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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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fig02 2024-09-07 09:23:04 -04:00 committed by GitHub
parent a30f130eb9
commit 88c4475967
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156 changed files with 497 additions and 470 deletions

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@ -323,7 +323,7 @@ typedef struct EnHyInit2Info {
/* 0x00 */ f32 shadowScale;
/* 0x04 */ Vec3f modelOffset;
/* 0x10 */ f32 scale;
/* 0x14 */ s8 targetMode;
/* 0x14 */ s8 attentionRangeType;
/* 0x18 */ f32 interactRange;
} EnHyInit2Info; // size = 0x1C
@ -701,7 +701,7 @@ void EnHy_InitSetProperties(EnHy* this) {
this->actor.shape.shadowScale = sInit2Info[type].shadowScale;
Actor_SetScale(&this->actor, sInit2Info[type].scale);
this->actor.targetMode = sInit2Info[type].targetMode;
this->actor.attentionRangeType = sInit2Info[type].attentionRangeType;
this->modelOffset = sInit2Info[type].modelOffset;
this->interactRange = sInit2Info[type].interactRange;
this->interactRange += this->collider.dim.radius;