_200;
return 1;
return true;
}
s32 EnAn_ProcessScheduleOutput(EnAn* this, PlayState* play, ScheduleOutput* scheduleOutput) {
@@ -2662,24 +2659,24 @@ s32 EnAn_ProcessScheduleOutput(EnAn* this, PlayState* play, ScheduleOutput* sche
switch (scheduleOutput->result) {
case ANJU_SCH_RECEIVE_LETTER_FROM_POSTMAN:
ret = func_80B5600C(this, play, scheduleOutput);
ret = EnAn_ProcessSchedule_ReceiveLetterFromPostman(this, play, scheduleOutput);
break;
case ANJU_SCH_ATTEND_GORON:
ret = func_80B56094(this, play, scheduleOutput);
ret = EnAn_ProcessSchedule_AttendGoron(this, play, scheduleOutput);
break;
case ANJU_SCH_GIVE_LUNCH_TO_GRANNY:
ret = func_80B5611C(this, play, scheduleOutput);
ret = EnAn_ProcessSchedule_GiveLunchToGranny(this, play, scheduleOutput);
break;
case ANJU_SCH_RANCH:
ret = func_80B56B00(this, play, scheduleOutput);
ret = EnAn_ProcessSchedule_Ranch(this, play, scheduleOutput);
break;
case ANJU_SCH_WAITING_FOR_KAFEI:
case ANJU_SCH_TALKING_WITH_MOM:
ret = func_80B56BC0(this, play, scheduleOutput);
ret = EnAn_ProcessSchedule_StaffRoom(this, play, scheduleOutput);
break;
case ANJU_SCH_LAUNDRY_POOL_SIT:
@@ -2687,15 +2684,15 @@ s32 EnAn_ProcessScheduleOutput(EnAn* this, PlayState* play, ScheduleOutput* sche
case ANJU_SCH_RECEPTIONIST_IDLE:
case ANJU_SCH_19:
case ANJU_SCH_MIDNIGHT_MEETING:
ret = func_80B56880(this, play, scheduleOutput);
ret = EnAn_ProcessSchedule_80B56880(this, play, scheduleOutput);
break;
case ANJU_SCH_SWEEPING:
ret = func_80B56744(this, play, scheduleOutput);
ret = EnAn_ProcessSchedule_Sweeping(this, play, scheduleOutput);
break;
case ANJU_SCH_25:
ret = func_80B56CAC(this, play, scheduleOutput);
ret = EnAn_ProcessSchedule_80B56CAC(this, play, scheduleOutput);
break;
case ANJU_SCH_DOOR_26:
@@ -2712,7 +2709,7 @@ s32 EnAn_ProcessScheduleOutput(EnAn* this, PlayState* play, ScheduleOutput* sche
case ANJU_SCH_DOOR_37:
case ANJU_SCH_DOOR_38:
case ANJU_SCH_DOOR_39:
ret = func_80B561A4(this, play, scheduleOutput);
ret = EnAn_ProcessSchedule_Door(this, play, scheduleOutput);
break;
case ANJU_SCH_WALKING_40:
@@ -2738,11 +2735,11 @@ s32 EnAn_ProcessScheduleOutput(EnAn* this, PlayState* play, ScheduleOutput* sche
case ANJU_SCH_WALKING_61:
case ANJU_SCH_WALKING_62:
case ANJU_SCH_WALKING_63:
ret = func_80B56418(this, play, scheduleOutput);
ret = EnAn_ProcessSchedule_Walking(this, play, scheduleOutput);
break;
default:
ret = 0;
ret = false;
break;
}
@@ -2774,23 +2771,23 @@ s32 EnAn_HandleSch_Door(EnAn* this, PlayState* play) {
if (!SubS_InCsMode(play) && (this->timePathTimeSpeed != 0)) {
if ((door != NULL) && (door->knobDoor.dyna.actor.update != NULL)) {
// Tell the door actor to be open while passing through it and which orientation
if ((this->var1.unk_37A / (f32)this->unk_378) <= 0.9f) {
if ((this->var1.doorTimeProgress / (f32)this->doorTimeTotalDiff) <= 0.9f) {
door->openTimer = this->doorOpenTimer;
} else {
door->openTimer = 0;
}
}
this->var1.unk_37A = CLAMP(this->var1.unk_37A, 0, this->unk_378);
distance = Math_Vec3f_DistXZ(&this->doorEntrancePos, &this->doorExitPos) / this->unk_378;
this->var1.doorTimeProgress = CLAMP(this->var1.doorTimeProgress, 0, this->doorTimeTotalDiff);
distance = Math_Vec3f_DistXZ(&this->doorEntrancePos, &this->doorExitPos) / this->doorTimeTotalDiff;
sp38.x = 0.0f;
sp38.y = 0.0f;
sp38.z = this->var1.unk_37A * distance;
sp38.z = this->var1.doorTimeProgress * distance;
Lib_Vec3f_TranslateAndRotateY(&this->doorEntrancePos, this->actor.world.rot.y, &sp38, &this->actor.world.pos);
this->var1.unk_37A += this->timePathTimeSpeed;
this->var1.doorTimeProgress += this->timePathTimeSpeed;
if (Animation_OnFrame(&this->skelAnime, 3.0f) || Animation_OnFrame(&this->skelAnime, 15.0f)) {
Actor_PlaySfx(&this->actor, NA_SE_EV_PIRATE_WALK);
}
@@ -2802,35 +2799,35 @@ s32 EnAn_HandleSch_Door(EnAn* this, PlayState* play) {
s32 EnAn_HandleSch_FollowTimePath(EnAn* this, PlayState* play) {
