diff --git a/assets/xml/objects/object_an1.xml b/assets/xml/objects/object_an1.xml
index e06383797..2f3bdfa25 100644
--- a/assets/xml/objects/object_an1.xml
+++ b/assets/xml/objects/object_an1.xml
@@ -3,12 +3,12 @@
-
-
-
+
+
+
-
+
diff --git a/assets/xml/objects/object_an2.xml b/assets/xml/objects/object_an2.xml
index cd234d665..3fb3d85cd 100644
--- a/assets/xml/objects/object_an2.xml
+++ b/assets/xml/objects/object_an2.xml
@@ -6,8 +6,7 @@
-
-
+
diff --git a/src/overlays/actors/ovl_Dm_An/z_dm_an.c b/src/overlays/actors/ovl_Dm_An/z_dm_an.c
index 55da3d7ea..7388460cd 100644
--- a/src/overlays/actors/ovl_Dm_An/z_dm_an.c
+++ b/src/overlays/actors/ovl_Dm_An/z_dm_an.c
@@ -54,7 +54,7 @@ typedef enum {
static AnimationInfoS sAnimationInfo[DMAN_ANIM_MAX] = {
{ &object_an1_Anim_007E08, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_0
- { &object_an1_Anim_0071E8, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_1
+ { &gAn1SitAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_1
{ &object_an4_Anim_006CC0, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_2
{ &object_an1_Anim_013E1C, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_3
{ &object_an4_Anim_007E3C, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMAN_ANIM_4
diff --git a/src/overlays/actors/ovl_Dm_Gm/z_dm_gm.c b/src/overlays/actors/ovl_Dm_Gm/z_dm_gm.c
index 65e275607..5635397ad 100644
--- a/src/overlays/actors/ovl_Dm_Gm/z_dm_gm.c
+++ b/src/overlays/actors/ovl_Dm_Gm/z_dm_gm.c
@@ -54,7 +54,7 @@ typedef enum {
static AnimationInfoS sAnimationInfo[DMGM_ANIM_MAX] = {
{ &object_an1_Anim_007E08, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMGM_ANIM_0
- { &object_an1_Anim_0071E8, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMGM_ANIM_1
+ { &gAn1SitAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMGM_ANIM_1
{ &object_an4_Anim_006CC0, 1.0f, 0, -1, ANIMMODE_LOOP, -4 }, // DMGM_ANIM_2
{ &object_an1_Anim_013E1C, 1.0f, 0, -1, ANIMMODE_LOOP, -4 }, // DMGM_ANIM_3
{ &object_an4_Anim_007E3C, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMGM_ANIM_4
diff --git a/src/overlays/actors/ovl_En_An/z_en_an.c b/src/overlays/actors/ovl_En_An/z_en_an.c
index 0bb3f2fd4..763b91034 100644
--- a/src/overlays/actors/ovl_En_An/z_en_an.c
+++ b/src/overlays/actors/ovl_En_An/z_en_an.c
@@ -603,24 +603,24 @@ typedef enum EnAnAnimation {
/* 2 */ ENAN_ANIM_2,
/* 3 */ ENAN_ANIM_3,
/* 4 */ ENAN_ANIM_4,
- /* 5 */ ENAN_ANIM_5,
+ /* 5 */ ENAN_ANIM_SURPRISED,
/* 6 */ ENAN_ANIM_6,
/* 7 */ ENAN_ANIM_7,
/* 8 */ ENAN_ANIM_8,
- /* 9 */ ENAN_ANIM_9,
- /* 10 */ ENAN_ANIM_10,
+ /* 9 */ ENAN_ANIM_SIT,
+ /* 10 */ ENAN_ANIM_SIT_MORPH,
/* 11 */ ENAN_ANIM_11,
/* 12 */ ENAN_ANIM_12,
/* 13 */ ENAN_ANIM_13,
/* 14 */ ENAN_ANIM_14,
- /* 15 */ ENAN_ANIM_15,
- /* 16 */ ENAN_ANIM_16,
+ /* 15 */ ENAN_ANIM_WAITING_WITH_TRAY,
+ /* 16 */ ENAN_ANIM_WALKING_WITH_TRAY,
