From 781d1d111936bf17063d0a925f9f60ca04ab7507 Mon Sep 17 00:00:00 2001 From: engineer124 <47598039+engineer124@users.noreply.github.com> Date: Mon, 21 Oct 2024 01:05:53 +1100 Subject: [PATCH] Target -> Attention (System Rename) Part 2 (#1721) * remaining attention rename * cleanup --- docs/tutorial/advanced_control_flow.md | 2 +- docs/tutorial/beginning_decomp.md | 4 +- docs/tutorial/data.md | 4 +- docs/tutorial/documenting.md | 2 +- include/z64actor.h | 54 ++++++++++-------- src/code/z_actor.c | 57 ++++++++++--------- src/code/z_camera.c | 3 +- src/code/z_en_a_keep.c | 4 +- src/code/z_en_hy_code.c | 4 +- src/code/z_player_call.c | 4 +- .../actors/ovl_Bg_Haka_Tomb/z_bg_haka_tomb.c | 6 +- src/overlays/actors/ovl_Boss_01/z_boss_01.c | 24 ++++---- src/overlays/actors/ovl_Boss_02/z_boss_02.c | 18 +++--- src/overlays/actors/ovl_Boss_03/z_boss_03.c | 14 ++--- src/overlays/actors/ovl_Boss_04/z_boss_04.c | 14 ++--- src/overlays/actors/ovl_Boss_05/z_boss_05.c | 12 ++-- src/overlays/actors/ovl_Boss_06/z_boss_06.c | 4 +- src/overlays/actors/ovl_Boss_07/z_boss_07.c | 2 +- .../actors/ovl_Boss_Hakugin/z_boss_hakugin.c | 12 ++-- src/overlays/actors/ovl_Dm_Ah/z_dm_ah.c | 4 +- src/overlays/actors/ovl_Dm_Al/z_dm_al.c | 4 +- src/overlays/actors/ovl_Dm_An/z_dm_an.c | 4 +- src/overlays/actors/ovl_Dm_Bal/z_dm_bal.c | 4 +- .../actors/ovl_Dm_Char08/z_dm_char08.c | 8 +-- src/overlays/actors/ovl_Dm_Gm/z_dm_gm.c | 4 +- src/overlays/actors/ovl_Dm_Nb/z_dm_nb.c | 4 +- src/overlays/actors/ovl_Dm_Stk/z_dm_stk.c | 4 +- src/overlays/actors/ovl_Dm_Tag/z_dm_tag.c | 6 +- src/overlays/actors/ovl_Door_Ana/z_door_ana.c | 8 +-- src/overlays/actors/ovl_Elf_Msg2/z_elf_msg2.c | 6 +- src/overlays/actors/ovl_En_Ah/z_en_ah.c | 8 +-- .../ovl_En_Akindonuts/z_en_akindonuts.c | 6 +- src/overlays/actors/ovl_En_Al/z_en_al.c | 10 ++-- src/overlays/actors/ovl_En_Am/z_en_am.c | 6 +- src/overlays/actors/ovl_En_An/z_en_an.c | 12 ++-- src/overlays/actors/ovl_En_And/z_en_and.c | 4 +- src/overlays/actors/ovl_En_Ani/z_en_ani.c | 2 +- .../actors/ovl_En_Aob_01/z_en_aob_01.c | 8 +-- .../ovl_En_Attack_Niw/z_en_attack_niw.c | 4 +- src/overlays/actors/ovl_En_Az/z_en_az.c | 22 +++---- src/overlays/actors/ovl_En_Baba/z_en_baba.c | 12 ++-- src/overlays/actors/ovl_En_Baguo/z_en_baguo.c | 12 ++-- .../actors/ovl_En_Baisen/z_en_baisen.c | 4 +- src/overlays/actors/ovl_En_Bal/z_en_bal.c | 4 +- src/overlays/actors/ovl_En_Bat/z_en_bat.c | 4 +- src/overlays/actors/ovl_En_Bb/z_en_bb.c | 6 +- .../actors/ovl_En_Bba_01/z_en_bba_01.c | 6 +- .../actors/ovl_En_Bbfall/z_en_bbfall.c | 6 +- src/overlays/actors/ovl_En_Bee/z_en_bee.c | 4 +- src/overlays/actors/ovl_En_Bh/z_en_bh.c | 2 +- .../actors/ovl_En_Bigokuta/z_en_bigokuta.c | 8 ++- .../actors/ovl_En_Bigpamet/z_en_bigpamet.c | 10 ++-- src/overlays/actors/ovl_En_Bigpo/z_en_bigpo.c | 21 +++---- .../actors/ovl_En_Bigslime/z_en_bigslime.c | 14 ++--- .../actors/ovl_En_Bji_01/z_en_bji_01.c | 4 +- src/overlays/actors/ovl_En_Bjt/z_en_bjt.c | 2 +- .../actors/ovl_En_Boj_01/z_en_boj_01.c | 2 +- .../actors/ovl_En_Boj_02/z_en_boj_02.c | 2 +- .../actors/ovl_En_Boj_03/z_en_boj_03.c | 2 +- .../actors/ovl_En_Boj_04/z_en_boj_04.c | 2 +- .../actors/ovl_En_Boj_05/z_en_boj_05.c | 2 +- .../ovl_En_Bom_Bowl_Man/z_en_bom_bowl_man.c | 6 +- .../actors/ovl_En_Bom_Chu/z_en_bom_chu.c | 4 +- .../actors/ovl_En_Bombal/z_en_bombal.c | 2 +- .../actors/ovl_En_Bombers/z_en_bombers.c | 4 +- .../actors/ovl_En_Bombers2/z_en_bombers2.c | 4 +- src/overlays/actors/ovl_En_Bombf/z_en_bombf.c | 14 ++--- .../actors/ovl_En_Bomjima/z_en_bomjima.c | 4 +- .../actors/ovl_En_Bomjimb/z_en_bomjimb.c | 4 +- src/overlays/actors/ovl_En_Boom/z_en_boom.c | 2 +- src/overlays/actors/ovl_En_Box/z_en_box.c | 2 +- src/overlays/actors/ovl_En_Bsb/z_en_bsb.c | 10 ++-- src/overlays/actors/ovl_En_Bu/z_en_bu.c | 2 +- .../actors/ovl_En_Bubble/z_en_bubble.c | 6 +- .../actors/ovl_En_Clear_Tag/z_en_clear_tag.c | 4 +- .../actors/ovl_En_Cne_01/z_en_cne_01.c | 6 +- .../actors/ovl_En_Col_Man/z_en_col_man.c | 2 +- src/overlays/actors/ovl_En_Cow/z_en_cow.c | 6 +- src/overlays/actors/ovl_En_Crow/z_en_crow.c | 10 ++-- src/overlays/actors/ovl_En_Dai/z_en_dai.c | 6 +- src/overlays/actors/ovl_En_Daiku/z_en_daiku.c | 4 +- .../actors/ovl_En_Daiku2/z_en_daiku2.c | 4 +- src/overlays/actors/ovl_En_Death/z_en_death.c | 11 ++-- .../actors/ovl_En_Dekubaba/z_en_dekubaba.c | 8 +-- .../actors/ovl_En_Dekunuts/z_en_dekunuts.c | 6 +- .../ovl_En_Demo_heishi/z_en_demo_heishi.c | 4 +- src/overlays/actors/ovl_En_Dg/z_en_dg.c | 8 +-- .../actors/ovl_En_Dinofos/z_en_dinofos.c | 4 +- src/overlays/actors/ovl_En_Dnh/z_en_dnh.c | 2 +- src/overlays/actors/ovl_En_Dnk/z_en_dnk.c | 6 +- src/overlays/actors/ovl_En_Dno/z_en_dno.c | 6 +- src/overlays/actors/ovl_En_Dnp/z_en_dnp.c | 12 ++-- src/overlays/actors/ovl_En_Dnq/z_en_dnq.c | 8 +-- src/overlays/actors/ovl_En_Dns/z_en_dns.c | 8 +-- .../actors/ovl_En_Dodongo/z_en_dodongo.c | 4 +- src/overlays/actors/ovl_En_Door/z_en_door.c | 2 +- .../actors/ovl_En_Door_Etc/z_en_door_etc.c | 2 +- .../actors/ovl_En_Dragon/z_en_dragon.c | 6 +- src/overlays/actors/ovl_En_Ds2n/z_en_ds2n.c | 2 +- src/overlays/actors/ovl_En_Dt/z_en_dt.c | 4 +- src/overlays/actors/ovl_En_Egol/z_en_egol.c | 4 +- .../actors/ovl_En_Elfbub/z_en_elfbub.c | 4 +- .../actors/ovl_En_Elfgrp/z_en_elfgrp.c | 4 +- .../actors/ovl_En_Encount1/z_en_encount1.c | 2 +- .../actors/ovl_En_Encount2/z_en_encount2.c | 2 +- .../actors/ovl_En_Encount3/z_en_encount3.c | 2 +- .../actors/ovl_En_Encount4/z_en_encount4.c | 2 +- .../ovl_En_Ending_Hero/z_en_ending_hero.c | 4 +- .../ovl_En_Ending_Hero2/z_en_ending_hero2.c | 4 +- .../ovl_En_Ending_Hero3/z_en_ending_hero3.c | 4 +- .../ovl_En_Ending_Hero4/z_en_ending_hero4.c | 4 +- .../ovl_En_Ending_Hero5/z_en_ending_hero5.c | 4 +- .../ovl_En_Ending_Hero6/z_en_ending_hero6.c | 4 +- src/overlays/actors/ovl_En_Famos/z_en_famos.c | 4 +- src/overlays/actors/ovl_En_Fg/z_en_fg.c | 12 ++-- .../actors/ovl_En_Firefly/z_en_firefly.c | 6 +- .../actors/ovl_En_Firefly2/z_en_firefly2.c | 3 +- src/overlays/actors/ovl_En_Fish2/z_en_fish2.c | 2 +- .../actors/ovl_En_Fishing/z_en_fishing.c | 28 ++++----- .../actors/ovl_En_Floormas/z_en_floormas.c | 14 ++--- src/overlays/actors/ovl_En_Fr/z_en_fr.c | 2 +- src/overlays/actors/ovl_En_Fsn/z_en_fsn.c | 8 +-- src/overlays/actors/ovl_En_Fu/z_en_fu.c | 13 +++-- src/overlays/actors/ovl_En_Fz/z_en_fz.c | 18 +++--- src/overlays/actors/ovl_En_Gb2/z_en_gb2.c | 10 ++-- src/overlays/actors/ovl_En_Ge1/z_en_ge1.c | 6 +- src/overlays/actors/ovl_En_Ge2/z_en_ge2.c | 8 +-- src/overlays/actors/ovl_En_Ge3/z_en_ge3.c | 4 +- src/overlays/actors/ovl_En_Geg/z_en_geg.c | 4 +- src/overlays/actors/ovl_En_Gg/z_en_gg.c | 10 ++-- src/overlays/actors/ovl_En_Gg2/z_en_gg2.c | 10 ++-- .../actors/ovl_En_Ginko_Man/z_en_ginko_man.c | 6 +- src/overlays/actors/ovl_En_GirlA/z_en_girla.c | 4 +- src/overlays/actors/ovl_En_Gk/z_en_gk.c | 4 +- src/overlays/actors/ovl_En_Gm/z_en_gm.c | 16 +++--- src/overlays/actors/ovl_En_Go/z_en_go.c | 16 +++--- .../ovl_En_Grasshopper/z_en_grasshopper.c | 6 +- src/overlays/actors/ovl_En_Gs/z_en_gs.c | 4 +- .../ovl_En_Guard_Nuts/z_en_guard_nuts.c | 4 +- .../actors/ovl_En_Guruguru/z_en_guruguru.c | 6 +- .../actors/ovl_En_Heishi/z_en_heishi.c | 4 +- src/overlays/actors/ovl_En_Hg/z_en_hg.c | 5 +- src/overlays/actors/ovl_En_Hgo/z_en_hgo.c | 6 +- .../ovl_En_Hidden_Nuts/z_en_hidden_nuts.c | 4 +- .../actors/ovl_En_Hint_Skb/z_en_hint_skb.c | 10 ++-- src/overlays/actors/ovl_En_Hs/z_en_hs.c | 4 +- src/overlays/actors/ovl_En_Hs2/z_en_hs2.c | 2 +- src/overlays/actors/ovl_En_Ig/z_en_ig.c | 12 ++-- src/overlays/actors/ovl_En_Ik/z_en_ik.c | 2 +- src/overlays/actors/ovl_En_In/z_en_in.c | 2 +- .../actors/ovl_En_Invadepoh/z_en_invadepoh.c | 56 ++++++++++-------- .../z_en_invadepoh_demo.c | 9 ++- src/overlays/actors/ovl_En_Ja/z_en_ja.c | 8 +-- src/overlays/actors/ovl_En_Jg/z_en_jg.c | 2 +- .../actors/ovl_En_Jgame_Tsn/z_en_jgame_tsn.c | 4 +- src/overlays/actors/ovl_En_Js/z_en_js.c | 2 +- src/overlays/actors/ovl_En_Jso/z_en_jso.c | 12 ++-- src/overlays/actors/ovl_En_Jso2/z_en_jso2.c | 12 ++-- .../actors/ovl_En_Kaizoku/z_en_kaizoku.c | 14 ++--- .../actors/ovl_En_Kakasi/z_en_kakasi.c | 6 +- src/overlays/actors/ovl_En_Kame/z_en_kame.c | 4 +- .../actors/ovl_En_Kanban/z_en_kanban.c | 14 ++--- .../actors/ovl_En_Karebaba/z_en_karebaba.c | 10 ++-- src/overlays/actors/ovl_En_Kbt/z_en_kbt.c | 4 +- .../actors/ovl_En_Kendo_Js/z_en_kendo_js.c | 7 ++- src/overlays/actors/ovl_En_Kgy/z_en_kgy.c | 4 +- src/overlays/actors/ovl_En_Kitan/z_en_kitan.c | 6 +- .../actors/ovl_En_Knight/z_en_knight.c | 32 +++++------ .../actors/ovl_En_Kujiya/z_en_kujiya.c | 6 +- .../actors/ovl_En_Lift_Nuts/z_en_lift_nuts.c | 6 +- .../actors/ovl_En_Look_Nuts/z_en_look_nuts.c | 4 +- src/overlays/actors/ovl_En_Ma4/z_en_ma4.c | 4 +- .../actors/ovl_En_Ma_Yto/z_en_ma_yto.c | 6 +- .../actors/ovl_En_Ma_Yts/z_en_ma_yts.c | 10 ++-- .../actors/ovl_En_Maruta/z_en_maruta.c | 8 +-- .../actors/ovl_En_Minideath/z_en_minideath.c | 4 +- .../actors/ovl_En_Minifrog/z_en_minifrog.c | 4 +- .../actors/ovl_En_Minislime/z_en_minislime.c | 4 +- src/overlays/actors/ovl_En_Mk/z_en_mk.c | 4 +- src/overlays/actors/ovl_En_Mkk/z_en_mkk.c | 10 ++-- src/overlays/actors/ovl_En_Mm3/z_en_mm3.c | 4 +- src/overlays/actors/ovl_En_Mnk/z_en_mnk.c | 8 +-- src/overlays/actors/ovl_En_Ms/z_en_ms.c | 4 +- src/overlays/actors/ovl_En_Muto/z_en_muto.c | 4 +- src/overlays/actors/ovl_En_Nb/z_en_nb.c | 12 ++-- .../actors/ovl_En_Neo_Reeba/z_en_neo_reeba.c | 10 ++-- src/overlays/actors/ovl_En_Niw/z_en_niw.c | 16 +++--- src/overlays/actors/ovl_En_Nnh/z_en_nnh.c | 4 +- .../ovl_En_Okarina_Tag/z_en_okarina_tag.c | 4 +- src/overlays/actors/ovl_En_Okuta/z_en_okuta.c | 16 +++--- .../actors/ovl_En_Onpuman/z_en_onpuman.c | 4 +- src/overlays/actors/ovl_En_Osk/z_en_osk.c | 4 +- src/overlays/actors/ovl_En_Osn/z_en_osn.c | 10 ++-- src/overlays/actors/ovl_En_Ossan/z_en_ossan.c | 4 +- src/overlays/actors/ovl_En_Ot/z_en_ot.c | 14 ++--- src/overlays/actors/ovl_En_Owl/z_en_owl.c | 4 +- .../actors/ovl_En_Pamera/z_en_pamera.c | 12 ++-- .../actors/ovl_En_Pametfrog/z_en_pametfrog.c | 12 ++-- .../actors/ovl_En_Peehat/z_en_peehat.c | 6 +- src/overlays/actors/ovl_En_Pm/z_en_pm.c | 14 ++--- .../ovl_En_Po_Composer/z_en_po_composer.c | 7 ++- .../actors/ovl_En_Po_Fusen/z_en_po_fusen.c | 2 +- .../ovl_En_Po_Sisters/z_en_po_sisters.c | 13 +++-- src/overlays/actors/ovl_En_Poh/z_en_poh.c | 12 ++-- src/overlays/actors/ovl_En_Pp/z_en_pp.c | 8 +-- src/overlays/actors/ovl_En_Pr/z_en_pr.c | 4 +- src/overlays/actors/ovl_En_Pr2/z_en_pr2.c | 6 +- src/overlays/actors/ovl_En_Prz/z_en_prz.c | 8 +-- src/overlays/actors/ovl_En_Pst/z_en_pst.c | 8 +-- src/overlays/actors/ovl_En_Raf/z_en_raf.c | 6 +- .../actors/ovl_En_Rail_Skb/z_en_rail_skb.c | 20 +++---- .../actors/ovl_En_Railgibud/z_en_railgibud.c | 26 ++++----- src/overlays/actors/ovl_En_Rat/z_en_rat.c | 6 +- src/overlays/actors/ovl_En_Rd/z_en_rd.c | 16 +++--- .../actors/ovl_En_Recepgirl/z_en_recepgirl.c | 4 +- src/overlays/actors/ovl_En_Rg/z_en_rg.c | 2 +- src/overlays/actors/ovl_En_Rr/z_en_rr.c | 10 ++-- src/overlays/actors/ovl_En_Rsn/z_en_rsn.c | 4 +- src/overlays/actors/ovl_En_Ru/z_en_ru.c | 2 +- .../actors/ovl_En_Ruppecrow/z_en_ruppecrow.c | 2 +- src/overlays/actors/ovl_En_Rz/z_en_rz.c | 4 +- .../actors/ovl_En_S_Goro/z_en_s_goro.c | 4 +- src/overlays/actors/ovl_En_Sb/z_en_sb.c | 4 +- .../actors/ovl_En_Scopenuts/z_en_scopenuts.c | 6 +- .../actors/ovl_En_Sekihi/z_en_sekihi.c | 2 +- .../actors/ovl_En_Sellnuts/z_en_sellnuts.c | 12 ++-- src/overlays/actors/ovl_En_Shn/z_en_shn.c | 4 +- src/overlays/actors/ovl_En_Si/z_en_si.c | 2 +- src/overlays/actors/ovl_En_Skb/z_en_skb.c | 36 ++++++------ src/overlays/actors/ovl_En_Slime/z_en_slime.c | 12 ++-- .../actors/ovl_En_Snowman/z_en_snowman.c | 10 ++-- src/overlays/actors/ovl_En_Sob1/z_en_sob1.c | 4 +- src/overlays/actors/ovl_En_Ssh/z_en_ssh.c | 2 +- src/overlays/actors/ovl_En_St/z_en_st.c | 7 ++- src/overlays/actors/ovl_En_Sth/z_en_sth.c | 8 +-- src/overlays/actors/ovl_En_Sth2/z_en_sth2.c | 2 +- .../ovl_En_Stone_heishi/z_en_stone_heishi.c | 4 +- .../ovl_En_Stop_heishi/z_en_stop_heishi.c | 4 +- .../actors/ovl_En_Suttari/z_en_suttari.c | 22 +++---- src/overlays/actors/ovl_En_Sw/z_en_sw.c | 8 +-- .../ovl_En_Syateki_Man/z_en_syateki_man.c | 4 +- src/overlays/actors/ovl_En_Tab/z_en_tab.c | 10 ++-- .../actors/ovl_En_Takaraya/z_en_takaraya.c | 4 +- src/overlays/actors/ovl_En_Talk/z_en_talk.c | 8 +-- .../ovl_En_Talk_Gibud/z_en_talk_gibud.c | 26 ++++----- .../actors/ovl_En_Tanron1/z_en_tanron1.c | 4 +- .../actors/ovl_En_Tanron2/z_en_tanron2.c | 12 ++-- .../actors/ovl_En_Tanron3/z_en_tanron3.c | 4 +- .../actors/ovl_En_Tanron4/z_en_tanron4.c | 2 +- .../actors/ovl_En_Tanron6/z_en_tanron6.c | 4 +- src/overlays/actors/ovl_En_Test3/z_en_test3.c | 6 +- src/overlays/actors/ovl_En_Tg/z_en_tg.c | 2 +- .../actors/ovl_En_Thiefbird/z_en_thiefbird.c | 6 +- .../actors/ovl_En_Time_Tag/z_en_time_tag.c | 2 +- src/overlays/actors/ovl_En_Tite/z_en_tite.c | 12 ++-- src/overlays/actors/ovl_En_Tk/z_en_tk.c | 12 ++-- src/overlays/actors/ovl_En_Toto/z_en_toto.c | 4 +- src/overlays/actors/ovl_En_Trt/z_en_trt.c | 4 +- src/overlays/actors/ovl_En_Trt2/z_en_trt2.c | 6 +- src/overlays/actors/ovl_En_Tru/z_en_tru.c | 6 +- .../actors/ovl_En_Tru_Mt/z_en_tru_mt.c | 4 +- src/overlays/actors/ovl_En_Tsn/z_en_tsn.c | 4 +- .../actors/ovl_En_Tubo_Trap/z_en_tubo_trap.c | 2 +- src/overlays/actors/ovl_En_Vm/z_en_vm.c | 2 +- .../actors/ovl_En_Wallmas/z_en_wallmas.c | 10 ++-- .../actors/ovl_En_Warp_Uzu/z_en_warp_uzu.c | 4 +- .../actors/ovl_En_Warp_tag/z_en_warp_tag.c | 4 +- .../ovl_En_Water_Effect/z_en_water_effect.c | 4 +- .../actors/ovl_En_Wdhand/z_en_wdhand.c | 4 +- .../ovl_En_Weather_Tag/z_en_weather_tag.c | 2 +- src/overlays/actors/ovl_En_Wf/z_en_wf.c | 8 +-- src/overlays/actors/ovl_En_Wiz/z_en_wiz.c | 12 ++-- .../actors/ovl_En_Wiz_Fire/z_en_wiz_fire.c | 6 +- src/overlays/actors/ovl_En_Yb/z_en_yb.c | 10 ++-- src/overlays/actors/ovl_En_Zl1/z_en_zl1.c | 2 +- src/overlays/actors/ovl_En_Zo/z_en_zo.c | 2 +- src/overlays/actors/ovl_En_Zob/z_en_zob.c | 2 +- src/overlays/actors/ovl_En_Zod/z_en_zod.c | 2 +- src/overlays/actors/ovl_En_Zog/z_en_zog.c | 2 +- .../actors/ovl_En_Zoraegg/z_en_zoraegg.c | 8 +-- src/overlays/actors/ovl_En_Zos/z_en_zos.c | 2 +- src/overlays/actors/ovl_En_Zot/z_en_zot.c | 4 +- src/overlays/actors/ovl_En_Zov/z_en_zov.c | 2 +- src/overlays/actors/ovl_En_Zow/z_en_zow.c | 8 +-- .../actors/ovl_Item_Inbox/z_item_inbox.c | 2 +- .../actors/ovl_Obj_Etcetera/z_obj_etcetera.c | 4 +- .../actors/ovl_Obj_Ghaka/z_obj_ghaka.c | 4 +- .../actors/ovl_Obj_Hakaisi/z_obj_hakaisi.c | 8 +-- .../actors/ovl_Obj_Kinoko/z_obj_kinoko.c | 4 +- .../ovl_Obj_Moon_Stone/z_obj_moon_stone.c | 6 +- .../actors/ovl_Obj_Mu_Pict/z_obj_mu_pict.c | 4 +- .../actors/ovl_Obj_Nozoki/z_obj_nozoki.c | 6 +- .../ovl_Obj_Ocarinalift/z_obj_ocarinalift.c | 10 ++-- .../actors/ovl_Obj_Snowball/z_obj_snowball.c | 6 +- .../actors/ovl_Obj_Switch/z_obj_switch.c | 2 +- src/overlays/actors/ovl_Obj_Um/z_obj_um.c | 6 +- .../ovl_Obj_Warpstone/z_obj_warpstone.c | 4 +- src/overlays/actors/ovl_Shot_Sun/z_shot_sun.c | 4 +- .../actors/ovl_player_actor/z_player.c | 12 ++-- tools/disasm/variables.txt | 2 +- tools/namefixer.py | 2 +- 301 files changed, 1085 insertions(+), 1057 deletions(-) diff --git a/docs/tutorial/advanced_control_flow.md b/docs/tutorial/advanced_control_flow.md index 094fbdacd4..6353dc6842 100644 --- a/docs/tutorial/advanced_control_flow.md +++ b/docs/tutorial/advanced_control_flow.md @@ -45,7 +45,7 @@ static ColliderCylinderInitType1 D_80952BA0 = { }; static InitChainEntry D_80952BCC[] = { - ICHAIN_U8(targetMode, 2, ICHAIN_CONTINUE), + ICHAIN_U8(attentionRangeType, 2, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 500, ICHAIN_STOP), }; diff --git a/docs/tutorial/beginning_decomp.md b/docs/tutorial/beginning_decomp.md index 8e67b91bfe..eadc4dc44a 100644 --- a/docs/tutorial/beginning_decomp.md +++ b/docs/tutorial/beginning_decomp.md @@ -41,7 +41,7 @@ ActorInit En_Recepgirl_InitVars = { // static InitChainEntry sInitChain[] = { static InitChainEntry D_80C106C0[] = { - ICHAIN_U8(targetMode, 6, ICHAIN_CONTINUE), + ICHAIN_U8(attentionRangeType, 6, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 1000, ICHAIN_STOP), }; @@ -351,7 +351,7 @@ static void* D_80C106B0[4] = { (void*)0x600F8F0, (void*)0x600FCF0, (void*)0x6010 // static InitChainEntry sInitChain[] = { static InitChainEntry D_80C106C0[] = { - ICHAIN_U8(targetMode, 6, ICHAIN_CONTINUE), + ICHAIN_U8(attentionRangeType, 6, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 1000, ICHAIN_STOP), }; diff --git a/docs/tutorial/data.md b/docs/tutorial/data.md index ad3fdda711..d5a764f110 100644 --- a/docs/tutorial/data.md +++ b/docs/tutorial/data.md @@ -59,7 +59,7 @@ static void* D_80C106B0[4] = { (void*)0x600F8F0, (void*)0x600FCF0, (void*)0x6010 // static InitChainEntry sInitChain[] = { static InitChainEntry D_80C106C0[] = { - ICHAIN_U8(targetMode, 6, ICHAIN_CONTINUE), + ICHAIN_U8(attentionRangeType, 6, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 1000, ICHAIN_STOP), }; @@ -115,7 +115,7 @@ static void* D_80C106B0[4] = { (void*)0x600F8F0, (void*)0x600FCF0, (void*)0x6010 // static InitChainEntry sInitChain[] = { static InitChainEntry D_80C106C0[] = { - ICHAIN_U8(targetMode, 6, ICHAIN_CONTINUE), + ICHAIN_U8(attentionRangeType, 6, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 1000, ICHAIN_STOP), }; diff --git a/docs/tutorial/documenting.md b/docs/tutorial/documenting.md index 8bc205b9ec..d307ce41ac 100644 --- a/docs/tutorial/documenting.md +++ b/docs/tutorial/documenting.md @@ -64,7 +64,7 @@ static void* D_80C106B0[4] = { object_bg_Tex_00F8F0, object_bg_Tex_00FCF0, objec // static InitChainEntry sInitChain[] = { static InitChainEntry D_80C106C0[] = { - ICHAIN_U8(targetMode, 6, ICHAIN_CONTINUE), + ICHAIN_U8(attentionRangeType, 6, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 1000, ICHAIN_STOP), }; diff --git a/include/z64actor.h b/include/z64actor.h index bb3a905c6a..8f39425c9a 100644 --- a/include/z64actor.h +++ b/include/z64actor.h @@ -102,7 +102,7 @@ typedef struct Actor { /* 0x008 */ PosRot home; // Initial position/rotation when spawned. Can be used for other purposes /* 0x01C */ s16 params; // Configurable variable set by the actor's spawn data; original name: "args_data" /* 0x01E */ s8 objectSlot; // Object slot (in ObjectContext) corresponding to the actor's object; original name: "bank" - /* 0x01F */ s8 targetMode; // Controls how far the actor can be targeted from and how far it can stay locked on + /* 0x01F */ s8 attentionRangeType; // Controls the attention actor range and the lock-on leash range. See `AttentionRangeType`. /* 0x020 */ s16 halfDaysBits; // Bitmask indicating which half-days this actor is allowed to not be killed(?) (TODO: not sure how to word this). If the current halfDayBit is not part of this mask then the actor is killed when spawning the setup actors /* 0x024 */ PosRot world; // Position/rotation in the world /* 0x038 */ s8 csId; // CutsceneEntry index, see `CutsceneId` @@ -306,20 +306,28 @@ typedef struct Attention { /* 0x94 */ Actor* arrowPointedActor; } Attention; // size = 0x98 -typedef enum TargetMode { - /* 0 */ TARGET_MODE_0, - /* 1 */ TARGET_MODE_1, - /* 2 */ TARGET_MODE_2, - /* 3 */ TARGET_MODE_3, - /* 4 */ TARGET_MODE_4, - /* 5 */ TARGET_MODE_5, - /* 6 */ TARGET_MODE_6, - /* 7 */ TARGET_MODE_7, - /* 8 */ TARGET_MODE_8, - /* 9 */ TARGET_MODE_9, - /* 10 */ TARGET_MODE_10, - /* 11 */ TARGET_MODE_MAX -} TargetMode; +// It is difficult to give each type a name because it is numerically based +// and there are so many different combinations. +// Each type has a comment of the form "attention range / lock-on leash range" +typedef enum AttentionRangeType { + /* 0 */ ATTENTION_RANGE_0, // 70 / 140 + /* 1 */ ATTENTION_RANGE_1, // 170 / 255 + /* 2 */ ATTENTION_RANGE_2, // 280 / 5600 + /* 3 */ ATTENTION_RANGE_3, // 350 / 525 (default) + /* 4 */ ATTENTION_RANGE_4, // 700 / 1050 + /* 5 */ ATTENTION_RANGE_5, // 1000 / 1500 + /* 6 */ ATTENTION_RANGE_6, // 100 / 105.36842 + /* 7 */ ATTENTION_RANGE_7, // 140 / 163.33333 + /* 8 */ ATTENTION_RANGE_8, // 240 / 576 + /* 9 */ ATTENTION_RANGE_9, // 280 / 280000 + /* 10 */ ATTENTION_RANGE_10, // 2500 / 3750 + /* 11 */ ATTENTION_RANGE_MAX +} AttentionRangeType; + +typedef struct AttentionRangeParams { + /* 0x0 */ f32 rangeSq; + /* 0x4 */ f32 leashScale; +} AttentionRangeParams; // size = 0x8 typedef struct { /* 0x0 */ TexturePtr texture; @@ -440,14 +448,15 @@ typedef enum DoorLockType { /* 3 */ DOORLOCK_MAX } DoorLockType; -// Allows Tatl to fly over the actor and lock-on it (using the Z-target) -#define ACTOR_FLAG_TARGETABLE (1 << 0) +// Actor is discoverable by the Attention System. This enables Navi to hover over the actor when it is in range. +// The actor can also be locked onto (as long as `ACTOR_FLAG_LOCK_ON_DISABLED` is not set). +#define ACTOR_FLAG_ATTENTION_ENABLED (1 << 0) // Unused #define ACTOR_FLAG_2 (1 << 1) // Actor is hostile toward the Player. Player has specific "battle" behavior when locked onto hostile actors. // Enemy background music will also be played when the player is close enough to a hostile actor. -// Note: This must be paired with `ACTOR_FLAG_TARGETABLE` to have any effect. +// Note: This must be paired with `ACTOR_FLAG_ATTENTION_ENABLED` to have any effect. #define ACTOR_FLAG_HOSTILE (1 << 2) // Actor is considered "friendly"; Opposite flag of `ACTOR_FLAG_HOSTILE`. @@ -504,7 +513,7 @@ typedef enum DoorLockType { #define ACTOR_FLAG_CAN_PRESS_SWITCH (1 << 26) // Player is not able to lock onto the actor. -// Tatl will still be able to hover over the actor, assuming `ACTOR_FLAG_TARGETABLE` is set. +// Tatl will still be able to hover over the actor, assuming `ACTOR_FLAG_ATTENTION_ENABLED` is set. #define ACTOR_FLAG_LOCK_ON_DISABLED (1 << 27) // #define ACTOR_FLAG_10000000 (1 << 28) @@ -639,11 +648,6 @@ typedef enum { /* 0xFF */ TATL_HINT_ID_NONE = 0xFF } TatlHintId; -typedef struct TargetRangeParams { - /* 0x0 */ f32 rangeSq; - /* 0x4 */ f32 leashScale; -} TargetRangeParams; // size = 0x8 - typedef enum NpcTalkState { /* 0 */ NPC_TALK_STATE_IDLE, // NPC not currently talking to player /* 1 */ NPC_TALK_STATE_TALKING, // NPC is currently talking to player @@ -676,7 +680,7 @@ typedef struct BlinkInfo { /* 0x2 */ s16 blinkTimer; } BlinkInfo; // size = 0x4 -extern TargetRangeParams gTargetRanges[TARGET_MODE_MAX]; +extern AttentionRangeParams gAttentionRanges[ATTENTION_RANGE_MAX]; extern s16 D_801AED48[8]; extern Gfx D_801AEF88[]; extern Gfx D_801AEFA0[]; diff --git a/src/code/z_actor.c b/src/code/z_actor.c index e406939d39..154ad90f26 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -710,7 +710,7 @@ void Attention_Update(Attention* attention, Player* player, Actor* playerFocusAc attention->reticleFadeAlphaControl = 0; } - sfxId = CHECK_FLAG_ALL(playerFocusActor->flags, ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE) + sfxId = CHECK_FLAG_ALL(playerFocusActor->flags, ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE) ? NA_SE_SY_LOCK_ON : NA_SE_SY_LOCK_ON_HUMAN; Audio_PlaySfx(sfxId); @@ -1083,7 +1083,7 @@ void* Actor_FindSharedMemoryEntry(PlayState* play, s16 id) { void Actor_Kill(Actor* actor) { actor->draw = NULL; actor->update = NULL; - actor->flags &= ~ACTOR_FLAG_TARGETABLE; + actor->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } void Actor_SetWorldToHome(Actor* actor) { @@ -1124,7 +1124,7 @@ void Actor_Init(Actor* actor, PlayState* play) { Actor_SetFocus(actor, 0.0f); Math_Vec3f_Copy(&actor->prevPos, &actor->world.pos); Actor_SetScale(actor, 0.01f); - actor->targetMode = TARGET_MODE_3; + actor->attentionRangeType = ATTENTION_RANGE_3; actor->terminalVelocity = -20.0f; actor->xyzDistToPlayerSq = FLT_MAX; @@ -1885,28 +1885,28 @@ f32 Attention_GetAdjustedDistSq(Actor* actor, Player* player, s16 playerShapeYaw return actor->xyzDistToPlayerSq; } -#define TARGET_RANGE(range, leash) \ - { SQ(range), (f32)(range) / (leash) } +#define ATTENTION_RANGES(range, lockOnLeashRange) \ + { SQ(range), (f32)(range) / (lockOnLeashRange) } -TargetRangeParams gTargetRanges[TARGET_MODE_MAX] = { - TARGET_RANGE(70, 140), // TARGET_MODE_0 - TARGET_RANGE(170, 255), // TARGET_MODE_1 - TARGET_RANGE(280, 5600), // TARGET_MODE_2 - TARGET_RANGE(350, 525), // TARGET_MODE_3 - TARGET_RANGE(700, 1050), // TARGET_MODE_4 - TARGET_RANGE(1000, 1500), // TARGET_MODE_5 - TARGET_RANGE(100, 105.36842), // TARGET_MODE_6 - TARGET_RANGE(140, 163.33333), // TARGET_MODE_7 - TARGET_RANGE(240, 576), // TARGET_MODE_8 - TARGET_RANGE(280, 280000), // TARGET_MODE_9 - TARGET_RANGE(2500, 3750), // TARGET_MODE_10 +AttentionRangeParams gAttentionRanges[ATTENTION_RANGE_MAX] = { + ATTENTION_RANGES(70, 140), // ATTENTION_RANGE_0 + ATTENTION_RANGES(170, 255), // ATTENTION_RANGE_1 + ATTENTION_RANGES(280, 5600), // ATTENTION_RANGE_2 + ATTENTION_RANGES(350, 525), // ATTENTION_RANGE_3 + ATTENTION_RANGES(700, 1050), // ATTENTION_RANGE_4 + ATTENTION_RANGES(1000, 1500), // ATTENTION_RANGE_5 + ATTENTION_RANGES(100, 105.36842), // ATTENTION_RANGE_6 + ATTENTION_RANGES(140, 163.33333), // ATTENTION_RANGE_7 + ATTENTION_RANGES(240, 576), // ATTENTION_RANGE_8 + ATTENTION_RANGES(280, 280000), // ATTENTION_RANGE_9 + ATTENTION_RANGES(2500, 3750), // ATTENTION_RANGE_10 }; /** - * Checks if an actor at distance `distSq` is inside the range specified by its targetMode + * Checks if an actor at distance `distSq` is inside the range specified by its attentionRangeType */ s32 Attention_IsActorInRange(Actor* actor, f32 distSq) { - return distSq < gTargetRanges[actor->targetMode].rangeSq; + return distSq < gAttentionRanges[actor->attentionRangeType].rangeSq; } /** @@ -1915,7 +1915,7 @@ s32 Attention_IsActorInRange(Actor* actor, f32 distSq) { * Passing true to ignoreLeash avoids the distance and yaw checks, and considers the actor inside the leash distance. */ s32 Attention_OutsideLeashRange(Actor* actor, Player* player, s32 ignoreLeash) { - if ((actor->update == NULL) || !