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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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@ -518,7 +518,7 @@ void EnIn_WaitForObject(EnIn* this, PlayState* play) {
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return;
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}
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Actor_SetScale(&this->actor, 0.01f);
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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->actionFunc = func_80A7A4BC;
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@ -577,7 +577,7 @@ void EnIn_WaitForObject(EnIn* this, PlayState* play) {
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gSaveContext.eventInf[EVENTINF_HORSES_INDEX] = 0;
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break;
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case EVENTINF_HORSES_STATE_1:
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this->actor.targetMode = TARGET_MODE_3;
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this->actor.attentionRangeType = ATTENTION_RANGE_3;
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EnIn_ChangeAnim(this, ENIN_ANIM_2);
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this->actionFunc = func_80A7A568;
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Interface_SetTimer(60);
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@ -593,7 +593,7 @@ void EnIn_WaitForObject(EnIn* this, PlayState* play) {
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break;
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case EVENTINF_HORSES_STATE_5:
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case EVENTINF_HORSES_STATE_6:
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this->actor.targetMode = TARGET_MODE_3;
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this->actor.attentionRangeType = ATTENTION_RANGE_3;
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EnIn_ChangeAnim(this, ENIN_ANIM_6);
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this->unk_1EC = 8;
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this->actionFunc = func_80A7AA40;
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@ -938,7 +938,7 @@ void EnIn_Update(Actor* thisx, PlayState* play) {
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if (Actor_TalkOfferAccepted(&this->actor, play)) {}
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} else {
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Npc_UpdateTalking(play, &this->actor, &this->interactInfo.talkState,
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((this->actor.targetMode == 6) ? 80.0f : 320.0f) + this->collider.dim.radius,
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((this->actor.attentionRangeType == 6) ? 80.0f : 320.0f) + this->collider.dim.radius,
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EnIn_GetTextId, EnIn_UpdateTalkState);
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if (this->interactInfo.talkState != NPC_TALK_STATE_IDLE) {
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this->unk_1FA = this->unk_1F8;
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