/* 17 */ ENAN_ANIMOBJ_AN2,
/* 17 */ ENAN_ANIM_17 = ENAN_ANIMOBJ_AN2,
/* 18 */ ENAN_ANIM_18,
/* 19 */ ENAN_ANIM_19,
- /* 20 */ ENAN_ANIM_20,
+ /* 20 */ ENAN_ANIM_SITTING_AND_CRYING,
/* 21 */ ENAN_ANIMOBJ_AN3,
/* 21 */ ENAN_ANIM_21 = ENAN_ANIMOBJ_AN3,
@@ -649,23 +649,23 @@ static AnimationInfoS sAnimationInfo[ENAN_ANIM_MAX] = {
{ &object_an1_Anim_008B6C, 1.0f, 0, -1, ANIMMODE_LOOP, -6 }, // ENAN_ANIM_2
{ &object_an1_Anim_00544C, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // ENAN_ANIM_3
{ &object_an1_Anim_00544C, 1.0f, 0, -1, ANIMMODE_ONCE, -6 }, // ENAN_ANIM_4
- { &object_an1_Anim_0026B4, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // ENAN_ANIM_5
+ { &gAn1SurprisedAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // ENAN_ANIM_SURPRISED
{ &object_an1_Anim_001E74, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // ENAN_ANIM_6
{ &object_an1_Anim_013048, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_7
{ &object_an1_Anim_013048, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_8
- { &object_an1_Anim_0071E8, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_9
- { &object_an1_Anim_0071E8, 1.0f, 0, -1, ANIMMODE_LOOP, -6 }, // ENAN_ANIM_10
+ { &gAn1SitAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_SIT
+ { &gAn1SitAnim, 1.0f, 0, -1, ANIMMODE_LOOP, -6 }, // ENAN_ANIM_SIT_MORPH
{ &object_an1_Anim_007E08, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_11
{ &object_an1_Anim_0065C8, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_12
{ &object_an1_Anim_001090, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // ENAN_ANIM_13
{ &object_an1_Anim_00144C, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // ENAN_ANIM_14
- { &object_an1_Anim_00341C, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_15
- { &object_an1_Anim_003EA8, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_16
+ { &gAn1WaitingWithTrayAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_WAITING_WITH_TRAY
+ { &gAn1WalkingWithTrayAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_WALKING_WITH_TRAY
{ &object_an2_Anim_0028DC, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_17
{ &object_an2_Anim_0042CC, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_18
{ &object_an2_Anim_0038A0, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // ENAN_ANIM_19
- { &object_an2_Anim_001B80, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_20
+ { &gAnju2SittingAndCryingAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_SITTING_AND_CRYING
{ &object_an3_Anim_00201C, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_21
{ &object_an3_Anim_002A4C, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_22
@@ -750,9 +750,9 @@ s32 EnAn_ChangeAnim(EnAn* this, PlayState* play, EnAnAnimation animIndex) {
}
break;
- case ENAN_ANIM_9:
- case ENAN_ANIM_10:
- if ((this->animIndex != ENAN_ANIM_9) && (this->animIndex != ENAN_ANIM_10)) {
