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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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parent
a30f130eb9
commit
88c4475967
156 changed files with 497 additions and 470 deletions
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@ -644,7 +644,7 @@ void EnGo_Init(Actor* thisx, PlayState* play) {
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}
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EnGo_ChangeAnim(this, ENGO_ANIM_0);
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this->actor.targetMode = TARGET_MODE_6;
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this->actor.attentionRangeType = ATTENTION_RANGE_6;
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this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
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this->actor.gravity = -1.0f;
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@ -678,7 +678,7 @@ void EnGo_Init(Actor* thisx, PlayState* play) {
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EnGo_SetupAction(this, func_80A3FEB4);
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break;
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case 0x90:
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this->actor.targetMode = TARGET_MODE_5;
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this->actor.attentionRangeType = ATTENTION_RANGE_5;
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Actor_SetScale(&this->actor, 0.16f);
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EnGo_SetupAction(this, EnGo_CurledUp);
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break;
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