(actor->flags & ACTOR_FLAG_TARGETABLE) || + if ((actor->update == NULL) || !(actor->flags & ACTOR_FLAG_ATTENTION_ENABLED) || (actor->flags & ACTOR_FLAG_LOCK_ON_DISABLED)) { return true; } @@ -1933,7 +1933,7 @@ s32 Attention_OutsideLeashRange(Actor* actor, Player* player, s32 ignoreLeash) { distSq = actor->xyzDistToPlayerSq; } - return !Attention_IsActorInRange(actor, gTargetRanges[actor->targetMode].leashScale * distSq); + return !Attention_IsActorInRange(actor, gAttentionRanges[actor->attentionRangeType].leashScale * distSq); } return false; @@ -3533,7 +3533,7 @@ bool Attention_InTargetableScreenRegion(PlayState* play, Actor* actor) { * Search for targetable actors of the `actorCategory` category. * * Looks for the actor of said category with higher targetPriority and the one that is nearest to player. This actor - * must be within the range (relative to player) speicified by its targetMode. + * must be within the range (relative to player) speicified by its attentionRangeType. * * The actor must be on-screen * @@ -3549,7 +3549,7 @@ bool Attention_InTargetableScreenRegion(PlayState* play, Actor* actor) { * - Not be Player itself. * - It must be targetable or ACTOR_FLAG_40000000 * - Not be the already targeted actor, unless it has the ACTOR_FLAG_80000 flag - * - Be withing the range specified by its targetMode. + * - Be withing the range specified by its attentionRangeType. * - It must be on-screen (within a margin) * - Must not be blocked by a surface (?) * @@ -3573,13 +3573,13 @@ void Attention_FindTargetableActorForCategory(PlayState* play, ActorContext* act } // Actor must be at least either targetable or ACTOR_FLAG_40000000 - if (!(actor->flags & (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_40000000))) { + if (!(actor->flags & (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_40000000))) { continue; } // Determine the closest enemy actor to player within a range. Used for playing enemy background music. if ((actorCategory == ACTORCAT_ENEMY) && - CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)) { + CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE)) { if ((actor->xyzDistToPlayerSq < SQ(500.0f)) && (actor->xyzDistToPlayerSq < sBgmEnemyDistSq)) { actorCtx->attention.bgmEnemy = actor; sBgmEnemyDistSq = actor->xyzDistToPlayerSq; @@ -3593,7 +3593,8 @@ void Attention_FindTargetableActorForCategory(PlayState* play, ActorContext* act distSq = Attention_GetAdjustedDistSq(actor, player, sTargetPlayerRotY); - isNearestTargetableActor = (actor->flags & ACTOR_FLAG_TARGETABLE) && (distSq < sTargetableNearestActorDistSq); + isNearestTargetableActor = + (actor->flags & ACTOR_FLAG_ATTENTION_ENABLED) && (distSq < sTargetableNearestActorDistSq); phi_s2_2 = (actor->flags & ACTOR_FLAG_40000000) && (distSq < D_801ED8D0); if (!isNearestTargetableActor && !phi_s2_2) { @@ -4621,10 +4622,10 @@ s16 func_800BDB6C(Actor* actor, PlayState* play, s16 arg2, f32 arg3) { } if (arg3 < phi_f2) { - actor->flags &= ~ACTOR_FLAG_TARGETABLE; + actor->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Math_SmoothStepToS(&arg2, 0, 6, 0x14, 1); } else { - actor->flags |= ACTOR_FLAG_TARGETABLE; + actor->flags |= ACTOR_FLAG_ATTENTION_ENABLED; Math_SmoothStepToS(&arg2, 0xFF, 6, 0x14, 1); } diff --git a/src/code/z_camera.c b/src/code/z_camera.c index 088ed95a7c..ab9252ad94 100644 --- a/src/code/z_camera.c +++ b/src/code/z_camera.c @@ -1275,7 +1275,8 @@ f32 Camera_CalcSlopeYAdj(Vec3f* floorNorm, s16 playerYRot, s16 eyeAtYaw, f32 adj } f32 func_800CD6CC(Actor* actor) { - return sqrtf(gTargetRanges[actor->targetMode].rangeSq / gTargetRanges[actor->targetMode].leashScale); + return sqrtf(gAttentionRanges[actor->attentionRangeType].rangeSq / + gAttentionRanges[actor->attentionRangeType].leashScale); } /** diff --git a/src/code/z_en_a_keep.c b/src/code/z_en_a_keep.c index 637485e9de..54244f33cc 100644 --- a/src/code/z_en_a_keep.c +++ b/src/code/z_en_a_keep.c @@ -1,7 +1,7 @@ #include "global.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnAObj*)thisx) @@ -46,7 +46,7 @@ static ColliderCylinderInit sCylinderInit = { }; static InitChainEntry sInitChain[] = { - ICHAIN_U8(targetMode, TARGET_MODE_0, ICHAIN_STOP), + ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_0, ICHAIN_STOP), }; void EnAObj_Init(Actor* thisx, PlayState* play) { diff --git a/src/code/z_en_hy_code.c b/src/code/z_en_hy_code.c index f061a649ce..54522d01d9 100644 --- a/src/code/z_en_hy_code.c +++ b/src/code/z_en_hy_code.c @@ -231,7 +231,7 @@ s32 func_800F0DD4(EnHy* enHy, PlayState* play, s16 arg2, s16 arg3) { enHy->actor.shape.rot.y = Math_Vec3f_Yaw(&enHy->actor.world.pos, &door->knobDoor.dyna.actor.world.pos); enHy->actor.world.rot.y = enHy->actor.shape.rot.y; enHy->actor.gravity = 0.0f; - enHy->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + enHy->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } } return ret; @@ -239,7 +239,7 @@ s32 func_800F0DD4(EnHy* enHy, PlayState* play, s16 arg2, s16 arg3) { s32 EnHy_SetPointFowards(EnHy* enHy, PlayState* play, f32 gravity, s16 animIndex) { enHy->actor.gravity = gravity; - enHy->actor.flags |= ACTOR_FLAG_TARGETABLE; + enHy->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; EnHy_ChangeObjectAndAnim(enHy, play, animIndex); enHy->curPoint++; return false; diff --git a/src/code/z_player_call.c b/src/code/z_player_call.c index 0957a81bc6..e369c675d3 100644 --- a/src/code/z_player_call.c +++ b/src/code/z_player_call.c @@ -1,8 +1,8 @@ #include "global.h" #include "kaleido_manager.h" -#define FLAGS \ - (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_200000 | \ +#define FLAGS \ + (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_200000 | \ ACTOR_FLAG_2000000 | ACTOR_FLAG_CAN_PRESS_SWITCH | ACTOR_FLAG_80000000) ActorFunc sPlayerCallInitFunc; diff --git a/src/overlays/actors/ovl_Bg_Haka_Tomb/z_bg_haka_tomb.c b/src/overlays/actors/ovl_Bg_Haka_Tomb/z_bg_haka_tomb.c index bf642bf6e7..3170b4531a 100644 --- a/src/overlays/actors/ovl_Bg_Haka_Tomb/z_bg_haka_tomb.c +++ b/src/overlays/actors/ovl_Bg_Haka_Tomb/z_bg_haka_tomb.c @@ -83,16 +83,16 @@ void func_80BD66AC(BgHakaTomb* this, PlayState* play) { s16 csId; if (Flags_GetClear(play, this->dyna.actor.room)) { - this->dyna.actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->dyna.actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); } if (!func_80BD6638(&csId, this->csIdList, ARRAY_COUNT(this->csIdList)) && (csId <= CS_ID_NONE) && Flags_GetClear(play, this->dyna.actor.room)) { - this->dyna.actor.flags |= ACTOR_FLAG_TARGETABLE; + this->dyna.actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; if (this->dyna.actor.isLockedOn) { func_80BD6754(this); } } else { - this->dyna.actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->dyna.actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } } diff --git a/src/overlays/actors/ovl_Boss_01/z_boss_01.c b/src/overlays/actors/ovl_Boss_01/z_boss_01.c index 1d79d7acc8..05efda5b8a 100644 --- a/src/overlays/actors/ovl_Boss_01/z_boss_01.c +++ b/src/overlays/actors/ovl_Boss_01/z_boss_01.c @@ -35,7 +35,7 @@ #include "overlays/actors/ovl_En_Tanron1/z_en_tanron1.h" #include "overlays/actors/ovl_Item_B_Heart/z_item_b_heart.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((Boss01*)thisx) @@ -896,7 +896,7 @@ void Boss01_Init(Actor* thisx, PlayState* play) { this->timers[TIMER_AFTERIMAGE_DESPAWN] = ODOLWA_GET_AFTERIMAGE_DESPAWN_TIMER(&this->actor); this->actor.world.rot.z = 0; this->actor.draw = Boss01_Afterimage_Draw; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } else { if (CHECK_WEEKEVENTREG(WEEKEVENTREG_CLEARED_WOODFALL_TEMPLE)) { Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_DOOR_WARP1, 0.0f, 0.0f, 0.0f, 0, 0, 0, @@ -918,7 +918,7 @@ void Boss01_Init(Actor* thisx, PlayState* play) { } this->actor.hintId = TATL_HINT_ID_ODOLWA_PHASE_ONE; - this->actor.targetMode = TARGET_MODE_5; + this->actor.attentionRangeType = ATTENTION_RANGE_5; this->actor.colChkInfo.mass = MASS_HEAVY; this->actor.colChkInfo.damageTable = &sOdolwaDamageTable; this->actor.colChkInfo.health = 20; @@ -1006,7 +1006,7 @@ void Boss01_IntroCutscene(Boss01* this, PlayState* play) { this->subCamId = Play_CreateSubCamera(play); Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STATUS_WAIT); Play_ChangeCameraStatus(play, this->subCamId, CAM_STATUS_ACTIVE); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->cutsceneTimer = 0; this->cutsceneState = ODOLWA_INTRO_CS_STATE_LOOK_AT_PLAYER; this->subCamUp.x = 0.0f; @@ -1138,7 +1138,7 @@ void Boss01_IntroCutscene(Boss01* this, PlayState* play) { this->subCamId = SUB_CAM_ID_DONE; Cutscene_StopManual(play, &play->csCtx); Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_END); - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; SET_EVENTINF(EVENTINF_INTRO_CS_WATCHED_ODOLWA); } break; @@ -1194,7 +1194,7 @@ void Boss01_SummonBugsCutscene(Boss01* this, PlayState* play) { this->subCamId = Play_CreateSubCamera(play); Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STATUS_WAIT); Play_ChangeCameraStatus(play, this->subCamId, CAM_STATUS_ACTIVE); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->cutsceneState = ODOLWA_BUG_SUMMONING_CS_STATE_PLAYING_OR_DONE; this->actor.shape.rot.y = 0; this->actor.world.pos.z = 0.0f; @@ -1234,7 +1234,7 @@ void Boss01_SummonBugsCutscene(Boss01* this, PlayState* play) { this->subCamId = SUB_CAM_ID_DONE; Cutscene_StopManual(play, &play->csCtx); Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_END); - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; player->actor.world.rot.y = player->actor.shape.rot.y = -0x8000; player->actor.world.pos.x = 0.0f; player->actor.world.pos.z = -600.0f; @@ -2102,7 +2102,7 @@ void Boss01_SetupDeathCutscene(Boss01* this, PlayState* play) { this->animEndFrame = Animation_GetLastFrame(&gOdolwaDeathAnim); this->actionFunc = Boss01_DeathCutscene; Actor_PlaySfx(&this->actor, NA_SE_EN_DAIOCTA_DAMAGE); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->disableCollisionTimer = 1000; this->cutsceneTimer = 0; this->cutsceneState = ODOLWA_DEATH_CS_STATE_STARTED; @@ -2124,7 +2124,7 @@ void Boss01_DeathCutscene(Boss01* this, PlayState* play) { Camera* mainCam = Play_GetCamera(play, CAM_ID_MAIN); this->disableCollisionTimer = 1000; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; SkelAnime_Update(&this->skelAnime); this->cutsceneTimer++; Math_ApproachZeroF(&this->actor.speed, 1.0f, 1.0f); @@ -2254,7 +2254,7 @@ void Boss01_DeathCutscene(Boss01* this, PlayState* play) { this->subCamId = SUB_CAM_ID_DONE; Cutscene_StopManual(play, &play->csCtx); Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_END); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } break; @@ -2386,7 +2386,7 @@ void Boss01_Update(Actor* thisx, PlayState* play2) { DECR(this->damagedTimer); DECR(this->damagedFlashTimer); - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc(this, play); Actor_MoveWithGravity(&this->actor); this->actor.world.pos.x += this->additionalVelocityX; @@ -3197,7 +3197,7 @@ void Boss01_Bug_SetupDead(Boss01* this, PlayState* play) { this->actor.speed = -15.0f; this->actor.velocity.y = 12.0f; this->actor.world.rot.y = this->actor.yawTowardsPlayer; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } void Boss01_Bug_SetupStunned(Boss01* this, PlayState* play) { diff --git a/src/overlays/actors/ovl_Boss_02/z_boss_02.c b/src/overlays/actors/ovl_Boss_02/z_boss_02.c index c7bddd029e..df6fc0fe16 100644 --- a/src/overlays/actors/ovl_Boss_02/z_boss_02.c +++ b/src/overlays/actors/ovl_Boss_02/z_boss_02.c @@ -13,7 +13,7 @@ #include "overlays/actors/ovl_Item_B_Heart/z_item_b_heart.