+ case ENAN_ANIM_SIT:
+ case ENAN_ANIM_SIT_MORPH:
+ if ((this->animIndex != ENAN_ANIM_SIT) && (this->animIndex != ENAN_ANIM_SIT_MORPH)) {
changeAnim = true;
}
break;
@@ -1236,7 +1236,7 @@ s32 func_80B54D18(Actor* thisx, PlayState* play) {
label:
this->stateFlags &= ~(ENAN_STATE_20 | ENAN_STATE_DRAW_KAFEI_MASK);
this->stateFlags |= ENAN_STATE_200;
- EnAn_ChangeAnim(this, play, ENAN_ANIM_20);
+ EnAn_ChangeAnim(this, play, ENAN_ANIM_SITTING_AND_CRYING);
ret = true;
this->unk_394++;
break;
@@ -1531,7 +1531,7 @@ s32 func_80B555C8(EnAn* this, PlayState* play) {
break;
case ANJU_SCH_15:
- EnAn_ChangeAnim(this, play, ENAN_ANIM_15);
+ EnAn_ChangeAnim(this, play, ENAN_ANIM_WAITING_WITH_TRAY);
break;
case ANJU_SCH_2F:
@@ -1546,8 +1546,8 @@ s32 func_80B555C8(EnAn* this, PlayState* play) {
break;
default:
- if (this->animIndex == ENAN_ANIM_15) {
- EnAn_ChangeAnim(this, play, ENAN_ANIM_16);
+ if (this->animIndex == ENAN_ANIM_WAITING_WITH_TRAY) {
+ EnAn_ChangeAnim(this, play, ENAN_ANIM_WALKING_WITH_TRAY);
}
if (this->animIndex == ENAN_ANIM_17) {
EnAn_ChangeAnim(this, play, ENAN_ANIM_18);
@@ -1603,6 +1603,7 @@ void func_80B55860(EnAn* this, PlayState* play) {
}
}
+// EnAn_ReactDialogue?
s32 func_80B55914(EnAn* this, PlayState* play) {
Player* player = GET_PLAYER(play);
u16 textId = play->msgCtx.currentTextId;
@@ -1612,142 +1613,142 @@ s32 func_80B55914(EnAn* this, PlayState* play) {
if (this->prevTextId != textId) {
switch (textId) {
- case 0x28E5:
- EnAn_ChangeAnim(this, play, ENAN_ANIM_5);
+ case 0x28E5: // "Ah!"
+ EnAn_ChangeAnim(this, play, ENAN_ANIM_SURPRISED);
this->stateFlags &= ~ENAN_STATE_DRAW_BROOM;
break;
- case 0x28BA:
- case 0x28D1:
- EnAn_ChangeAnim(this, play, ENAN_ANIM_5);
+ case 0x28BA: // "What's this?"
+ case 0x28D1: // "You are looking for Kafei?"
+ EnAn_ChangeAnim(this, play, ENAN_ANIM_SURPRISED);
break;
- case 0x28AF:
- case 0x28C1:
+ case 0x28AF: // "Good night"
+ case 0x28C1: // "I need to hurry and cook for grandmother"
EnAn_ChangeAnim(this, play, ENAN_ANIM_1);
break;
- case 0x28BC:
+ case 0x28BC: // "Where did you got that letter?"
EnAn_ChangeAnim(this, play, ENAN_ANIM_2);
break;
- case 0x28C6:
- EnAn_ChangeAnim(this, play, ENAN_ANIM_15);
+ case 0x28C6: // "Don't talk to me or I'll drop this plate"
+ EnAn_ChangeAnim(this, play, ENAN_ANIM_WAITING_WITH_TRAY);
break;
- case 0x28F5:
- EnAn_ChangeAnim(this, play, ENAN_ANIM_10);
+ case 0x28F5: // "The town will be crushed by the moon. Forget about the letter"
+ EnAn_ChangeAnim(this, play, ENAN_ANIM_SIT_MORPH);
break;
- case 0x28F7:
- case 0x28F8:
+ case 0x28F7: // "Everyone will be taking refuge by tomorrow"
+ case 0x28F8: // "We'll go to Romani Ranch to take refuge"
EnAn_ChangeAnim(this, play, ENAN_ANIM_21);
break;
- case 0x28EB:
- if (this->animIndex != ENAN_ANIM_20) {
+ case 0x28EB: // "I'm afraid to meet him..."
