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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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a30f130eb9
commit
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156 changed files with 497 additions and 470 deletions
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@ -935,9 +935,9 @@ void func_80A03CF8(EnElf* this, PlayState* play) {
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break;
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default:
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func_80A029A8(this, 1);
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nextPos = play->actorCtx.targetCtx.naviHoverPos;
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nextPos = play->actorCtx.attention.naviHoverPos;
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nextPos.y += (1500.0f * this->actor.scale.y);
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naviHoverActor = play->actorCtx.targetCtx.naviHoverActor;
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naviHoverActor = play->actorCtx.attention.naviHoverActor;
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if (naviHoverActor != NULL) {
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func_80A03148(this, &nextPos, 0.0f, 20.0f, 0.2f);
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@ -1000,12 +1000,12 @@ void EnElf_ChangeColor(Color_RGBAf* dest, Color_RGBAf* newColor, Color_RGBAf* cu
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}
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void func_80A04414(EnElf* this, PlayState* play) {
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Actor* naviHoverActor = play->actorCtx.targetCtx.naviHoverActor;
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Actor* naviHoverActor = play->actorCtx.attention.naviHoverActor;
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Player* player = GET_PLAYER(play);
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f32 transitionRate;
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u16 sfxId;
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if (play->actorCtx.targetCtx.naviMoveProgressFactor != 0.0f) {
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if (play->actorCtx.attention.naviMoveProgressFactor != 0.0f) {
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this->unk_2C6 = 0;
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this->unk_29C = 1.0f;
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@ -1016,18 +1016,18 @@ void func_80A04414(EnElf* this, PlayState* play) {
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} else {
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if (this->unk_2C6 == 0) {
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if ((naviHoverActor == NULL) ||
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(Math_Vec3f_DistXYZ(&this->actor.world.pos, &play->actorCtx.targetCtx.naviHoverPos) < 50.0f)) {
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(Math_Vec3f_DistXYZ(&this->actor.world.pos, &play->actorCtx.attention.naviHoverPos) < 50.0f)) {
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this->unk_2C6 = 1;
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}
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} else if (this->unk_29C != 0.0f) {
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if (Math_StepToF(&this->unk_29C, 0.0f, 0.25f) != 0) {
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this->innerColor = play->actorCtx.targetCtx.naviInnerColor;
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this->outerColor = play->actorCtx.targetCtx.naviOuterColor;
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this->innerColor = play->actorCtx.attention.naviInnerColor;
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this->outerColor = play->actorCtx.attention.naviOuterColor;
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} else {
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transitionRate = 0.25f / this->unk_29C;
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EnElf_ChangeColor(&this->innerColor, &play->actorCtx.targetCtx.naviInnerColor, &this->innerColor,
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EnElf_ChangeColor(&this->innerColor, &play->actorCtx.attention.naviInnerColor, &this->innerColor,
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transitionRate);
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EnElf_ChangeColor(&this->outerColor, &play->actorCtx.targetCtx.naviOuterColor, &this->outerColor,
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EnElf_ChangeColor(&this->outerColor, &play->actorCtx.attention.naviOuterColor, &this->outerColor,
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transitionRate);
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}
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}
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@ -1081,7 +1081,7 @@ void func_80A0461C(EnElf* this, PlayState* play) {
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}
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} else {
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naviHoverActor = play->actorCtx.targetCtx.naviHoverActor;
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naviHoverActor = play->actorCtx.attention.naviHoverActor;
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// `R_SCENE_CAM_TYPE` is not a bit field, but this conditional checks for a specific bit.
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// This `& 0x10` check will pass for either `SCENE_CAM_TYPE_FIXED_SHOP_VIEWPOINT`, `SCENE_CAM_TYPE_FIXED`, or
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@ -1222,7 +1222,7 @@ void func_80A04DE4(EnElf* this, PlayState* play) {
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Vec3f pos;
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if (this->fairyFlags & 0x10) {
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pos = play->actorCtx.targetCtx.naviHoverPos;
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pos = play->actorCtx.attention.naviHoverPos;
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if ((player->focusActor == NULL) || (&player->actor == player->focusActor) ||
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(&this->actor == player->focusActor)) {
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