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((Boss02*)thisx) @@ -593,7 +593,7 @@ void Boss02_Init(Actor* thisx, PlayState* play) { Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, 0.0f, 30.0f, -150.0f, 0, 1, 0, BHEART_PARAM_NORMAL); } - this->actor.targetMode = TARGET_MODE_10; + this->actor.attentionRangeType = ATTENTION_RANGE_10; this->subCamUp.z = this->subCamUp.x = 0.0f; this->subCamUp.y = 1.0f; if (TWINMOLD_GET_TYPE(&this->actor) == TWINMOLD_TYPE_BATTLE_HANDLER) { @@ -601,7 +601,7 @@ void Boss02_Init(Actor* thisx, PlayState* play) { play->specialEffects = (void*)sTwinmoldEffects; this->actor.update = Boss02_BattleHandler_Update; this->actor.draw = Boss02_BattleHandler_Draw; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->playerScale = 0.01f; if ((KREG(64) != 0) || CHECK_EVENTINF(EVENTINF_INTRO_CS_WATCHED_TWINMOLD) || (sBlueWarp != NULL)) { this->unk_1D20 = 0; @@ -772,7 +772,7 @@ void func_809DAB78(Boss02* this, PlayState* play) { Actor_PlaySfx(&this->actor, NA_SE_EN_INBOSS_ROAR_OLD); } - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; if (this->unk_0195 != 0) { this->actor.world.rot.z = Math_SinS(this->unk_014C * 0x1200) * 0xE00; } else { @@ -1189,9 +1189,9 @@ void Boss02_Tail_Update(Actor* thisx, PlayState* play) { } if ((this->actor.focus.pos.y < BgCheck_EntityRaycastFloor1(&play->colCtx, &outPoly, &pos)) || sIsInGiantMode) { - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } else { - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } } } @@ -1813,7 +1813,7 @@ void Boss02_HandleGiantsMaskCutscene(Boss02* this, PlayState* play) { func_80169AFC(play, this->subCamId, 0); this->subCamId = SUB_CAM_ID_DONE; Cutscene_StopManual(play, &play->csCtx); - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; player->stateFlags1 &= ~PLAYER_STATE1_100; this->playerScale = 0.01f; Play_DisableMotionBlur(); @@ -2224,7 +2224,7 @@ void func_809DEAC4(Boss02* this, PlayState* play) { this->subCamId = SUB_CAM_ID_DONE; Cutscene_StopManual(play, &play->csCtx); Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_END); - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->unk_1D20 = 0; sRedTwinmold->unk_0144 = sBlueTwinmold->unk_0144 = 3; sRedTwinmold->unk_0146[0] = sBlueTwinmold->unk_0146[0] = 60; @@ -2286,7 +2286,7 @@ void func_809DEAC4(Boss02* this, PlayState* play) { Cutscene_StopManual(play, &play->csCtx); Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_END); this->unk_1D20 = 0; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; sp68->unk_0144 = 10; if ((sRedTwinmold->unk_0144 >= 10) && (sBlueTwinmold->unk_0144 >= 10)) { f32 phi_f0; diff --git a/src/overlays/actors/ovl_Boss_03/z_boss_03.c b/src/overlays/actors/ovl_Boss_03/z_boss_03.c index 19555b562d..865f3ee802 100644 --- a/src/overlays/actors/ovl_Boss_03/z_boss_03.c +++ b/src/overlays/actors/ovl_Boss_03/z_boss_03.c @@ -57,7 +57,7 @@ #include "assets/objects/gameplay_keep/gameplay_keep.h" #include "assets/objects/object_water_effect/object_water_effect.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((Boss03*)thisx) @@ -477,7 +477,7 @@ void Boss03_Init(Actor* thisx, PlayState* play2) { this->jointTable[i].z = Math_SinS(this->unk_240 * 0x10 + i * 19000) * 4000.0f; } - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; return; } @@ -508,7 +508,7 @@ void Boss03_Init(Actor* thisx, PlayState* play2) { sGyorgEffects[i].type = GYORG_EFFECT_NONE; } - this->actor.targetMode = TARGET_MODE_5; + this->actor.attentionRangeType = ATTENTION_RANGE_5; this->actor.colChkInfo.mass = MASS_HEAVY; this->actor.colChkInfo.health = 10; @@ -545,7 +545,7 @@ void func_809E344C(Boss03* this, PlayState* play) { this->actionFunc = func_809E34B8; Animation_MorphToLoop(&this->skelAnime, &gGyorgFastSwimmingAnim, -15.0f); this->unk_274 = 0; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } } @@ -755,7 +755,7 @@ void Boss03_CatchPlayer(Boss03* this, PlayState* play) { this->unk_276 = 0x1000; this->unk_2BD = true; this->unk_278 = 15.0f; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; SkelAnime_Update(&this->skelAnime); @@ -1168,7 +1168,7 @@ void Boss03_IntroCutscene(Boss03* this, PlayState* play) { this->subCamAt.y = player->actor.world.pos.y + 30.0f; this->csState = 1; this->csTimer = 0; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->unk_2D5 = true; this->subCamFov = KREG(14) + 60.0f; @@ -1423,7 +1423,7 @@ void Boss03_SetupDeathCutscene(Boss03* this, PlayState* play) { this->workTimer[WORK_TIMER_UNK0_C] = 0; this->unk_242 = 0; this->csState = 0; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } void Boss03_DeathCutscene(Boss03* this, PlayState* play) { diff --git a/src/overlays/actors/ovl_Boss_04/z_boss_04.c b/src/overlays/actors/ovl_Boss_04/z_boss_04.c index 33bf27f83e..d87ea0fee5 100644 --- a/src/overlays/actors/ovl_Boss_04/z_boss_04.c +++ b/src/overlays/actors/ovl_Boss_04/z_boss_04.c @@ -9,7 +9,7 @@ #include "attributes.h" #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((Boss04*)thisx) @@ -165,7 +165,7 @@ void Boss04_Init(Actor* thisx, PlayState* play2) { this->actor.params = 0x64; Actor_SetScale(&this->actor, 0.1f); - this->actor.targetMode = TARGET_MODE_5; + this->actor.attentionRangeType = ATTENTION_RANGE_5; this->actor.hintId = TATL_HINT_ID_WART; this->actor.colChkInfo.health = 20; this->actor.colChkInfo.damageTable = &sDamageTable; @@ -233,7 +233,7 @@ void Boss04_Destroy(Actor* thisx, PlayState* play) { void func_809EC544(Boss04* this) { this->actionFunc = func_809EC568; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } void func_809EC568(Boss04* this, PlayState* play) { @@ -523,7 +523,7 @@ void func_809ED224(Boss04* this) { this->unk_2D0 = 10000.0f; this->unk_2C8 = 200; Actor_PlaySfx(&this->actor, NA_SE_EN_ME_DEAD); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Audio_RestorePrevBgm(); this->unk_1F6 = 10; } @@ -544,7 +544,7 @@ void func_809ED2A0(Boss04* this, PlayState* play) { } if (this->unk_1F8 == 3) { - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->unk_700 = 0.0f; this->unk_6FC = 0.0f; this->unk_6F8 = 0.0f; @@ -749,9 +749,9 @@ void Boss04_Update(Actor* thisx, PlayState* play2) { func_809ED45C(this, play); if (this->unk_2CC > 3000.0f) { CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider1.base); - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } else { - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider2.base); CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider2.base); diff --git a/src/overlays/actors/ovl_Boss_05/z_boss_05.c b/src/overlays/actors/ovl_Boss_05/z_boss_05.c index 890f8ac005..524842b5b7 100644 --- a/src/overlays/actors/ovl_Boss_05/z_boss_05.c +++ b/src/overlays/actors/ovl_Boss_05/z_boss_05.c @@ -30,7 +30,7 @@ #include "z_boss_05.h" #include "attributes.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE) #define THIS ((Boss05*)thisx) @@ -347,7 +347,7 @@ void Boss05_Init(Actor* thisx, PlayState* play) { Boss05* this = THIS; CollisionHeader* colHeader = NULL; - this->dyna.actor.targetMode = TARGET_MODE_3; + this->dyna.actor.attentionRangeType = ATTENTION_RANGE_3; this->dyna.actor.colChkInfo.mass = MASS_HEAVY; this->dyna.actor.colChkInfo.health = 2; this->frameCounter = Rand_ZeroFloat(1000.0f); @@ -388,7 +388,7 @@ void Boss05_Init(Actor* thisx, PlayState* play) { if (Flags_GetClear(play, play->roomCtx.curRoom.num)) { this->dyna.actor.params = BIO_BABA_TYPE_LILY_PAD; this->actionFunc = Boss05_LilyPad_Idle; - this->dyna.actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->dyna.actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Actor_ChangeCategory(play, &play->actorCtx, &this->dyna.actor, ACTORCAT_BG); } } else if (BIO_BABA_GET_TYPE(&this->dyna.actor) == BIO_BABA_TYPE_LILY_PAD) { @@ -399,7 +399,7 @@ void Boss05_Init(Actor* thisx, PlayState* play) { SkelAnime_InitFlex(play, &this->lilyPadSkelAnime, &gBioDekuBabaLilyPadSkel, &gBioDekuBabaLilyPadIdleAnim, this->lilyPadJointTable, this->lilyPadMorphTable, BIO_DEKU_BABA_LILY_PAD_LIMB_MAX); - this->dyna.actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->dyna.actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Actor_ChangeCategory(play, &play->actorCtx, &this->dyna.actor, ACTORCAT_BG); } else if (BIO_BABA_GET_TYPE(&this->dyna.actor) == BIO_BABA_TYPE_FALLING_HEAD) { this->actionFunc = Boss05_FallingHead_Fall; @@ -444,7 +444,7 @@ void Boss05_Init(Actor* thisx, PlayState* play) { this->fragmentAngularVelocity.y = Rand_CenteredFloat(1500.0f); this->timers[TIMER_CURRENT_ACTION] = Rand_ZeroFloat(30.0f) + 50.0f; - this->dyna.actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->dyna.actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = Boss05_Fragment_Move; } } @@ -781,7 +781,7 @@ void Boss05_LilyPadWithHead_Move(Boss05* this, PlayState* play) { this->dyna.actor.params = BIO_BABA_TYPE_LILY_PAD; this->actionFunc = Boss05_LilyPad_Idle; - this->dyna.actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->dyna.actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Actor_ChangeCategory(play, &play->actorCtx, &this->dyna.actor, ACTORCAT_BG); if (this->forceDetachTimer != 0) { hitReaction = BIO_BABA_HEAD_HIT_REACTION_DEATCH; diff --git a/src/overlays/actors/ovl_Boss_06/z_boss_06.c b/src/overlays/actors/ovl_Boss_06/z_boss_06.c index 4862b2d2ed..40ffac05ad 100644 --- a/src/overlays/actors/ovl_Boss_06/z_boss_06.c +++ b/src/overlays/actors/ovl_Boss_06/z_boss_06.c @@ -12,7 +12,7 @@ #include "assets/objects/gameplay_keep/gameplay_keep.h" #include "assets/objects/object_knight/object_knight.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((Boss06*)thisx) @@ -170,7 +170,7 @@ void Boss06_Init(Actor* thisx, PlayState* play) { this->curtainTexture[i] = curtainTexture[i]; } - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } void Boss06_Destroy(Actor* thisx, PlayState* play) { diff --git a/src/overlays/actors/ovl_Boss_07/z_boss_07.c b/src/overlays/actors/ovl_Boss_07/z_boss_07.c index c4765d218a..b38cc72d2b 100644 --- a/src/overlays/actors/ovl_Boss_07/z_boss_07.c +++ b/src/overlays/actors/ovl_Boss_07/z_boss_07.c @@ -7,7 +7,7 @@ #include "z_boss_07.h" #include "z64shrink_window.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((Boss07*)thisx) diff --git a/src/overlays/actors/ovl_Boss_Hakugin/z_boss_hakugin.c b/src/overlays/actors/ovl_Boss_Hakugin/z_boss_hakugin.c index e1d5282c50..bc8a99eed3 100644 --- a/src/overlays/actors/ovl_Boss_Hakugin/z_boss_hakugin.c +++ b/src/overlays/actors/ovl_Boss_Hakugin/z_boss_hakugin.c @@ -20,7 +20,7 @@ #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((BossHakugin*)thisx) @@ -549,7 +549,7 @@ void BossHakugin_Init(Actor* thisx, PlayState* play2) { static InitChainEntry sInitChain[] = { ICHAIN_S8(hintId, TATL_HINT_ID_GOHT, ICHAIN_CONTINUE), ICHAIN_VEC3F_DIV1000(scale, 27, ICHAIN_CONTINUE), - ICHAIN_U8(targetMode, TARGET_MODE_5, ICHAIN_CONTINUE), + ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_5, ICHAIN_CONTINUE), ICHAIN_F32_DIV1000(gravity, -2000, ICHAIN_STOP), }; PlayState* play = play2; @@ -620,7 +620,7 @@ void BossHakugin_Init(Actor* thisx, PlayState* play2) { this->iceScaleY = 2.7f; BossHakugin_SpawnLargeStalactiteWalls(this); Animation_PlayOnce(&this->skelAnime, &gGohtThawAndBreakWallAnim); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; BossHakugin_SetupFrozenBeforeFight(this); } else { this->iceAlpha = 255; @@ -1550,7 +1550,7 @@ void BossHakugin_SetupEntranceCutscene(BossHakugin* this, PlayState* play) { Vec3f subCamAt; Animation_PlayOnce(&this->skelAnime, &gGohtThawAndBreakWallAnim); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->subCamId = CutsceneManager_GetCurrentSubCamId(this->actor.csId); @@ -1839,7 +1839,7 @@ void BossHakugin_IntroCutsceneRun(BossHakugin* this, PlayState* play) { this->subCamEye.y = subCam->eye.y; this->subCamEye.z = subCam->eye.z + 450.0f; } else if (this->timer == 62) { - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; CutsceneManager_Stop(this->actor.csId); player->stateFlags1 &= ~PLAYER_STATE1_20; SET_EVENTINF(EVENTINF_INTRO_CS_WATCHED_GOHT); @@ -2362,7 +2362,7 @@ void BossHakugin_SetupDeathCutsceneRun(BossHakugin* this) { this->deathCutsceneRandomHeadRot = Rand_ZeroFloat(6144.0f); this->headRot.y = 0; this->headRot.z = 0; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.speed = CLAMP_MIN(this->actor.speed, 16.0f); this->actionFunc = BossHakugin_DeathCutsceneRun; } diff --git a/src/overlays/actors/ovl_Dm_Ah/z_dm_ah.c b/src/overlays/actors/ovl_Dm_Ah/z_dm_ah.c index dc0683dbed..ea184f1f02 100644 --- a/src/overlays/actors/ovl_Dm_Ah/z_dm_ah.c +++ b/src/overlays/actors/ovl_Dm_Ah/z_dm_ah.c @@ -6,7 +6,7 @@ #include "z_dm_ah.