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