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Target -> Attention (System Rename) (#2149)
* TargetContext -> Attention * targetCtx -> attention * Target_ -> Attention_ * FindTargetableActor -> FindActor * targetableActorP -> attentionActorP * data vars (and 1 function I missed) * targetMode -> attentionRangeType * attention range enum comments * ATTENTION_RANGE_ * attention range data * TargetColor -> AttentionColor * missed one * fixup color variables * targetArrowOffset -> lockOnArrowOffset * focus pos comment * targetPriority -> attentionPriority * assets * loose-ends * Attention System Description * format * skj range type * enemy bgm
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156 changed files with 497 additions and 470 deletions
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@ -309,7 +309,7 @@ void ActorShadow_DrawFeet(Actor* actor, Lights* lights, PlayState* play);
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void Actor_SetFeetPos(Actor* actor, s32 limbIndex, s32 leftFootIndex, Vec3f* leftFootPos, s32 rightFootIndex,
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Vec3f* rightFootPos);
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void Actor_ProjectPos(PlayState* play, Vec3f* src, Vec3f* xyzDest, f32* cappedInvWDest);
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void Target_Draw(TargetContext* targetCtx, PlayState* play);
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void Attention_Draw(Attention* attention, PlayState* play);
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s32 Flags_GetSwitch(PlayState* play, s32 flag);
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void Flags_SetSwitch(PlayState* play, s32 flag);
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void Flags_UnsetSwitch(PlayState* play, s32 flag);
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@ -382,7 +382,7 @@ void func_8002ED80(Actor* actor, PlayState* play, s32 flag);
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PosRot Actor_GetFocus(Actor* actor);
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PosRot Actor_GetWorld(Actor* actor);
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PosRot Actor_GetWorldPosShapeRot(Actor* actor);
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s32 Target_ShouldReleaseLockOn(Actor* actor, Player* player, s32 ignoreLeash);
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s32 Attention_ShouldReleaseLockOn(Actor* actor, Player* player, s32 ignoreLeash);
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s32 Actor_TalkOfferAccepted(Actor* actor, PlayState* play);
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s32 Actor_OfferTalkExchange(Actor* actor, PlayState* play, f32 xzRange, f32 yRange, u32 exchangeItemId);
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s32 Actor_OfferTalkExchangeEquiCylinder(Actor* actor, PlayState* play, f32 radius, u32 exchangeItemId);
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@ -430,7 +430,7 @@ Actor* Actor_SpawnAsChild(ActorContext* actorCtx, Actor* parent, PlayState* play
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void Actor_SpawnTransitionActors(PlayState* play, ActorContext* actorCtx);
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Actor* Actor_SpawnEntry(ActorContext* actorCtx, ActorEntry* actorEntry, PlayState* play);
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Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play);
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Actor* Target_FindTargetableActor(PlayState* play, ActorContext* actorCtx, Actor** targetableActorP, Player* player);
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Actor* Attention_FindActor(PlayState* play, ActorContext* actorCtx, Actor** attentionActorP, Player* player);
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Actor* Actor_Find(ActorContext* actorCtx, s32 actorId, s32 actorCategory);
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void Enemy_StartFinishingBlow(PlayState* play, Actor* actor);
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void BodyBreak_Alloc(BodyBreak* bodyBreak, s32 count, PlayState* play);
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