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Document func_80AAB5A4
new name: `EnMd_SmoothStep_Attention`
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commit
ea93e63cbf
1 changed files with 8 additions and 8 deletions
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@ -650,15 +650,15 @@ u8 EnMd_SetMovedPos(EnMd* this, PlayState* play) {
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return 1;
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}
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void func_80AAB5A4(EnMd* this, PlayState* play) {
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f32 temp;
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void EnMd_SmoothStep_Attention(EnMd* this, PlayState* play) {
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f32 threshold;
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if (play->sceneId != SCENE_MIDOS_HOUSE) {
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temp = (CHECK_QUEST_ITEM(QUEST_KOKIRI_EMERALD) && !GET_EVENTCHKINF(EVENTCHKINF_1C) &&
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(play->sceneId == SCENE_KOKIRI_FOREST))
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? 100.0f
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: 400.0f;
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this->alpha = Actor_SmoothStep_Attention(&this->actor, play, this->alpha, temp);
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threshold = (CHECK_QUEST_ITEM(QUEST_KOKIRI_EMERALD) && !GET_EVENTCHKINF(EVENTCHKINF_1C) &&
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(play->sceneId == SCENE_KOKIRI_FOREST))
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? 100.0f
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: 400.0f;
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this->alpha = Actor_SmoothStep_Attention(&this->actor, play, this->alpha, threshold);
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this->actor.shape.shadowAlpha = this->alpha;
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} else {
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this->alpha = 255;
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@ -843,7 +843,7 @@ void EnMd_Update(Actor* thisx, PlayState* play) {
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CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
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SkelAnime_Update(&this->skelAnime);
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EnMd_UpdateEyes(this);
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func_80AAB5A4(this, play);
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EnMd_SmoothStep_Attention(this, play);
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Actor_MoveXZGravity(&this->actor);
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EnMd_UpdateTalking(this, play);
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Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
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