+ if (this->animIndex != ENAN_ANIM_SITTING_AND_CRYING) {
this->stateFlags &= ~(ENAN_STATE_20 | ENAN_STATE_DRAW_KAFEI_MASK);
this->stateFlags |= ENAN_STATE_200;
- EnAn_ChangeAnim(this, play, ENAN_ANIM_20);
+ EnAn_ChangeAnim(this, play, ENAN_ANIM_SITTING_AND_CRYING);
}
break;
- case 0x28A4:
- case 0x28A9:
- case 0x28BE:
- case 0x28C0:
- case 0x295E:
+ case 0x28A4: // "That's good. We're totally booked right before the carnival"
+ case 0x28A9: // "You do have a reservation?"
+ case 0x28BE: // "From what postbox did you got that letter?!"
+ case 0x28C0: // "Not what I mean!"
+ case 0x295E: // "I need to know!"
this->unk_18C = func_80B556F8;
this->unk_396 = 0;
break;
- case 0x28E6:
+ case 0x28E6: // "It's from Kafei"
this->stateFlags &= ~ENAN_STATE_DRAW_BROOM;
this->unk_18C = func_80B55860;
this->unk_396 = 0;
break;
- case 0x1885:
- case 0x28A0:
- case 0x28A3:
- case 0x28A5:
- case 0x28B1:
- case 0x28D2:
- case 0x28D9:
- case 0x28DC:
- case 0x28DE:
+ case 0x1885: // "It's 8:30 pm and the Inn is locking the door"
+ case 0x28A0: // "Welcome to the Inn."
+ case 0x28A3: // "I'm sorry, there are no vacancies. We are always booked at the carnival"
+ case 0x28A5: // "Visit us again in the future"
+ case 0x28B1: // "I'm sorry, there are no vacancies"
+ case 0x28D2: // "I have a clue that will help find Kafei"
+ case 0x28D9: // "Please"
+ case 0x28DC: // "Thank you"
+ case 0x28DE: // "Mail it in the morning"
this->unk_18C = func_80B557AC;
this->unk_396 = 0;
break;
- case 0x28A1:
- case 0x28A2:
- case 0x28A6:
- case 0x28A7:
- case 0x28A8:
- case 0x28AA:
- case 0x28AB:
- case 0x28AC:
- case 0x28AD:
- case 0x28AE:
- case 0x28B0:
- case 0x28B2:
- case 0x28B3:
- case 0x28B4:
- case 0x28B5:
- case 0x28B6:
- case 0x28B7:
- case 0x28B8:
- case 0x28B9:
- case 0x28BB:
- case 0x28BD:
- case 0x28BF:
- case 0x28C2:
- case 0x28C3:
+ case 0x28A1: // "Are you staying the night?"
+ case 0x28A2: // "You are staying the night!?"
+ case 0x28A6: // "Are you staying the night? Did I ask you the same earlier?"
+ case 0x28A7: // "Enjoy the carnival"
+ case 0x28A8: // "Did you have a reservation?"
+ case 0x28AA: // "One moment please"
+ case 0x28AB: // "I expected your arrival for afternon. Your room is on the second floor"
+ case 0x28AC: // "Have you been to the plaza yet? They are putting the carnival stuff"
+ case 0x28AD: // "Relax..."
+ case 0x28AE: // doesn't exist
+ case 0x28B0: // "It's hard to find one's way on the city goro"
+ case 0x28B2: // "I should have a reservation-goro"
+ case 0x28B3: // "I do have your reservation. Your room is on the second floor"
+ case 0x28B4: // "The place is falling apart-goro"
+ case 0x28B5: // "I made a reservation. I'm [Player]-goro"
+ case 0x28B6: // "[Player]-goro? There's a reservation under a similar name, but it's taken"
+ case 0x28B7: // "Really-goro? I'll just sleep outside then-goro"
+ case 0x28B8: // "I'm sorry"
+ case 0x28B9: // "It's a hard world-goro"
+ case 0x28BB: // "I delivered this to you!"
