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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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@ -829,8 +829,8 @@ static FishingFishInit sFishInits[] = {
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};
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static InitChainEntry sInitChain[] = {
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ICHAIN_U8(targetMode, TARGET_MODE_5, ICHAIN_CONTINUE),
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ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP),
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ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_5, ICHAIN_CONTINUE),
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ICHAIN_F32(lockOnArrowOffset, 0, ICHAIN_STOP),
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};
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void Fishing_Init(Actor* thisx, PlayState* play2) {
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@ -1029,7 +1029,7 @@ void Fishing_Init(Actor* thisx, PlayState* play2) {
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if (thisx->params == EN_FISH_AQUARIUM) {
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this->fishState = 100;
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Actor_ChangeCategory(play, &play->actorCtx, thisx, ACTORCAT_PROP);
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thisx->targetMode = TARGET_MODE_0;
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thisx->attentionRangeType = ATTENTION_RANGE_0;
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thisx->flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3;
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this->lightNode = LightContext_InsertLight(play, &play->lightCtx, &this->lightInfo);
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} else {
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