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