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Target -> Attention (System Rename) (#1716)
* attention * revert flags, too large of a diff * more revert
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+5
-5
@@ -287,7 +287,7 @@ typedef struct LockOnReticle {
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/* 0x10 */ Color_RGBA8 color;
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} LockOnReticle; // size = 0x14
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typedef struct TargetContext {
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typedef struct Attention {
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/* 0x00 */ Vec3f fairyPos; // Used by Tatl to indicate a targetable actor or general hint
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/* 0x0C */ Vec3f reticlePos; // Main reticle pos which each `LockOnReticle` instance can reference
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/* 0x18 */ Color_RGBAf fairyInnerColor;
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@@ -304,7 +304,7 @@ typedef struct TargetContext {
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/* 0x8C */ Actor* forcedTargetActor; // Never set to non-NULL
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/* 0x90 */ Actor* bgmEnemy;
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/* 0x94 */ Actor* arrowPointedActor;
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} TargetContext; // size = 0x98
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} Attention; // size = 0x98
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typedef enum TargetMode {
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/* 0 */ TARGET_MODE_0,
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@@ -407,7 +407,7 @@ typedef struct ActorContext {
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/* 0x00F */ u8 numLensActors;
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/* 0x010 */ ActorListEntry actorLists[ACTORCAT_MAX];
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/* 0x0A0 */ Actor* lensActors[LENS_ACTOR_MAX]; // Draws up to LENS_ACTOR_MAX number of invisible actors
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/* 0x120 */ TargetContext targetCtx;
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/* 0x120 */ Attention attention;
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/* 0x1B8 */ ActorContextSceneFlags sceneFlags;
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/* 0x1E4 */ TitleCardContext titleCtxt;
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/* 0x1F4 */ PlayerImpact playerImpact;
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@@ -696,7 +696,7 @@ void func_800B4AEC(struct PlayState* play, Actor* actor, f32 y);
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void func_800B4B50(Actor* actor, struct Lights* mapper, struct PlayState* play);
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void Actor_GetProjectedPos(struct PlayState* play, Vec3f* worldPos, Vec3f* projectedPos, f32* invW);
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void Target_Draw(TargetContext* targetCtx, struct PlayState* play);
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void Attention_Draw(Attention* attention, struct PlayState* play);
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s32 Flags_GetSwitch(struct PlayState* play, s32 flag);
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void Flags_SetSwitch(struct PlayState* play, s32 flag);
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@@ -770,7 +770,7 @@ PosRot Actor_GetFocus(Actor* actor);
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PosRot Actor_GetWorld(Actor* actor);
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PosRot Actor_GetWorldPosShapeRot(Actor* actor);
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s32 Target_OutsideLeashRange(Actor* actor, struct Player* player, s32 ignoreLeash);
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s32 Attention_OutsideLeashRange(Actor* actor, struct Player* player, s32 ignoreLeash);
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s32 Actor_TalkOfferAccepted(Actor* actor, struct GameState* gameState);
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s32 Actor_OfferTalk(Actor* actor, struct PlayState* play, f32 radius);
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s32 Actor_OfferTalkNearColChkInfoCylinder(Actor* actor, struct PlayState* play);
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