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((DmAh*)thisx) @@ -170,7 +170,7 @@ void DmAh_Init(Actor* thisx, PlayState* play) { OBJECT_AH_LIMB_MAX); this->animIndex = DMAH_ANIM_NONE; DmAh_ChangeAnim(this, DMAH_ANIM_0); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Actor_SetScale(&this->actor, 0.01f); this->unk_27C |= 1; if ((play->sceneId == SCENE_YADOYA) && (play->curSpawn == 4)) { diff --git a/src/overlays/actors/ovl_Dm_Al/z_dm_al.c b/src/overlays/actors/ovl_Dm_Al/z_dm_al.c index e0b5c421f6..ff5c49f791 100644 --- a/src/overlays/actors/ovl_Dm_Al/z_dm_al.c +++ b/src/overlays/actors/ovl_Dm_Al/z_dm_al.c @@ -6,7 +6,7 @@ #include "z_dm_al.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((DmAl*)thisx) @@ -84,7 +84,7 @@ void DmAl_Init(Actor* thisx, PlayState* play) { MADAME_AROMA_LIMB_MAX); this->animIndex = MADAME_AROMA_ANIM_NONE; DmAl_ChangeAnim(this, MADAME_AROMA_ANIM_0); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Actor_SetScale(&this->actor, 0.01f); this->actionFunc = DmAl_HandleCutscene; } diff --git a/src/overlays/actors/ovl_Dm_An/z_dm_an.c b/src/overlays/actors/ovl_Dm_An/z_dm_an.c index a381138a18..79ce19bb5f 100644 --- a/src/overlays/actors/ovl_Dm_An/z_dm_an.c +++ b/src/overlays/actors/ovl_Dm_An/z_dm_an.c @@ -8,7 +8,7 @@ #include "assets/objects/object_an4/object_an4.h" #include "assets/objects/object_msmo/object_msmo.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((DmAn*)thisx) @@ -231,7 +231,7 @@ void DmAn_WaitForObject(DmAn* this, PlayState* play) { this->animIndex = DMAN_ANIM_NONE; DmAn_ChangeAnim(this, play, DMAN_ANIM_SITTING_IN_DISBELIEF); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Actor_SetScale(&this->actor, 0.01f); this->stateFlags |= DMAN_STATE_LOST_ATTENTION; this->actor.draw = DmAn_Draw; diff --git a/src/overlays/actors/ovl_Dm_Bal/z_dm_bal.c b/src/overlays/actors/ovl_Dm_Bal/z_dm_bal.c index b6af613d02..4cda8e42ed 100644 --- a/src/overlays/actors/ovl_Dm_Bal/z_dm_bal.c +++ b/src/overlays/actors/ovl_Dm_Bal/z_dm_bal.c @@ -6,7 +6,7 @@ #include "z_dm_bal.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) #define THIS ((DmBal*)thisx) @@ -70,7 +70,7 @@ static AnimationInfo sAnimationInfo[TINGLE_CS_ANIM_MAX] = { void DmBal_Init(Actor* thisx, PlayState* play) { DmBal* this = THIS; - this->actor.targetMode = TARGET_MODE_1; + this->actor.attentionRangeType = ATTENTION_RANGE_1; this->actor.uncullZoneForward = 3000.0f; Actor_SetScale(&this->actor, 0.02f); ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 36.0f); diff --git a/src/overlays/actors/ovl_Dm_Char08/z_dm_char08.c b/src/overlays/actors/ovl_Dm_Char08/z_dm_char08.c index 62ca16b52f..e3d2df392a 100644 --- a/src/overlays/actors/ovl_Dm_Char08/z_dm_char08.c +++ b/src/overlays/actors/ovl_Dm_Char08/z_dm_char08.c @@ -146,7 +146,7 @@ void DmChar08_Init(Actor* thisx, PlayState* play2) { PlayState* play = play2; DmChar08* this = THIS; - thisx->targetMode = TARGET_MODE_5; + thisx->attentionRangeType = ATTENTION_RANGE_5; this->eyeMode = TURTLE_EYEMODE_CLOSED; thisx->targetArrowOffset = 120.0f; ActorShape_Init(&thisx->shape, 0.0f, ActorShadow_DrawCircle, 24.0f); @@ -201,7 +201,7 @@ void DmChar08_Init(Actor* thisx, PlayState* play2) { this->eyeMode = TURTLE_EYEMODE_BLINK_STRAIGHT; this->unk_207 = 0; this->unk_208 = 0; - thisx->flags |= ACTOR_FLAG_TARGETABLE; + thisx->flags |= ACTOR_FLAG_ATTENTION_ENABLED; if (gSaveContext.save.entrance == ENTRANCE(ZORA_CAPE, 8)) { this->eyeMode = TURTLE_EYEMODE_BLINK_LEFT; this->actionFunc = func_80AAFAC4; @@ -220,7 +220,7 @@ void DmChar08_Init(Actor* thisx, PlayState* play2) { this->eyeMode = TURTLE_EYEMODE_BLINK_LEFT; this->unk_207 = 0; this->unk_208 = 0; - thisx->flags |= ACTOR_FLAG_TARGETABLE; + thisx->flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = func_80AAFAE4; this->unk_1F0 = 1.0f; break; @@ -300,7 +300,7 @@ void func_80AAF884(DmChar08* this, PlayState* play) { if (play->csCtx.state == CS_STATE_IDLE) { DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS | DYNA_TRANSFORM_ROT_Y); DynaPolyActor_LoadMesh(play, &this->dyna, &gTurtleZoraCapeAwakeCol); - this->dyna.actor.flags |= ACTOR_FLAG_TARGETABLE; + this->dyna.actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = func_80AAF8F4; } } diff --git a/src/overlays/actors/ovl_Dm_Gm/z_dm_gm.c b/src/overlays/actors/ovl_Dm_Gm/z_dm_gm.c index b3cb96edcb..e170510516 100644 --- a/src/overlays/actors/ovl_Dm_Gm/z_dm_gm.c +++ b/src/overlays/actors/ovl_Dm_Gm/z_dm_gm.c @@ -8,7 +8,7 @@ #include "assets/objects/object_an4/object_an4.h" #include "assets/objects/object_msmo/object_msmo.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((DmGm*)thisx) @@ -231,7 +231,7 @@ void DmGm_WaitForObject(DmGm* this, PlayState* play) { this->animIndex = DMGM_ANIM_NONE; DmGm_ChangeAnim(this, play, DMGM_ANIM_SITTING_IN_DISBELIEF); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Actor_SetScale(&this->actor, 0.01f); this->stateFlags |= 1; this->actor.draw = DmGm_Draw; diff --git a/src/overlays/actors/ovl_Dm_Nb/z_dm_nb.c b/src/overlays/actors/ovl_Dm_Nb/z_dm_nb.c index f306225b04..a4a1c8b42f 100644 --- a/src/overlays/actors/ovl_Dm_Nb/z_dm_nb.c +++ b/src/overlays/actors/ovl_Dm_Nb/z_dm_nb.c @@ -6,7 +6,7 @@ #include "z_dm_nb.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((DmNb*)thisx) @@ -83,7 +83,7 @@ void DmNb_Init(Actor* thisx, PlayState* play) { SkelAnime_InitFlex(play, &this->skelAnime, &gNbSkel, NULL, this->jointTable, this->morphTable, NB_LIMB_MAX); this->animIndex = DMNB_ANIM_NONE; DmNb_ChangeAnim(this, DMNB_ANIM_0); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Actor_SetScale(&this->actor, 0.01f); this->actionFunc = DmNb_HandleCutscene; } diff --git a/src/overlays/actors/ovl_Dm_Stk/z_dm_stk.c b/src/overlays/actors/ovl_Dm_Stk/z_dm_stk.c index 093efdd49c..072deaace1 100644 --- a/src/overlays/actors/ovl_Dm_Stk/z_dm_stk.c +++ b/src/overlays/actors/ovl_Dm_Stk/z_dm_stk.c @@ -1768,7 +1768,7 @@ void DmStk_ClockTower_IdleWithOcarina(DmStk* this, PlayState* play) { if (play->csCtx.state == CS_STATE_IDLE) { DmStk_ClockTower_AdjustHeightAndRotation(this, play); - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->tatlMessageTimer++; if (this->tatlMessageTimer > 800) { this->tatlMessageTimer = 0; @@ -1793,7 +1793,7 @@ void DmStk_ClockTower_IdleWithOcarina(DmStk* this, PlayState* play) { void DmStk_ClockTower_Idle(DmStk* this, PlayState* play) { if (play->csCtx.state == CS_STATE_IDLE) { DmStk_ClockTower_AdjustHeightAndRotation(this, play); - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; if (this->animIndex == SK_ANIM_CALL_DOWN_MOON_LOOP) { this->actor.targetArrowOffset = 3100.0f; diff --git a/src/overlays/actors/ovl_Dm_Tag/z_dm_tag.c b/src/overlays/actors/ovl_Dm_Tag/z_dm_tag.c index 7e79c9d100..2665bf6193 100644 --- a/src/overlays/actors/ovl_Dm_Tag/z_dm_tag.c +++ b/src/overlays/actors/ovl_Dm_Tag/z_dm_tag.c @@ -252,7 +252,7 @@ s32 func_80C2291C(DmTag* this, PlayState* play) { void func_80C229AC(DmTag* this, PlayState* play) { SubS_SetOfferMode(&this->unk_18C, SUBS_OFFER_MODE_ONSCREEN, SUBS_OFFER_MODE_MASK); - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } void DmTag_DoNothing(DmTag* this, PlayState* play) { @@ -278,12 +278,12 @@ void DmTag_Init(Actor* thisx, PlayState* play) { this->unk_18E = 2; this->unk_18C = 0; SubS_SetOfferMode(&this->unk_18C, SUBS_OFFER_MODE_AUTO, SUBS_OFFER_MODE_MASK); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = DmTag_DoNothing; } else if (this->actor.room == 2) { Actor_Kill(&this->actor); } else { - this->actor.targetMode = TARGET_MODE_1; + this->actor.attentionRangeType = ATTENTION_RANGE_1; this->unk_18E = 1; this->unk_18C = 0; this->actionFunc = func_80C229AC; diff --git a/src/overlays/actors/ovl_Door_Ana/z_door_ana.c b/src/overlays/actors/ovl_Door_Ana/z_door_ana.c index 27d1c2ea29..9e0733f46f 100644 --- a/src/overlays/actors/ovl_Door_Ana/z_door_ana.c +++ b/src/overlays/actors/ovl_Door_Ana/z_door_ana.c @@ -82,7 +82,7 @@ void DoorAna_Init(Actor* thisx, PlayState* play) { DoorAna_SetupAction(this, DoorAna_WaitOpen); } - this->actor.targetMode = TARGET_MODE_0; + this->actor.attentionRangeType = ATTENTION_RANGE_0; } void DoorAna_Destroy(Actor* thisx, PlayState* play) { @@ -130,7 +130,7 @@ void DoorAna_WaitOpen(DoorAna* this, PlayState* play) { s32 grottoType = DOORANA_GET_TYPE(&this->actor); if (Math_StepToF(&this->actor.scale.x, 0.01f, 0.001f)) { - if ((this->actor.targetMode != TARGET_MODE_0) && (play->transitionTrigger == TRANS_TRIGGER_OFF) && + if ((this->actor.attentionRangeType != ATTENTION_RANGE_0) && (play->transitionTrigger == TRANS_TRIGGER_OFF) && (play->transitionMode == TRANS_MODE_OFF) && (player->stateFlags1 & PLAYER_STATE1_80000000) && (player->av1.actionVar1 == 0)) { @@ -162,10 +162,10 @@ void DoorAna_WaitOpen(DoorAna* this, PlayState* play) { (this->actor.xzDistToPlayer <= 20.0f) && (this->actor.playerHeightRel >= -50.0f) && (this->actor.playerHeightRel <= 15.0f)) { player->stateFlags1 |= PLAYER_STATE1_80000000; - this->actor.targetMode = TARGET_MODE_1; + this->actor.attentionRangeType = ATTENTION_RANGE_1; } else { - this->actor.targetMode = TARGET_MODE_0; + this->actor.attentionRangeType = ATTENTION_RANGE_0; } } diff --git a/src/overlays/actors/ovl_Elf_Msg2/z_elf_msg2.c b/src/overlays/actors/ovl_Elf_Msg2/z_elf_msg2.c index a79ee95013..7ab850780e 100644 --- a/src/overlays/actors/ovl_Elf_Msg2/z_elf_msg2.c +++ b/src/overlays/actors/ovl_Elf_Msg2/z_elf_msg2.c @@ -76,14 +76,14 @@ void ElfMsg2_Init(Actor* thisx, PlayState* play) { if (!func_8096EC4C(this, play)) { if ((this->actor.home.rot.x > 0) && (this->actor.home.rot.x < 8)) { - this->actor.targetMode = this->actor.home.rot.x - 1; + this->actor.attentionRangeType = this->actor.home.rot.x - 1; } Actor_ProcessInitChain(&this->actor, sInitChain); if (this->actor.home.rot.y < 0) { ElfMsg2_SetupAction(this, func_8096EFD0); } else { ElfMsg2_SetupAction(this, func_8096EF98); - this->actor.flags |= (ACTOR_FLAG_40000 | ACTOR_FLAG_TARGETABLE); + this->actor.flags |= (ACTOR_FLAG_40000 | ACTOR_FLAG_ATTENTION_ENABLED); this->actor.textId = func_8096EE50(this); } this->actor.shape.rot.z = 0; @@ -137,7 +137,7 @@ void func_8096EFD0(ElfMsg2* this, PlayState* play) { if ((this->actor.home.rot.y < 0) && (this->actor.home.rot.y >= -0x80) && Flags_GetSwitch(play, -this->actor.home.rot.y - 1)) { ElfMsg2_SetupAction(this, func_8096EF98); - this->actor.flags |= (ACTOR_FLAG_40000 | ACTOR_FLAG_TARGETABLE); + this->actor.flags |= (ACTOR_FLAG_40000 | ACTOR_FLAG_ATTENTION_ENABLED); this->actor.textId = func_8096EE50(this); } } diff --git a/src/overlays/actors/ovl_En_Ah/z_en_ah.c b/src/overlays/actors/ovl_En_Ah/z_en_ah.c index b9efb9f9c7..1e8e020ba3 100644 --- a/src/overlays/actors/ovl_En_Ah/z_en_ah.c +++ b/src/overlays/actors/ovl_En_Ah/z_en_ah.c @@ -7,7 +7,7 @@ #include "z_en_ah.h" #include "assets/objects/object_ah/object_ah.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnAh*)thisx) @@ -503,11 +503,11 @@ void func_80BD36B8(EnAh* this, PlayState* play) { if (!Schedule_RunScript(play, D_80BD3DB0, &scheduleOutput) || ((this->scheduleResult != scheduleOutput.result) && !func_80BD3548(this, play, &scheduleOutput))) { this->actor.shape.shadowDraw = NULL; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; scheduleOutput.result = 0; } else { this->actor.shape.shadowDraw = ActorShadow_DrawCircle; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } this->scheduleResult = scheduleOutput.result; func_80BD3658(this, play); @@ -549,7 +549,7 @@ void EnAh_Init(Actor* thisx, PlayState* play) { EnAh_ChangeAnim(this, ENAH_ANIM_0); Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); CollisionCheck_SetInfo2(&this->actor.colChkInfo, DamageTable_Get(0x16), &sColChkInfoInit); - this->actor.targetMode = TARGET_MODE_6; + this->actor.attentionRangeType = ATTENTION_RANGE_6; Actor_SetScale(&this->actor, 0.01f); this->scheduleResult = 0; this->unk_2D8 = 0; diff --git a/src/overlays/actors/ovl_En_Akindonuts/z_en_akindonuts.c b/src/overlays/actors/ovl_En_Akindonuts/z_en_akindonuts.c index abd827f2c2..4537f2d7b4 100644 --- a/src/overlays/actors/ovl_En_Akindonuts/z_en_akindonuts.c +++ b/src/overlays/actors/ovl_En_Akindonuts/z_en_akindonuts.c @@ -7,7 +7,7 @@ #include "z_en_akindonuts.h" #include "assets/objects/object_dnt/object_dnt.