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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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@ -518,7 +518,7 @@ void EnIn_WaitForObject(EnIn* this, PlayState* play) {
return;
}
Actor_SetScale(&this->actor, 0.01f);
this->actor.targetMode = TARGET_MODE_6;
this->actor.attentionRangeType = ATTENTION_RANGE_6;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
this->actionFunc = func_80A7A4BC;
@ -577,7 +577,7 @@ void EnIn_WaitForObject(EnIn* this, PlayState* play) {
gSaveContext.eventInf[EVENTINF_HORSES_INDEX] = 0;
break;
case EVENTINF_HORSES_STATE_1:
this->actor.targetMode = TARGET_MODE_3;
this->actor.attentionRangeType = ATTENTION_RANGE_3;
EnIn_ChangeAnim(this, ENIN_ANIM_2);
this->actionFunc = func_80A7A568;
Interface_SetTimer(60);
@ -593,7 +593,7 @@ void EnIn_WaitForObject(EnIn* this, PlayState* play) {
break;
case EVENTINF_HORSES_STATE_5:
case EVENTINF_HORSES_STATE_6:
this->actor.targetMode = TARGET_MODE_3;
this->actor.attentionRangeType = ATTENTION_RANGE_3;
EnIn_ChangeAnim(this, ENIN_ANIM_6);
this->unk_1EC = 8;
this->actionFunc = func_80A7AA40;
@ -938,7 +938,7 @@ void EnIn_Update(Actor* thisx, PlayState* play) {
if (Actor_TalkOfferAccepted(&this->actor, play)) {}
} else {
Npc_UpdateTalking(play, &this->actor, &this->interactInfo.talkState,
((this->actor.targetMode == 6) ? 80.0f : 320.0f) + this->collider.dim.radius,
((this->actor.attentionRangeType == 6) ? 80.0f : 320.0f) + this->collider.dim.radius,
EnIn_GetTextId, EnIn_UpdateTalkState);
if (this->interactInfo.talkState != NPC_TALK_STATE_IDLE) {
this->unk_1FA = this->unk_1F8;