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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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@ -145,14 +145,14 @@ void EnAObj_Init(Actor* thisx, PlayState* play) {
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case A_OBJ_SIGNPOST_OBLONG:
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case A_OBJ_SIGNPOST_ARROW:
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thisx->textId = (this->textId & 0xFF) | 0x300;
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thisx->targetArrowOffset = 500.0f;
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thisx->lockOnArrowOffset = 500.0f;
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thisx->flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3;
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this->focusYoffset = 45.0f;
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EnAObj_SetupWaitTalk(this, thisx->params);
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Collider_InitCylinder(play, &this->collider);
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Collider_SetCylinder(play, &this->collider, thisx, &sCylinderInit);
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thisx->colChkInfo.mass = MASS_IMMOVABLE;
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thisx->targetMode = TARGET_MODE_0;
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thisx->attentionRangeType = ATTENTION_RANGE_0;
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break;
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case A_OBJ_BOULDER_FRAGMENT:
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thisx->gravity = -1.5f;
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