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