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