+ case 0x28BD: // "From the postbox"
+ case 0x28BF: // "From somewhere"
+ case 0x28C2: // "I need to hurry! The afternoon guest will arrive soon"
+ case 0x28C3: // "Used to be a cafeteria"
case 0x28C4:
- case 0x28C5:
- case 0x28C7:
- case 0x28C8:
- case 0x28C9:
- case 0x28CA:
- case 0x28CB:
- case 0x28CC:
- case 0x28CD:
- case 0x28CE:
- case 0x28CF:
- case 0x28D0:
- case 0x28D3:
- case 0x28D4:
- case 0x28D5:
- case 0x28D6:
- case 0x28D7:
- case 0x28D8:
- case 0x28DA:
- case 0x28DB:
- case 0x28DD:
- case 0x28DF:
- case 0x28E0:
- case 0x28E1:
- case 0x28E2:
- case 0x28E3:
- case 0x28E4:
- case 0x28E7:
- case 0x28E8:
- case 0x28E9:
- case 0x28EA:
- case 0x28EC:
- case 0x28ED:
- case 0x28EE:
- case 0x28EF:
- case 0x28F0:
- case 0x28F1:
- case 0x28F2:
+ case 0x28C5: // "Mmm?"
+ case 0x28C7: // "Tortus, I've already had lunch"
+ case 0x28C8: // "I'm Anju! Tortus was my dad..."
+ case 0x28C9: // "I've already had lunch"
+ case 0x28CA: // "Please eat..."
+ case 0x28CB: // "I already ate lunch"
+ case 0x28CC: // "Don't eat my food then"
+ case 0x28CD: // "Phew"
+ case 0x28CE: // "Phew?"
+ case 0x28CF: // "Want me to read a story?"
+ case 0x28D0: // "That mask... You are looking for Kafei"
+ case 0x28D3: // "Come to our kitchen at 11:30"
+ case 0x28D4: // "I'll find him myself"
+ case 0x28D5: // "I wonder where Kafei could have gone"
+ case 0x28D6: // "Nevermind!"
+ case 0x28D7: // "I'm sorry to bother you late at night"
+ case 0x28D8: // "I received a letter from Kafei"
+ case 0x28DA: // "Put my letter in a postbox"
+ case 0x28DB: // "Can I ask this to you?"
+ case 0x28DD: // doesn't exist
+ case 0x28DF: // "You won't take refuge?"
+ case 0x28E0: // "Today's weather"
+ case 0x28E1: // "I'll wait for him"
+ case 0x28E2: // "Did you see him? It's too late"
+ case 0x28E3: // "Did you see him? It's too early"
+ case 0x28E4: // "Did you meet him?"
+ case 0x28E7: // "What's that?"
+ case 0x28E8: // "Have you seen a man around here?"
+ case 0x28E9: // "He looks like this"
+ case 0x28EA: // "He disappeared a month ago"
+ case 0x28EC: // "Should I wait?"
+ case 0x28ED: // "You are looking for him too"
+ case 0x28EE: // "I came here to look for him myself"
+ case 0x28EF: // "What a ramshackle inn"
+ case 0x28F0: // "Everything is falling apart"
+ case 0x28F1: // "We are leaving in the evening for the ranch"
+ case 0x28F2: // "I wonder if Kafei is really at Cremia's"
case 0x28F3:
- case 0x28F4:
- case 0x28F6:
+ case 0x28F4: // "But he said in the letter he'll come back"
+ case 0x28F6: // "Mother thank you"
default:
- if (this->animIndex == ENAN_ANIM_16) {
- EnAn_ChangeAnim(this, play, ENAN_ANIM_15);
+ if (this->animIndex == ENAN_ANIM_WALKING_WITH_TRAY) {
+ EnAn_ChangeAnim(this, play, ENAN_ANIM_WAITING_WITH_TRAY);
}
if (this->animIndex == ENAN_ANIM_18) {
EnAn_ChangeAnim(this, play, ENAN_ANIM_17);
@@ -1762,90 +1763,90 @@ s32 func_80B55914(EnAn* this, PlayState* play) {
}
switch (textId) {
- case 0x28F5:
+ case 0x28F5: // "The town will be crushed by the moon. Forget about the letter"
this->unk_38A = ENAN_FACE_0;
/* fallthrough */
- case 0x28A5:
- case 0x28AA:
- case 0x28F8:
+ case 0x28A5: // "Visit us again in the future"
+ case 0x28AA: // "One moment please"
+ case 0x28F8: // "We'll go to Romani Ranch to take refuge"
this->faceIndex = ENAN_FACE_0;
this->eyeTimer = 8;
break;
- case 0x1885:
- case 0x28A0:
- case 0x28A6:
- case 0x28AF:
- case 0x28C1:
+ case 0x1885: // "It's 8:30 pm and the Inn is locking the door"
+ case 0x28A0: // "Welcome to the Inn."
