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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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fig02 2024-09-07 09:23:04 -04:00 committed by GitHub
parent a30f130eb9
commit 88c4475967
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156 changed files with 497 additions and 470 deletions

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@ -81,7 +81,7 @@ void ElfMsg2_Init(Actor* thisx, PlayState* play) {
PRINTF(VT_FGCOL(CYAN) " Elf_Msg2_Actor_ct %04x\n\n" VT_RST, this->actor.params);
if (!ElfMsg2_KillCheck(this, play)) {
if ((this->actor.world.rot.x > 0) && (this->actor.world.rot.x < 8)) {
this->actor.targetMode = this->actor.world.rot.x - 1;
this->actor.attentionRangeType = this->actor.world.rot.x - 1;
}
Actor_ProcessInitChain(thisx, sInitChain);
if (this->actor.world.rot.y >= 0x41) {