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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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@ -85,7 +85,7 @@ static InitChainEntry sInitChain[] = {
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ICHAIN_S8(naviEnemyId, NAVI_ENEMY_PARASITIC_TENTACLE, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneScale, 1500, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneDownward, 2500, ICHAIN_CONTINUE),
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ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP),
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ICHAIN_F32(lockOnArrowOffset, 0, ICHAIN_STOP),
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};
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void EnBa_Init(Actor* thisx, PlayState* play) {
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@ -103,7 +103,7 @@ void EnBa_Init(Actor* thisx, PlayState* play) {
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this->unk_158[i].y = this->actor.world.pos.y - (i + 1) * 32.0f;
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}
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this->actor.targetMode = TARGET_MODE_4;
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this->actor.attentionRangeType = ATTENTION_RANGE_4;
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this->upperParams = PARAMS_GET_U(thisx->params, 8, 8);
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thisx->params &= 0xFF;
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