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnAkindonuts*)thisx) @@ -152,7 +152,7 @@ static u16 D_80BF04AC[] = { }; static InitChainEntry sInitChain[] = { - ICHAIN_U8(targetMode, TARGET_MODE_0, ICHAIN_CONTINUE), + ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_0, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP), }; @@ -1342,7 +1342,7 @@ void func_80BEEFA8(EnAkindonuts* this, PlayState* play) { this->actionFunc = func_80BEEE10; } else if (this->unk_32C & 0x20) { this->unk_32C &= ~0x20; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->unk_32C &= ~0x4; play->msgCtx.msgMode = MSGMODE_TEXT_CLOSING; play->msgCtx.stateTimer = 4; diff --git a/src/overlays/actors/ovl_En_Al/z_en_al.c b/src/overlays/actors/ovl_En_Al/z_en_al.c index 92ad2566b0..d759cd1f63 100644 --- a/src/overlays/actors/ovl_En_Al/z_en_al.c +++ b/src/overlays/actors/ovl_En_Al/z_en_al.c @@ -7,7 +7,7 @@ #include "z_en_al.h" #include "attributes.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnAl*)thisx) @@ -993,8 +993,8 @@ s32 func_80BDF308(EnAl* this, PlayState* play, ScheduleOutput* scheduleOutput) { s32 func_80BDF390(EnAl* this, PlayState* play, ScheduleOutput* scheduleOutput) { s32 ret; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; - this->actor.targetMode = TARGET_MODE_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; + this->actor.attentionRangeType = ATTENTION_RANGE_0; this->unk_4F0 = PLAYER_IA_NONE; this->unk_4C2 = 0; this->unk_4D4 = 40.0f; @@ -1078,11 +1078,11 @@ void func_80BDF5E8(EnAl* this, PlayState* play) { if (!Schedule_RunScript(play, D_80BDFC70, &scheduleOutput) || ((this->scheduleResult != scheduleOutput.result) && !func_80BDF390(this, play, &scheduleOutput))) { this->actor.shape.shadowDraw = NULL; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; scheduleOutput.result = 0; } else { this->actor.shape.shadowDraw = ActorShadow_DrawCircle; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } this->scheduleResult = scheduleOutput.result; this->unk_368 = func_80BDE384(this, play); diff --git a/src/overlays/actors/ovl_En_Am/z_en_am.c b/src/overlays/actors/ovl_En_Am/z_en_am.c index 7b452634b4..c3287d5057 100644 --- a/src/overlays/actors/ovl_En_Am/z_en_am.c +++ b/src/overlays/actors/ovl_En_Am/z_en_am.c @@ -9,7 +9,7 @@ #include "overlays/actors/ovl_En_Bombf/z_en_bombf.h" #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" -#define FLAGS (ACTOR_FLAG_400 | ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE) +#define FLAGS (ACTOR_FLAG_400 | ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE) #define THIS ((EnAm*)thisx) @@ -199,7 +199,7 @@ void EnAm_RemoveEnemyTexture(EnAm* this, PlayState* play) { this->textureBlend -= 10; } else { this->textureBlend = 0; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->unkFlag = 0; } } @@ -220,7 +220,7 @@ void EnAm_ApplyEnemyTexture(EnAm* this, PlayState* play) { if (this->textureBlend + 20 >= 255) { this->textureBlend = 255; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->enemyCollider.elem.acDmgInfo.dmgFlags = 0x81C2C788; this->interactCollider.elem.acDmgInfo.dmgFlags = 0x760D3877; this->enemyCollider.base.atFlags |= AT_ON; diff --git a/src/overlays/actors/ovl_En_An/z_en_an.c b/src/overlays/actors/ovl_En_An/z_en_an.c index 0613fe6d1b..db4f3822ba 100644 --- a/src/overlays/actors/ovl_En_An/z_en_an.c +++ b/src/overlays/actors/ovl_En_An/z_en_an.c @@ -14,7 +14,7 @@ #include "assets/objects/object_mask_kerfay/object_mask_kerfay.h" #include "assets/objects/object_msmo/object_msmo.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnAn*)thisx) @@ -2509,7 +2509,7 @@ s32 EnAn_ProcessSchedule_Door(EnAn* this, PlayState* play, ScheduleOutput* sched break; } - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->stateFlags |= ENAN_STATE_LOST_ATTENTION; this->actor.gravity = 0.0f; ret = true; @@ -2834,8 +2834,8 @@ s32 EnAn_ProcessSchedule_WithKafei(EnAn* this, PlayState* play, ScheduleOutput* s32 EnAn_ProcessScheduleOutput(EnAn* this, PlayState* play, ScheduleOutput* scheduleOutput) { s32 ret; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; - this->actor.targetMode = TARGET_MODE_6; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; + this->actor.attentionRangeType = ATTENTION_RANGE_6; this->stateFlags = 0; this->savedFaceIndex = ENAN_FACE_0; this->faceIndex = ENAN_FACE_0; @@ -3284,11 +3284,11 @@ void EnAn_FollowSchedule(EnAn* this, PlayState* play) { ((this->scheduleResult != scheduleOutput.result) && !EnAn_ProcessScheduleOutput(this, play, &scheduleOutput))) { this->actor.shape.shadowDraw = NULL; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; scheduleOutput.result = ANJU_SCH_NONE; } else { this->actor.shape.shadowDraw = ActorShadow_DrawCircle; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } this->scheduleResult = scheduleOutput.result; diff --git a/src/overlays/actors/ovl_En_And/z_en_and.c b/src/overlays/actors/ovl_En_And/z_en_and.c index f84ce636a4..b3a77c5f76 100644 --- a/src/overlays/actors/ovl_En_And/z_en_and.c +++ b/src/overlays/actors/ovl_En_And/z_en_and.c @@ -6,7 +6,7 @@ #include "z_en_and.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnAnd*)thisx) @@ -124,7 +124,7 @@ void EnAnd_Init(Actor* thisx, PlayState* play) { this->animIndex = ENAND_ANIM_NONE; EnAnd_ChangeAnim(this, ENAND_ANIM_0); Actor_SetScale(&this->actor, 0.01f); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->flags |= 8; this->actionFunc = EnAnd_HandleCutscene; } diff --git a/src/overlays/actors/ovl_En_Ani/z_en_ani.c b/src/overlays/actors/ovl_En_Ani/z_en_ani.c index 7174b04d76..4f9a52ab61 100644 --- a/src/overlays/actors/ovl_En_Ani/z_en_ani.c +++ b/src/overlays/actors/ovl_En_Ani/z_en_ani.c @@ -8,7 +8,7 @@ #include "z_en_ani.h" #include "z64quake.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnAni*)thisx) diff --git a/src/overlays/actors/ovl_En_Aob_01/z_en_aob_01.c b/src/overlays/actors/ovl_En_Aob_01/z_en_aob_01.c index a3c0b7bd7d..dd249867e0 100644 --- a/src/overlays/actors/ovl_En_Aob_01/z_en_aob_01.c +++ b/src/overlays/actors/ovl_En_Aob_01/z_en_aob_01.c @@ -8,7 +8,7 @@ #include "overlays/actors/ovl_En_Racedog/z_en_racedog.h" #include "overlays/actors/ovl_En_Dg/z_en_dg.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnAob01*)thisx) @@ -1115,7 +1115,7 @@ void EnAob01_Init(Actor* thisx, PlayState* play) { case EVENTINF_DOG_RACE_STATE_NOT_STARTED: EnAob01_InitializeDogTextOffsets(); EnAob01_SpawnDogs(this, play); - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = EnAob01_BeforeRace_Idle; break; @@ -1126,7 +1126,7 @@ void EnAob01_Init(Actor* thisx, PlayState* play) { this->csId = this->actor.csId; EnAob01_Race_FollowSelectedDog(this, play); CutsceneManager_Queue(this->csId); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; EnAob01_Race_HidePlayer(this, play); this->actionFunc = EnAob01_Race_StartCutscene; break; @@ -1134,7 +1134,7 @@ void EnAob01_Init(Actor* thisx, PlayState* play) { case EVENTINF_DOG_RACE_STATE_ENDED: EnAob01_InitializeDogTextOffsets(); EnAob01_SpawnDogs(this, play); - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.flags |= ACTOR_FLAG_10000; this->actionFunc = EnAob01_AfterRace_GiveRaceResult; break; diff --git a/src/overlays/actors/ovl_En_Attack_Niw/z_en_attack_niw.c b/src/overlays/actors/ovl_En_Attack_Niw/z_en_attack_niw.c index 756be2421f..70f665acf2 100644 --- a/src/overlays/actors/ovl_En_Attack_Niw/z_en_attack_niw.c +++ b/src/overlays/actors/ovl_En_Attack_Niw/z_en_attack_niw.c @@ -33,7 +33,7 @@ ActorProfile En_Attack_Niw_Profile = { }; static InitChainEntry sInitChain[] = { - ICHAIN_U8(targetMode, TARGET_MODE_1, ICHAIN_CONTINUE), + ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_1, ICHAIN_CONTINUE), ICHAIN_F32_DIV1000(gravity, -2000, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP), }; @@ -59,7 +59,7 @@ void EnAttackNiw_Init(Actor* thisx, PlayState* play) { this->randomTargetCenterOffset.z = Rand_CenteredFloat(100.0f); Actor_SetScale(&this->actor, 0.01f); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; // Unnecessary: this actor does not start with this flag + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; // Unnecessary: this actor does not start with this flag this->actor.shape.rot.y = this->actor.world.rot.y = (Rand_ZeroOne() - 0.5f) * 60000.0f; this->actionFunc = EnAttackNiw_EnterViewFromOffscreen; } diff --git a/src/overlays/actors/ovl_En_Az/z_en_az.c b/src/overlays/actors/ovl_En_Az/z_en_az.c index 0f9758cd22..f193e71ee3 100644 --- a/src/overlays/actors/ovl_En_Az/z_en_az.c +++ b/src/overlays/actors/ovl_En_Az/z_en_az.c @@ -206,7 +206,7 @@ void EnAz_Init(Actor* thisx, PlayState* play2) { Actor_ProcessInitChain(&this->actor, sInitChain); this->unk_374 = 0; this->actor.colChkInfo.mass = MASS_IMMOVABLE; - this->actor.targetMode = TARGET_MODE_1; + this->actor.attentionRangeType = ATTENTION_RANGE_1; switch (BEAVER_GET_PARAM_F00(thisx)) { case 0: phi_v1 = @@ -304,12 +304,12 @@ void EnAz_Init(Actor* thisx, PlayState* play2) { if (CHECK_WEEKEVENTREG(WEEKEVENTREG_93_01)) { this->unk_2FA = 5; if (this->unk_374 & 2) { - this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); this->unk_374 |= 0x20; } } else { this->unk_2FA = 0; - this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); this->unk_374 |= 0x20; } func_80A94B20(play); @@ -323,7 +323,7 @@ void EnAz_Init(Actor* thisx, PlayState* play2) { case ENTRANCE(WATERFALL_RAPIDS, 3): this->unk_2FA = 0; if (!(this->unk_374 & 2)) { - this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10000); + this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10000); } if (gSaveContext.save.entrance == ENTRANCE(WATERFALL_RAPIDS, 3)) { this->unk_2FA = 0xA; @@ -379,18 +379,18 @@ void EnAz_Init(Actor* thisx, PlayState* play2) { if (this->unk_2FA == 2) { if (!(this->unk_374 & 2)) { this->unk_374 |= 0x20; - this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10000); + this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10000); this->actionFunc = func_80A97C24; } else { - this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); func_80A95C5C(this, play); } } else { if (this->unk_374 & 2) { this->unk_374 |= 0x20; - this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10000); + this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10000); } else { - this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); } this->actionFunc = func_80A97C24; } @@ -593,7 +593,7 @@ void func_80A95C5C(EnAz* this, PlayState* play) { this->actor.world.pos.y = this->actor.home.pos.y + 120.0f; this->actor.gravity = -1.0f; SubS_ChangeAnimationBySpeedInfo(&this->skelAnime, sAnimationSpeedInfo, BEAVER_ANIM_IDLE, &this->animIndex); - this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); this->actor.bgCheckFlags &= ~(BGCHECKFLAG_GROUND | BGCHECKFLAG_WATER); this->unk_3C0 = 0; this->actionFunc = func_80A95CEC; @@ -628,7 +628,7 @@ void func_80A95DA0(EnAz* this, PlayState* play) { this->actor.gravity = 0.0f; SubS_ChangeAnimationBySpeedInfo(&this->skelAnime, sAnimationSpeedInfo, BEAVER_ANIM_SWIM_WITH_SPINNING_TAIL, &this->animIndex); - this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); this->actor.bgCheckFlags &= ~(BGCHECKFLAG_GROUND | BGCHECKFLAG_WATER); this->unk_374 |= 0x1000; Math_Vec3f_Copy(&this->actor.world.pos, &sp40->curPoint); @@ -1623,7 +1623,7 @@ void func_80A97EAC(EnAz* this, PlayState* play) { SubS_ChangeAnimationBySpeedInfo(&this->skelAnime, sAnimationSpeedInfo, BEAVER_ANIM_SWIM_WITH_SPINNING_TAIL, &this->animIndex); this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED; - this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); this->actor.bgCheckFlags &= ~(BGCHECKFLAG_GROUND | BGCHECKFLAG_WATER); this->unk_374 |= 0x1000; this->unk_3C2 = 0; diff --git a/src/overlays/actors/ovl_En_Baba/z_en_baba.c b/src/overlays/actors/ovl_En_Baba/z_en_baba.c index 74053e31cc..58857b4766 100644 --- a/src/overlays/actors/ovl_En_Baba/z_en_baba.c +++ b/src/overlays/actors/ovl_En_Baba/z_en_baba.c @@ -6,7 +6,7 @@ #include "z_en_baba.