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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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@ -301,14 +301,14 @@ void EnDodongo_SpawnBombSmoke(EnDodongo* this, PlayState* play) {
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static InitChainEntry sInitChain[] = {
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ICHAIN_S8(naviEnemyId, NAVI_ENEMY_DODONGO, ICHAIN_CONTINUE),
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ICHAIN_F32_DIV1000(gravity, -1000, ICHAIN_CONTINUE),
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ICHAIN_F32(targetArrowOffset, 2800, ICHAIN_STOP),
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ICHAIN_F32(lockOnArrowOffset, 2800, ICHAIN_STOP),
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};
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void EnDodongo_Init(Actor* thisx, PlayState* play) {
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EnDodongo* this = (EnDodongo*)thisx;
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EffectBlureInit1 blureInit;
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this->actor.targetMode = TARGET_MODE_3;
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this->actor.attentionRangeType = ATTENTION_RANGE_3;
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Actor_ProcessInitChain(&this->actor, sInitChain);
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this->bombSmokePrimColor.r = this->bombSmokePrimColor.g = this->bombSmokeEnvColor.r = 255;
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this->bombSmokePrimColor.a = this->bombSmokeEnvColor.a = 200;
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