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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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@ -53,8 +53,8 @@ static u16 sOfferTextIDs[] = {
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};
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static InitChainEntry sInitChain[] = {
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ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE),
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ICHAIN_F32(targetArrowOffset, 500, ICHAIN_STOP),
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ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_2, ICHAIN_CONTINUE),
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ICHAIN_F32(lockOnArrowOffset, 500, ICHAIN_STOP),
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};
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void EnMs_SetOfferText(EnMs* this, PlayState* play) {
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@ -163,7 +163,7 @@ void EnMs_Update(Actor* thisx, PlayState* play) {
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this->activeTimer++;
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Actor_SetFocus(&this->actor, 20.0f);
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this->actor.targetArrowOffset = 500.0f;
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this->actor.lockOnArrowOffset = 500.0f;
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Actor_SetScale(&this->actor, 0.015f);
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SkelAnime_Update(&this->skelAnime);
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this->actionFunc(this, play);
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