diff --git a/src/overlays/actors/ovl_En_Md/z_en_md.c b/src/overlays/actors/ovl_En_Md/z_en_md.c index 3ad765f8da..6ba1218553 100644 --- a/src/overlays/actors/ovl_En_Md/z_en_md.c +++ b/src/overlays/actors/ovl_En_Md/z_en_md.c @@ -650,15 +650,15 @@ u8 EnMd_SetMovedPos(EnMd* this, PlayState* play) { return 1; } -void func_80AAB5A4(EnMd* this, PlayState* play) { - f32 temp; +void EnMd_SmoothStep_Attention(EnMd* this, PlayState* play) { + f32 threshold; if (play->sceneId != SCENE_MIDOS_HOUSE) { - temp = (CHECK_QUEST_ITEM(QUEST_KOKIRI_EMERALD) && !GET_EVENTCHKINF(EVENTCHKINF_1C) && - (play->sceneId == SCENE_KOKIRI_FOREST)) - ? 100.0f - : 400.0f; - this->alpha = Actor_SmoothStep_Attention(&this->actor, play, this->alpha, temp); + threshold = (CHECK_QUEST_ITEM(QUEST_KOKIRI_EMERALD) && !GET_EVENTCHKINF(EVENTCHKINF_1C) && + (play->sceneId == SCENE_KOKIRI_FOREST)) + ? 100.0f + : 400.0f; + this->alpha = Actor_SmoothStep_Attention(&this->actor, play, this->alpha, threshold); this->actor.shape.shadowAlpha = this->alpha; } else { this->alpha = 255; @@ -843,7 +843,7 @@ void EnMd_Update(Actor* thisx, PlayState* play) { CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base); SkelAnime_Update(&this->skelAnime); EnMd_UpdateEyes(this); - func_80AAB5A4(this, play); + EnMd_SmoothStep_Attention(this, play); Actor_MoveXZGravity(&this->actor); EnMd_UpdateTalking(this, play); Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);