f32 knots[265];
Vec3f worldPos;
Vec3f timePathTargetPos;
Vec3f timePathTargetPos;
Vec3f sp64;
Vec3f sp58;
s32 timePathElapsedTime;
s32 timePathWaypoint;
s32 pad;
timePathElapsedTime = 0;
timePathWaypoint = 0;
timePathElapsedTime = 0;
SubS_TimePathing_FillKnots(knots, SUBS_TIME_PATHING_ORDER, this->timePath->count + SUBS_TIME_PATHING_ORDER);
if (!(this->stateFlags & ENAN_STATE_8)) {
timePathTargetPos = gZeroVec3f;
sp58 = gZeroVec3f;
SubS_TimePathing_Update(this->timePath, &this->timePathProgress, &this->timePathElapsedTime,
this->timePathWaypointTime, this->timePathTotalTime, &this->timePathWaypoint, knots,
&timePathTargetPos, this->timePathTimeSpeed);
SubS_TimePathing_ComputeInitialY(play, this->timePath, this->timePathWaypoint, &timePathTargetPos);
this->actor.world.pos.y = timePathTargetPos.y;
&sp58, this->timePathTimeSpeed);
SubS_TimePathing_ComputeInitialY(play, this->timePath, this->timePathWaypoint, &sp58);
this->actor.world.pos.y = sp58.y;
this->stateFlags |= ENAN_STATE_8;
} else {
timePathTargetPos = this->timePathTargetPos;
sp58 = this->timePathTargetPos;
}
this->actor.world.pos.x = timePathTargetPos.x;
this->actor.world.pos.z = timePathTargetPos.z;
this->actor.world.pos.x = sp58.x;
this->actor.world.pos.z = sp58.z;
if (SubS_InCsMode(play)) {
timePathElapsedTime = this->timePathElapsedTime;
timePathWaypoint = this->timePathWaypoint;
timePathTargetPos = this->actor.world.pos;
sp58 = this->actor.world.pos;
}
this->timePathTargetPos = gZeroVec3f;
@@ -2840,14 +2837,14 @@ s32 EnAn_HandleSch_FollowTimePath(EnAn* this, PlayState* play) {
this->stateFlags |= ENAN_STATE_REACHED_PATH_END;
} else {
worldPos = this->actor.world.pos;
timePathTargetPos = this->timePathTargetPos;
this->actor.world.rot.y = Math_Vec3f_Yaw(&worldPos, &timePathTargetPos);
sp64 = this->timePathTargetPos;
this->actor.world.rot.y = Math_Vec3f_Yaw(&worldPos, &sp64);
}
if (SubS_InCsMode(play)) {
this->timePathElapsedTime = timePathElapsedTime;
this->timePathWaypoint = timePathWaypoint;
this->timePathTargetPos = timePathTargetPos;
this->timePathTargetPos = sp58;
} else if (Animation_OnFrame(&this->skelAnime, 3.0f) || Animation_OnFrame(&this->skelAnime, 15.0f)) {
Actor_PlaySfx(&this->actor, NA_SE_EV_PIRATE_WALK);
}
+2 -2
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@@ -67,9 +67,9 @@ typedef struct EnAn {
/* 0x368 */ f32 unk_368;
/* 0x36C */ UNK_TYPE1 unk_36C[0x8];
/* 0x374 */ f32 unk_374;
/* 0x378 */ s16 unk_378; // schedule time diff
/* 0x378 */ s16 doorTimeTotalDiff; // Time difference between the point before going through a door and after going through it
/* 0x37A */ union {
s16 unk_37A; // schedule time diff
s16 doorTimeProgress; // schedule time diff
s16 laundryPoolState;
s16 followScheduleState; // unused
} var1;
+10 -10
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@@ -14039,16 +14039,16 @@
0x80B55D98:("func_80B55D98",),
0x80B55ECC:("EnAn_IsFacingAndNearPlayer",),
0x80B55F8C:("func_80B55F8C",),
0x80B5600C:("func_80B5600C",),
0x80B56094:("func_80B56094",),
0x80B5611C:("func_80B5611C",),
0x80B561A4:("func_80B561A4",),
0x80B56418:("func_80B56418",),
0x80B56744:("func_80B56744",),
0x80B56880:("func_80B56880",),
0x80B56B00:("func_80B56B00",),
0x80B56BC0:("func_80B56BC0",),
0x80B56CAC:("func_80B56CAC",),
0x80B5600C:("EnAn_ProcessSchedule_ReceiveLetterFromPostman",),
0x80B56094:("EnAn_ProcessSchedule_AttendGoron",),
0x80B5611C:("EnAn_ProcessSchedule_GiveLunchToGranny",),
0x80B561A4:("EnAn_ProcessSchedule_Door",),
0x80B56418:("EnAn_ProcessSchedule_Walking",),
0x80B56744:("EnAn_ProcessSchedule_Sweeping",),
0x80B56880:("EnAn_ProcessSchedule_80B56880",),
0x80B56B00:("EnAn_ProcessSchedule_Ranch",),
0x80B56BC0:("EnAn_ProcessSchedule_StaffRoom",),
0x80B56CAC:("EnAn_ProcessSchedule_80B56CAC",),
0x80B56D28:("EnAn_ProcessScheduleOutput",),
0x80B56E44:("EnAn_HandleSch_InteractActor",),
0x80B56EB4:("EnAn_HandleSch_Door",),