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnBaba*)thisx) @@ -504,7 +504,7 @@ void EnBaba_FinishInit(EnBaba* this, PlayState* play) { this->actor.draw = EnBaba_Draw; this->stateFlags |= BOMB_SHOP_LADY_STATE_DRAW_SHADOW; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; if (play->sceneId == SCENE_BOMYA) { this->stateFlags |= BOMB_SHOP_LADY_STATE_VISIBLE; @@ -549,7 +549,7 @@ void EnBaba_FinishInit(EnBaba* this, PlayState* play) { } else { this->stateFlags |= BOMB_SHOP_LADY_STATE_VISIBLE; if (BOMB_SHOP_LADY_GET_TYPE(&this->actor) == BOMB_SHOP_LADY_TYPE_SWAY) { - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->animIndex = BOMB_SHOP_LADY_ANIM_SWAY; Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, this->animIndex); this->actionFunc = EnBaba_DoNothing; @@ -663,11 +663,11 @@ void EnBaba_FollowSchedule(EnBaba* this, PlayState* play) { ((this->scheduleResult != scheduleOutput.result) && !EnBaba_ProcessScheduleOutput(this, play, &scheduleOutput))) { this->stateFlags &= ~BOMB_SHOP_LADY_STATE_DRAW_SHADOW; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; scheduleOutput.result = BOMB_SHOP_LADY_SCH_NONE; } else { this->stateFlags |= BOMB_SHOP_LADY_STATE_DRAW_SHADOW; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } this->scheduleResult = scheduleOutput.result; @@ -735,7 +735,7 @@ void EnBaba_Init(Actor* thisx, PlayState* play) { Actor_SetScale(&this->actor, 0.01f); - this->actor.targetMode = TARGET_MODE_0; + this->actor.attentionRangeType = ATTENTION_RANGE_0; this->actor.gravity = -4.0f; this->actionFunc = EnBaba_FinishInit; } diff --git a/src/overlays/actors/ovl_En_Baguo/z_en_baguo.c b/src/overlays/actors/ovl_En_Baguo/z_en_baguo.c index b95c626359..a37deafc60 100644 --- a/src/overlays/actors/ovl_En_Baguo/z_en_baguo.c +++ b/src/overlays/actors/ovl_En_Baguo/z_en_baguo.c @@ -8,7 +8,7 @@ #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE) #define THIS ((EnBaguo*)thisx) @@ -133,7 +133,7 @@ void EnBaguo_Init(Actor* thisx, PlayState* play) { this->actor.world.rot.z = 0; Actor_SetScale(&this->actor, 0.01f); this->actor.colChkInfo.mass = MASS_IMMOVABLE; - this->actor.targetMode = TARGET_MODE_2; + this->actor.attentionRangeType = ATTENTION_RANGE_2; Collider_InitAndSetJntSph(play, &this->collider, &this->actor, &sJntSphInit, this->colliderElements); this->collider.elements[0].dim.modelSphere.radius = 30; @@ -146,7 +146,7 @@ void EnBaguo_Init(Actor* thisx, PlayState* play) { this->actor.gravity = -3.0f; this->actor.colChkInfo.damageTable = &sDamageTable; this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->collider.base.acFlags |= AC_HARD; this->actionFunc = EnBaguo_UndergroundIdle; } @@ -165,7 +165,7 @@ void EnBaguo_UndergroundIdle(EnBaguo* this, PlayState* play) { this->actor.world.rot.z = 0; this->actor.world.rot.x = this->actor.world.rot.z; this->actor.flags &= ~ACTOR_FLAG_LOCK_ON_DISABLED; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = EnBaguo_EmergeFromUnderground; } this->actor.shape.rot.y = this->actor.world.rot.y; @@ -293,7 +293,7 @@ void EnBaguo_RetreatUnderground(EnBaguo* this, PlayState* play) { Math_Vec3f_Copy(&this->actor.world.pos, &this->actor.home.pos); Actor_PlaySfx(&this->actor, NA_SE_EN_BAKUO_APPEAR); this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = EnBaguo_UndergroundIdle; } } @@ -354,7 +354,7 @@ void EnBaguo_CheckForDetonation(EnBaguo* this, PlayState* play) { this->timer = 30; this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Actor_SetScale(&this->actor, 0.0f); this->collider.elements[0].dim.scale = 3.0f; this->collider.elements[0].base.atDmgInfo.damage = 8; diff --git a/src/overlays/actors/ovl_En_Baisen/z_en_baisen.c b/src/overlays/actors/ovl_En_Baisen/z_en_baisen.c index 01aa61e86d..b14c37fe3e 100644 --- a/src/overlays/actors/ovl_En_Baisen/z_en_baisen.c +++ b/src/overlays/actors/ovl_En_Baisen/z_en_baisen.c @@ -7,7 +7,7 @@ #include "z_en_baisen.h" #include "assets/objects/object_bai/object_bai.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnBaisen*)thisx) @@ -99,7 +99,7 @@ void EnBaisen_Init(Actor* thisx, PlayState* play) { Actor_Kill(&this->actor); } } - this->actor.targetMode = TARGET_MODE_6; + this->actor.attentionRangeType = ATTENTION_RANGE_6; this->actor.gravity = -3.0f; Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); if (this->paramCopy == 0) { diff --git a/src/overlays/actors/ovl_En_Bal/z_en_bal.c b/src/overlays/actors/ovl_En_Bal/z_en_bal.c index e5f065bba3..290bae482b 100644 --- a/src/overlays/actors/ovl_En_Bal/z_en_bal.c +++ b/src/overlays/actors/ovl_En_Bal/z_en_bal.c @@ -7,7 +7,7 @@ #include "z_en_bal.h" #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnBal*)thisx) @@ -198,7 +198,7 @@ void EnBal_Init(Actor* thisx, PlayState* play) { f32 endFrame = Animation_GetLastFrame(&gTingleFloatIdleAnim); this->locationMapId = TINGLE_GET_MAP_ID(&this->picto.actor); - this->picto.actor.targetMode = 1; + this->picto.actor.attentionRangeType = 1; this->picto.actor.uncullZoneForward = 3000.0f; Actor_SetScale(&this->picto.actor, 0.02f); SkelAnime_InitFlex(play, &this->skelAnime, &gTingleSkel, &gTingleFloatIdleAnim, this->jointTable, this->morphTable, diff --git a/src/overlays/actors/ovl_En_Bat/z_en_bat.c b/src/overlays/actors/ovl_En_Bat/z_en_bat.c index f7cb530312..2e63a93b21 100644 --- a/src/overlays/actors/ovl_En_Bat/z_en_bat.c +++ b/src/overlays/actors/ovl_En_Bat/z_en_bat.c @@ -8,7 +8,7 @@ #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" #include "assets/objects/object_bat/object_bat.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_4000) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_4000) #define THIS ((EnBat*)thisx) @@ -315,7 +315,7 @@ void EnBat_DiveAttack(EnBat* this, PlayState* play) { } void EnBat_SetupDie(EnBat* this, PlayState* play) { - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Enemy_StartFinishingBlow(play, &this->actor); this->actor.speed *= Math_CosS(this->actor.world.rot.x); this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND; diff --git a/src/overlays/actors/ovl_En_Bb/z_en_bb.c b/src/overlays/actors/ovl_En_Bb/z_en_bb.c index b544f46eaa..78141a3f64 100644 --- a/src/overlays/actors/ovl_En_Bb/z_en_bb.c +++ b/src/overlays/actors/ovl_En_Bb/z_en_bb.c @@ -8,7 +8,7 @@ #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_200) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_200) #define THIS ((EnBb*)thisx) @@ -370,7 +370,7 @@ void EnBb_SetupDead(EnBb* this, PlayState* play) { } this->actor.flags |= ACTOR_FLAG_10; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = EnBb_Dead; } @@ -488,7 +488,7 @@ void EnBb_Revive(EnBb* this, PlayState* play) { if (Math_StepToF(&this->actor.scale.x, 0.01f, 0.0005f)) { this->actor.flags &= ~ACTOR_FLAG_10; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->collider.base.acFlags |= AC_ON; this->collider.base.atFlags |= AT_ON; this->actor.world.rot.y = this->actor.shape.rot.y; diff --git a/src/overlays/actors/ovl_En_Bba_01/z_en_bba_01.c b/src/overlays/actors/ovl_En_Bba_01/z_en_bba_01.c index 7a279fc5c9..93d51ea537 100644 --- a/src/overlays/actors/ovl_En_Bba_01/z_en_bba_01.c +++ b/src/overlays/actors/ovl_En_Bba_01/z_en_bba_01.c @@ -15,7 +15,7 @@ #include "z_en_bba_01.h" #include "assets/objects/object_bba/object_bba.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnBba01*)thisx) @@ -159,7 +159,7 @@ void EnBba01_FinishInit(EnHy* this, PlayState* play) { //! @bug: gBombShopLadySkel does not match EnHy's skeleton assumptions. //! Since gBombShopLadySkel has more limbs than expected, joint and morph tables will overflow if (EnHy_Init(this, play, &gBombShopLadySkel, ENHY_ANIM_BBA_6)) { - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.draw = EnBba01_Draw; this->waitingOnInit = false; if (ENBBA01_GET_PATH_INDEX(&this->actor) == ENBBA01_PATH_INDEX_NONE) { @@ -229,7 +229,7 @@ void EnBba01_Init(Actor* thisx, PlayState* play) { Collider_InitCylinder(play, &this->enHy.collider); Collider_SetCylinder(play, &this->enHy.collider, &this->enHy.actor, &sCylinderInit); CollisionCheck_SetInfo2(&this->enHy.actor.colChkInfo, &sDamageTable, &sColChkInfoInit); - this->enHy.actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->enHy.actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->enHy.path = SubS_GetPathByIndex(play, ENBBA01_GET_PATH_INDEX(&this->enHy.actor), ENBBA01_PATH_INDEX_NONE); this->enHy.waitingOnInit = true; Actor_SetScale(&this->enHy.actor, 0.01f); diff --git a/src/overlays/actors/ovl_En_Bbfall/z_en_bbfall.c b/src/overlays/actors/ovl_En_Bbfall/z_en_bbfall.c index 79a7dfcdd9..0edfc3a116 100644 --- a/src/overlays/actors/ovl_En_Bbfall/z_en_bbfall.c +++ b/src/overlays/actors/ovl_En_Bbfall/z_en_bbfall.c @@ -8,7 +8,7 @@ #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_200) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_200) #define THIS ((EnBbfall*)thisx) @@ -269,7 +269,7 @@ void EnBbfall_SetupWaitForPlayer(EnBbfall* this) { } this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = EnBbfall_WaitForPlayer; } @@ -290,7 +290,7 @@ void EnBbfall_SetupEmerge(EnBbfall* this) { this->collider.base.ocFlags1 |= OC1_ON; this->actor.velocity.y = 17.0f; EnBbfall_EnableColliders(this); - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLEFALL_APPEAR); this->actionFunc = EnBbfall_Emerge; } diff --git a/src/overlays/actors/ovl_En_Bee/z_en_bee.c b/src/overlays/actors/ovl_En_Bee/z_en_bee.c index 386f35814f..8789b85f70 100644 --- a/src/overlays/actors/ovl_En_Bee/z_en_bee.c +++ b/src/overlays/actors/ovl_En_Bee/z_en_bee.c @@ -6,7 +6,7 @@ #include "z_en_bee.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE) #define THIS ((EnBee*)thisx) @@ -98,7 +98,7 @@ void EnBee_Init(Actor* thisx, PlayState* play) { OBJECT_BEE_LIMB_MAX); this->actor.colChkInfo.health = 1; this->actor.colChkInfo.damageTable = &sDamageTable; - this->actor.targetMode = TARGET_MODE_6; + this->actor.attentionRangeType = ATTENTION_RANGE_6; Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); this->instanceId = sNumLoadedBees; sNumLoadedBees++; diff --git a/src/overlays/actors/ovl_En_Bh/z_en_bh.c b/src/overlays/actors/ovl_En_Bh/z_en_bh.c index c9511bc8d3..b109d44e55 100644 --- a/src/overlays/actors/ovl_En_Bh/z_en_bh.c +++ b/src/overlays/actors/ovl_En_Bh/z_en_bh.c @@ -32,7 +32,7 @@ ActorProfile En_Bh_Profile = { void EnBh_Init(Actor* thisx, PlayState* play) { EnBh* this = THIS; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Actor_SetScale(&this->actor, 0.01f); SkelAnime_InitFlex(play, &this->skelAnime, &gBhSkel, &gBhFlyingAnim, this->jointTable, this->morphTable, OBJECT_BH_LIMB_MAX); diff --git a/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c b/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c index e49f9d6c3d..3a79793314 100644 --- a/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c +++ b/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c @@ -7,7 +7,7 @@ #include "z_en_bigokuta.h" #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE) #define THIS ((EnBigokuta*)thisx) @@ -86,8 +86,10 @@ static ColliderCylinderInit sBodyCylinderInit = { static CollisionCheckInfoInit sColChkInfoInit = { 4, 130, 120, MASS_HEAVY }; static InitChainEntry sInitChain[] = { - ICHAIN_F32(uncullZoneForward, 2500, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_CONTINUE), - ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE), ICHAIN_S8(hintId, TATL_HINT_ID_BIG_OCTO, ICHAIN_CONTINUE), + ICHAIN_F32(uncullZoneForward, 2500, ICHAIN_CONTINUE), + ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_CONTINUE), + ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_2, ICHAIN_CONTINUE), + ICHAIN_S8(hintId, TATL_HINT_ID_BIG_OCTO, ICHAIN_CONTINUE), ICHAIN_VEC3F_DIV1000(scale, 33, ICHAIN_STOP), }; diff --git a/src/overlays/actors/ovl_En_Bigpamet/z_en_bigpamet.c b/src/overlays/actors/ovl_En_Bigpamet/z_en_bigpamet.c index a4678960cf..37fa67b857 100644 --- a/src/overlays/actors/ovl_En_Bigpamet/z_en_bigpamet.c +++ b/src/overlays/actors/ovl_En_Bigpamet/z_en_bigpamet.c @@ -10,7 +10,7 @@ #include "overlays/actors/ovl_En_Pametfrog/z_en_pametfrog.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_400) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_400) #define THIS ((EnBigpamet*)thisx) @@ -127,7 +127,7 @@ static InitChainEntry sInitChain[] = { ICHAIN_VEC3F_DIV1000(scale, 15, ICHAIN_CONTINUE), ICHAIN_F32(gravity, -2, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 4333, ICHAIN_CONTINUE), - ICHAIN_U8(targetMode, TARGET_MODE_5, ICHAIN_STOP), + ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_5, ICHAIN_STOP), }; static s32 sTexturesDesegmented = false; @@ -366,7 +366,7 @@ void func_80A2811C(EnBigpamet* this, PlayState* play) { void func_80A281B4(EnBigpamet* this) { this->actor.draw = NULL; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = func_80A281DC; } @@ -631,7 +631,7 @@ void func_80A28B98(EnBigpamet* this, PlayState* play) { this->actor.shape.rot.y = this->actor.world.rot.y; this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.params = ENBIGPAMET_0; if ((this->actor.parent->params == GEKKO_ON_SNAPPER) || (this->actor.parent->params == GEKKO_REAR_ON_SNAPPER) || @@ -683,7 +683,7 @@ void func_80A28DC0(EnBigpamet* this, PlayState* play) { void func_80A28E40(EnBigpamet* this) { Animation_MorphToPlayOnce(&this->snapperSkelAnime, &gSnapperRearUpAnim, -2.0f); - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.speed = 0.0f; this->actionFunc = func_80A28E98; } diff --git a/src/overlays/actors/ovl_En_Bigpo/z_en_bigpo.c b/src/overlays/actors/ovl_En_Bigpo/z_en_bigpo.c index 9a7cf37b27..5f0a1b9fce 100644 --- a/src/overlays/actors/ovl_En_Bigpo/z_en_bigpo.c +++ b/src/overlays/actors/ovl_En_Bigpo/z_en_bigpo.c @@ -9,7 +9,8 @@ #include "assets/objects/object_bigpo/object_bigpo.