+ case 0x28A6: // "Are you staying the night? Did I ask you the same earlier?"
+ case 0x28AF: // "Good night"
+ case 0x28C1: // "I need to hurry and cook for grandmother"
this->faceIndex = ENAN_FACE_3;
this->eyeTimer = 8;
break;
- case 0x28A2:
- case 0x28B3:
- case 0x28B6:
- case 0x28BA:
- case 0x28BE:
- case 0x28CE:
- case 0x28D0:
- case 0x28D6:
- case 0x28E5:
- case 0x28E7:
- case 0x28ED:
+ case 0x28A2: // "You are staying the night!?"
+ case 0x28B3: // "I do have your reservation. Your room is on the second floor"
+ case 0x28B6: // "[Player]-goro? There's a reservation under a similar name, but it's taken"
+ case 0x28BA: // "What's this?"
+ case 0x28BE: // "From what postbox did you got that letter?!"
+ case 0x28CE: // "Phew?"
+ case 0x28D0: // "That mask... You are looking for Kafei"
+ case 0x28D6: // "Nevermind!"
+ case 0x28E5: // "Ah!"
+ case 0x28E7: // "What's that?"
+ case 0x28ED: // "You are looking for him too"
this->faceIndex = ENAN_FACE_1;
this->eyeTimer = 8;
break;
- case 0x28AD:
+ case 0x28AD: // "Relax..."
this->faceIndex = ENAN_FACE_8;
this->eyeTimer = 8;
break;
- case 0x28C0:
- case 0x28D7:
- case 0x28DE:
+ case 0x28C0: // "Not what I mean!"
+ case 0x28D7: // "I'm sorry to bother you late at night"
+ case 0x28DE: // "Mail it in the morning"
this->faceIndex = ENAN_FACE_2;
this->eyeTimer = 8;
break;
- case 0x28E6:
- case 0x28F7:
+ case 0x28E6: // "It's from Kafei"
+ case 0x28F7: // "Everyone will be taking refuge by tomorrow"
this->faceIndex = ENAN_FACE_6;
this->eyeTimer = 8;
break;
- case 0x28A3:
- case 0x28B1:
- case 0x28B8:
- case 0x28C6:
- case 0x28CA:
- case 0x28CC:
- case 0x28D5:
- case 0x28E2:
- case 0x28E3:
- case 0x28E4:
+ case 0x28A3: // "I'm sorry, there are no vacancies. We are always booked at the carnival"
+ case 0x28B1: // "I'm sorry, there are no vacancies"
+ case 0x28B8: // "I'm sorry"
+ case 0x28C6: // "Don't talk to me or I'll drop this plate"
+ case 0x28CA: // "Please eat..."
+ case 0x28CC: // "Don't eat my food then"
+ case 0x28D5: // "I wonder where Kafei could have gone"
+ case 0x28E2: // "Did you see him? It's too late"
+ case 0x28E3: // "Did you see him? It's too early"
+ case 0x28E4: // "Did you meet him?"
this->faceIndex = ENAN_FACE_4;
this->eyeTimer = 8;
break;
- case 0x28EC:
+ case 0x28EC: // "Should I wait?"
this->unk_38A = ENAN_FACE_5;
/* fallthrough */
- case 0x28DC:
- case 0x28EB:
- case 0x28F2:
- case 0x28F9:
+ case 0x28DC: // "Thank you"
+ case 0x28EB: // "I'm afraid to meet him..."
