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Document func_80AAB5A4

new name: `EnMd_SmoothStep_Attention`
This commit is contained in:
feacur 2024-11-06 22:23:11 +01:00
parent b86fa44591
commit ea93e63cbf

View file

@ -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) &&
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, temp);
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);