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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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156 changed files with 497 additions and 470 deletions
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@ -323,7 +323,7 @@ typedef struct EnHyInit2Info {
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/* 0x00 */ f32 shadowScale;
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/* 0x04 */ Vec3f modelOffset;
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/* 0x10 */ f32 scale;
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/* 0x14 */ s8 targetMode;
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/* 0x14 */ s8 attentionRangeType;
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/* 0x18 */ f32 interactRange;
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} EnHyInit2Info; // size = 0x1C
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@ -701,7 +701,7 @@ void EnHy_InitSetProperties(EnHy* this) {
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this->actor.shape.shadowScale = sInit2Info[type].shadowScale;
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Actor_SetScale(&this->actor, sInit2Info[type].scale);
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this->actor.targetMode = sInit2Info[type].targetMode;
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this->actor.attentionRangeType = sInit2Info[type].attentionRangeType;
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this->modelOffset = sInit2Info[type].modelOffset;
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this->interactRange = sInit2Info[type].interactRange;
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this->interactRange += this->collider.dim.radius;
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