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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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@ -644,7 +644,7 @@ void EnGo_Init(Actor* thisx, PlayState* play) {
}
EnGo_ChangeAnim(this, ENGO_ANIM_0);
this->actor.targetMode = TARGET_MODE_6;
this->actor.attentionRangeType = ATTENTION_RANGE_6;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
this->actor.gravity = -1.0f;
@ -678,7 +678,7 @@ void EnGo_Init(Actor* thisx, PlayState* play) {
EnGo_SetupAction(this, func_80A3FEB4);
break;
case 0x90:
this->actor.targetMode = TARGET_MODE_5;
this->actor.attentionRangeType = ATTENTION_RANGE_5;
Actor_SetScale(&this->actor, 0.16f);
EnGo_SetupAction(this, EnGo_CurledUp);
break;