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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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@ -129,7 +129,7 @@ static DamageTable sDamageTable = {
};
static InitChainEntry sInitChain[] = {
ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_CONTINUE),
ICHAIN_F32(lockOnArrowOffset, 2000, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 10, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -3500, ICHAIN_STOP),
};
@ -142,7 +142,7 @@ void EnRd_Init(Actor* thisx, PlayState* play) {
EnRd* this = (EnRd*)thisx;
Actor_ProcessInitChain(thisx, sInitChain);
this->actor.targetMode = TARGET_MODE_0;
this->actor.attentionRangeType = ATTENTION_RANGE_0;
this->actor.colChkInfo.damageTable = &sDamageTable;
ActorShape_Init(&thisx->shape, 0.0f, NULL, 0.0f);
this->upperBodyYRotation = this->headYRotation = 0;
@ -434,7 +434,7 @@ void EnRd_WalkToHome(EnRd* this, PlayState* play) {
PLAYER_STATE1_19 | PLAYER_STATE1_21)) &&
!(player->stateFlags2 & PLAYER_STATE2_7) &&
(Actor_WorldDistXYZToPoint(&player->actor, &this->actor.home.pos) < 150.0f)) {
this->actor.targetMode = TARGET_MODE_0;
this->actor.attentionRangeType = ATTENTION_RANGE_0;
EnRd_SetupWalkToPlayer(this, play);
} else if (this->actor.params > REDEAD_TYPE_DOES_NOT_MOURN_IF_WALKING) {
if (this->actor.parent != NULL) {
@ -579,7 +579,7 @@ void EnRd_Grab(EnRd* this, PlayState* play) {
if (!LINK_IS_ADULT) {
Math_SmoothStepToF(&this->actor.shape.yOffset, 0, 1.0f, 400.0f, 0.0f);
}
this->actor.targetMode = TARGET_MODE_0;
this->actor.attentionRangeType = ATTENTION_RANGE_0;
this->actor.flags |= ACTOR_FLAG_0;
this->playerStunWaitTimer = 0xA;
this->grabWaitTimer = 0xF;