+ case 0x28F2: // "I wonder if Kafei is really at Cremia's"
+ case 0x28F9: // "Perhaps I was wrong..."
this->faceIndex = ENAN_FACE_5;
this->eyeTimer = 8;
break;
- case 0x28F6:
+ case 0x28F6: // "Mother thank you"
this->faceIndex = ENAN_FACE_9;
this->eyeTimer = 8;
break;
- case 0x28A4:
- case 0x28A9:
+ case 0x28A4: // "That's good. We're totally booked right before the carnival"
+ case 0x28A9: // "You do have a reservation?"
this->faceIndex = ENAN_FACE_7;
this->eyeTimer = 8;
break;
@@ -1988,7 +1989,7 @@ s32 func_80B5611C(EnAn* this, PlayState* play, ScheduleOutput* scheduleOutput) {
s32 ret = false;
if (func_80B55D98(this, play, scheduleOutput, ACTORCAT_NPC, ACTOR_EN_NB)) {
- EnAn_ChangeAnim(this, play, ENAN_ANIM_15);
+ EnAn_ChangeAnim(this, play, ENAN_ANIM_WAITING_WITH_TRAY);
SubS_SetOfferMode(&this->stateFlags, SUBS_OFFER_MODE_ONSCREEN, SUBS_OFFER_MODE_MASK);
ret = true;
@@ -2056,7 +2057,7 @@ s32 func_80B561A4(EnAn* this, PlayState* play, ScheduleOutput* scheduleOutput) {
case ANJU_SCH_1B:
case ANJU_SCH_1C:
this->stateFlags |= ENAN_STATE_DRAW_FOOD_TRAY | ENAN_STATE_100;
- EnAn_ChangeAnim(this, play, ENAN_ANIM_16);
+ EnAn_ChangeAnim(this, play, ENAN_ANIM_WALKING_WITH_TRAY);
break;
case ANJU_SCH_24:
@@ -2150,7 +2151,7 @@ s32 func_80B56418(EnAn* this, PlayState* play, ScheduleOutput* scheduleOutput) {
/* fallthrough */
case ANJU_SCH_2C:
case ANJU_SCH_2D:
- EnAn_ChangeAnim(this, play, ENAN_ANIM_16);
+ EnAn_ChangeAnim(this, play, ENAN_ANIM_WALKING_WITH_TRAY);
this->stateFlags |= ENAN_STATE_100 | ENAN_STATE_200;
this->stateFlags |= ENAN_STATE_DRAW_FOOD_TRAY;
break;
@@ -2287,7 +2288,7 @@ s32 func_80B56880(EnAn* this, PlayState* play, ScheduleOutput* scheduleOutput) {
this->stateFlags |= ENAN_STATE_DRAW_UMBRELLA;
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_55_20)) {
- EnAn_ChangeAnim(this, play, ENAN_ANIM_20);
+ EnAn_ChangeAnim(this, play, ENAN_ANIM_SITTING_AND_CRYING);
this->stateFlags |= ENAN_STATE_40;
this->actor.world.rot.y += 0x7FF8;
this->actor.shape.rot.y = this->actor.world.rot.y;
@@ -2354,7 +2355,7 @@ s32 func_80B56BC0(EnAn* this, PlayState* play, ScheduleOutput* scheduleOutput) {
switch (scheduleOutput->result) {
case ANJU_SCH_1:
SubS_SetOfferMode(&this->stateFlags, SUBS_OFFER_MODE_ONSCREEN, SUBS_OFFER_MODE_MASK);
- EnAn_ChangeAnim(this, play, ENAN_ANIM_9);
+ EnAn_ChangeAnim(this, play, ENAN_ANIM_SIT);
break;
case ANJU_SCH_18: