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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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GPG key ID: B5690EEEBB952194
156 changed files with 497 additions and 470 deletions

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