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_200 | ACTOR_FLAG_IGNORE_QUAKE) +#define FLAGS \ + (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_200 | ACTOR_FLAG_IGNORE_QUAKE) #define THIS ((EnBigpo*)thisx) @@ -289,7 +290,7 @@ void EnBigpo_LowerCutsceneSubCamera(EnBigpo* this, PlayState* play) { } void EnBigpo_InitWellBigpo(EnBigpo* this) { - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = EnBigpo_WellWaitForProximity; this->fireRadius = 200.0f; } @@ -488,7 +489,7 @@ void EnBigpo_SetupWarpOut(EnBigpo* this) { this->collider.base.ocFlags1 &= ~OC1_ON; this->angularVelocity = 0x2000; this->idleTimer = 32; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.speed = 0.0f; Actor_PlaySfx(&this->actor, NA_SE_EN_PO_DISAPPEAR); this->actionFunc = EnBigpo_WarpingOut; @@ -549,7 +550,7 @@ void EnBigpo_SetupIdleFlying(EnBigpo* this) { this->actor.world.rot.y = this->actor.shape.rot.y; this->collider.base.acFlags |= AC_ON; this->collider.base.ocFlags1 |= OC1_ON; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = EnBigpo_IdleFlying; } @@ -749,7 +750,7 @@ void EnBigpo_SetupLanternDrop(EnBigpo* this, PlayState* play) { this->actor.velocity.y = 0.0f; this->actor.world.pos.y -= 15.0f; Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_MISC); - this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE); // targetable OFF, enemy music OFF + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); // targetable OFF, enemy music OFF this->actor.bgCheckFlags &= ~BGCHECKFLAG_PLAYER_400; this->actionFunc = EnBigpo_LanternFalling; } @@ -817,7 +818,7 @@ void EnBigpo_SetupScoopSoulIdle(EnBigpo* this) { this->savedHeight = this->actor.world.pos.y; Actor_SetFocus(&this->actor, -10.0f); this->idleTimer = 400; // 20 seconds - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = EnBigpo_ScoopSoulIdle; } @@ -839,7 +840,7 @@ void EnBigpo_ScoopSoulIdle(EnBigpo* this, PlayState* play) { } void EnBigpo_SetupScoopSoulLeaving(EnBigpo* this) { - this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_10000); // unknown OFF + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_10000); // unknown OFF this->actionFunc = EnBigpo_ScoopSoulFadingAway; } @@ -851,7 +852,7 @@ void EnBigpo_ScoopSoulFadingAway(EnBigpo* this, PlayState* play) { } void EnBigpo_InitDampeMainPo(EnBigpo* this) { - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = EnBigpo_SelectRandomFireLocations; } @@ -897,7 +898,7 @@ void EnBigpo_SelectRandomFireLocations(EnBigpo* this, PlayState* play) { randomFirePo->actor.update = EnBigpo_UpdateFire; Actor_ChangeCategory(play, &play->actorCtx, &randomFirePo->actor, ACTORCAT_PROP); randomFirePo->unk20C = fireIndex; - randomFirePo->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + randomFirePo->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; // make invisible by size: 0 Actor_SetScale(&randomFirePo->actor, 0); @@ -1129,7 +1130,7 @@ s32 EnBigpo_ApplyDamage(EnBigpo* this, PlayState* play) { } if (Actor_ApplyDamage(&this->actor) == 0) { - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Actor_PlaySfx(&this->actor, NA_SE_EN_PO_DEAD); Enemy_StartFinishingBlow(play, &this->actor); if (this->actor.params == BIG_POE_TYPE_SUMMONED) { // dampe type diff --git a/src/overlays/actors/ovl_En_Bigslime/z_en_bigslime.c b/src/overlays/actors/ovl_En_Bigslime/z_en_bigslime.c index ee17eab273..a98859446b 100644 --- a/src/overlays/actors/ovl_En_Bigslime/z_en_bigslime.c +++ b/src/overlays/actors/ovl_En_Bigslime/z_en_bigslime.c @@ -12,7 +12,7 @@ #include "assets/objects/object_bigslime/object_bigslime.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_200) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_200) #define THIS ((EnBigslime*)thisx) @@ -308,7 +308,7 @@ static InitChainEntry sInitChain[] = { ICHAIN_S8(hintId, TATL_HINT_ID_GEKKO_GIANT_SLIME, ICHAIN_CONTINUE), ICHAIN_F32_DIV1000(targetArrowOffset, -13221, ICHAIN_CONTINUE), ICHAIN_F32_DIV1000(gravity, -2000, ICHAIN_CONTINUE), - ICHAIN_U8(targetMode, TARGET_MODE_5, ICHAIN_STOP), + ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_5, ICHAIN_STOP), }; void EnBigslime_Init(Actor* thisx, PlayState* play2) { @@ -372,7 +372,7 @@ void EnBigslime_Init(Actor* thisx, PlayState* play2) { this->bigslimeFrozenTexAnim = Lib_SegmentedToVirtual(gBigslimeFrozenTexAnim); this->iceShardTexAnim = Lib_SegmentedToVirtual(gBigslimeIceShardTexAnim); this->actor.world.pos.y = GBT_ROOM_5_MIN_Y; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.shape.shadowAlpha = 255; this->gekkoScale = 0.007f; this->actor.shape.rot.y = 0; @@ -765,7 +765,7 @@ void EnBigslime_BreakIntoMinislime(EnBigslime* this, PlayState* play) { EnBigslime_SetPlayerParams(this, play); EnBigslime_EndCutscene(this, play); this->actor.colChkInfo.mass = 50; - this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_400); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_400); this->actor.flags |= ACTOR_FLAG_200; this->actor.hintId = TATL_HINT_ID_GEKKO_GIANT_SLIME; this->gekkoRot.x = 0; @@ -1001,7 +1001,7 @@ void EnBigslime_CallMinislime(EnBigslime* this, PlayState* play) { if (this->callTimer == 0) { EnBigslime_EndCutscene(this, play); this->formBigslimeTimer = 2; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; EnBigslime_SetupIdleNoticePlayer(this); } } else if (this->isAnimFinished) { @@ -2041,7 +2041,7 @@ void EnBigslime_JumpGekko(EnBigslime* this, PlayState* play) { if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) { this->gekkoCollider.base.acFlags |= AC_ON; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } this->jumpTimer--; @@ -2353,7 +2353,7 @@ void EnBigslime_SetupCutsceneDefeat(EnBigslime* this, PlayState* play) { this->minislime[i]->actor.params = MINISLIME_DEFEAT_IDLE; } - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; EnBigslime_GekkoThaw(this, play); this->actionFunc = EnBigslime_CutsceneDefeat; } diff --git a/src/overlays/actors/ovl_En_Bji_01/z_en_bji_01.c b/src/overlays/actors/ovl_En_Bji_01/z_en_bji_01.c index 5344834d3c..5b99d20fd8 100644 --- a/src/overlays/actors/ovl_En_Bji_01/z_en_bji_01.c +++ b/src/overlays/actors/ovl_En_Bji_01/z_en_bji_01.c @@ -6,7 +6,7 @@ #include "z_en_bji_01.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnBji01*)thisx) @@ -381,7 +381,7 @@ void EnBji01_Init(Actor* thisx, PlayState* play) { Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); this->actor.colChkInfo.mass = MASS_IMMOVABLE; - this->actor.targetMode = TARGET_MODE_0; + this->actor.attentionRangeType = ATTENTION_RANGE_0; this->actor.child = NULL; this->animIndex = SHIKASHI_ANIM_NONE; diff --git a/src/overlays/actors/ovl_En_Bjt/z_en_bjt.c b/src/overlays/actors/ovl_En_Bjt/z_en_bjt.c index 2c45b7a38b..5d57181352 100644 --- a/src/overlays/actors/ovl_En_Bjt/z_en_bjt.c +++ b/src/overlays/actors/ovl_En_Bjt/z_en_bjt.c @@ -7,7 +7,7 @@ #include "z_en_bjt.h" #include "attributes.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnBjt*)thisx) diff --git a/src/overlays/actors/ovl_En_Boj_01/z_en_boj_01.c b/src/overlays/actors/ovl_En_Boj_01/z_en_boj_01.c index 90bc9e74f4..3a3d3655f3 100644 --- a/src/overlays/actors/ovl_En_Boj_01/z_en_boj_01.c +++ b/src/overlays/actors/ovl_En_Boj_01/z_en_boj_01.c @@ -6,7 +6,7 @@ #include "z_en_boj_01.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnBoj01*)thisx) diff --git a/src/overlays/actors/ovl_En_Boj_02/z_en_boj_02.c b/src/overlays/actors/ovl_En_Boj_02/z_en_boj_02.c index ae337e6bef..d40cd41d0c 100644 --- a/src/overlays/actors/ovl_En_Boj_02/z_en_boj_02.c +++ b/src/overlays/actors/ovl_En_Boj_02/z_en_boj_02.c @@ -6,7 +6,7 @@ #include "z_en_boj_02.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnBoj02*)thisx) diff --git a/src/overlays/actors/ovl_En_Boj_03/z_en_boj_03.c b/src/overlays/actors/ovl_En_Boj_03/z_en_boj_03.c index 9971323b2e..a6725fb362 100644 --- a/src/overlays/actors/ovl_En_Boj_03/z_en_boj_03.c +++ b/src/overlays/actors/ovl_En_Boj_03/z_en_boj_03.c @@ -6,7 +6,7 @@ #include "z_en_boj_03.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnBoj03*)thisx) diff --git a/src/overlays/actors/ovl_En_Boj_04/z_en_boj_04.c b/src/overlays/actors/ovl_En_Boj_04/z_en_boj_04.c index d0b55a2459..dbc375044b 100644 --- a/src/overlays/actors/ovl_En_Boj_04/z_en_boj_04.c +++ b/src/overlays/actors/ovl_En_Boj_04/z_en_boj_04.c @@ -6,7 +6,7 @@ #include "z_en_boj_04.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnBoj04*)thisx) diff --git a/src/overlays/actors/ovl_En_Boj_05/z_en_boj_05.c b/src/overlays/actors/ovl_En_Boj_05/z_en_boj_05.c index 549bd2554f..d17aaa67f2 100644 --- a/src/overlays/actors/ovl_En_Boj_05/z_en_boj_05.c +++ b/src/overlays/actors/ovl_En_Boj_05/z_en_boj_05.c @@ -6,7 +6,7 @@ #include "z_en_boj_05.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnBoj05*)thisx) diff --git a/src/overlays/actors/ovl_En_Bom_Bowl_Man/z_en_bom_bowl_man.c b/src/overlays/actors/ovl_En_Bom_Bowl_Man/z_en_bom_bowl_man.c index 313481649c..5c8fa589ba 100644 --- a/src/overlays/actors/ovl_En_Bom_Bowl_Man/z_en_bom_bowl_man.c +++ b/src/overlays/actors/ovl_En_Bom_Bowl_Man/z_en_bom_bowl_man.c @@ -7,7 +7,7 @@ #include "z_en_bom_bowl_man.h" #include "assets/objects/object_cs/object_cs.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnBomBowlMan*)thisx) @@ -139,7 +139,7 @@ void EnBomBowlMan_Init(Actor* thisx, PlayState* play) { this->morphTable, OBJECT_CS_LIMB_MAX); this->unk_2F6 = ENBOMBOWLMAN_GET_F0(&this->actor); this->unk_2F4 = ENBOMBOWLMAN_GET_F(&this->actor); - this->actor.targetMode = TARGET_MODE_6; + this->actor.attentionRangeType = ATTENTION_RANGE_6; Actor_SetScale(&this->actor, 0.01f); if (this->unk_2F6 == ENBOMBOWLMAN_F0_0) { @@ -414,7 +414,7 @@ void func_809C52B4(EnBomBowlMan* this) { this->actor.draw = NULL; this->actor.flags |= ACTOR_FLAG_10; this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.world.pos.x = 1340.0f; this->actor.world.pos.z = -1795.0f; this->unk_29C = 3; diff --git a/src/overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.c b/src/overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.c index 809c72c639..ce03ca1eea 100644 --- a/src/overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.c +++ b/src/overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.c @@ -58,7 +58,7 @@ static ColliderSphereInit sSphereInit = { }; static InitChainEntry sInitChain[] = { - ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE), + ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_2, ICHAIN_CONTINUE), ICHAIN_VEC3F_DIV1000(scale, 1000 * BOMBCHU_SCALE, ICHAIN_STOP), }; @@ -191,7 +191,7 @@ void EnBomChu_WaitForRelease(EnBomChu* this, PlayState* play) { Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_4); this->actor.shape.rot.y = player->actor.shape.rot.y; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; Actor_PlaySfx_SurfaceBomb(play, &this->actor); this->isMoving = true; diff --git a/src/overlays/actors/ovl_En_Bombal/z_en_bombal.c b/src/overlays/actors/ovl_En_Bombal/z_en_bombal.c index 2a1ffc6b71..02b234f0a0 100644 --- a/src/overlays/actors/ovl_En_Bombal/z_en_bombal.c +++ b/src/overlays/actors/ovl_En_Bombal/z_en_bombal.c @@ -64,7 +64,7 @@ void EnBombal_Init(Actor* thisx, PlayState* play) { ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 25.0f); this->actor.colChkInfo.mass = 0; Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); - this->actor.targetMode = TARGET_MODE_6; + this->actor.attentionRangeType = ATTENTION_RANGE_6; this->actor.colChkInfo.health = 1; this->scale = 0.1f; this->csId = this->actor.csId; diff --git a/src/overlays/actors/ovl_En_Bombers/z_en_bombers.c b/src/overlays/actors/ovl_En_Bombers/z_en_bombers.c index 5e764fd35b..647fb2efbf 100644 --- a/src/overlays/actors/ovl_En_Bombers/z_en_bombers.c +++ b/src/overlays/actors/ovl_En_Bombers/z_en_bombers.c @@ -7,7 +7,7 @@ #include "z_en_bombers.h" #include "overlays/actors/ovl_En_Bom_Bowl_Man/z_en_bom_bowl_man.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnBombers*)thisx) @@ -144,7 +144,7 @@ void EnBombers_Init(Actor* thisx, PlayState* play) { SkelAnime_InitFlex(play, &this->skelAnime, &object_cs_Skel_00F82C, &gBomberIdleAnim, this->jointTable, this->morphTable, OBJECT_CS_LIMB_MAX); Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); - this->actor.targetMode = TARGET_MODE_0; + this->actor.attentionRangeType = ATTENTION_RANGE_0; Actor_SetScale(&this->actor, 0.01f); this->unk_2BC = ENBOMBERS_GET_F0(&this->actor); diff --git a/src/overlays/actors/ovl_En_Bombers2/z_en_bombers2.c b/src/overlays/actors/ovl_En_Bombers2/z_en_bombers2.c index 9a1ff976db..b10b32df1c 100644 --- a/src/overlays/actors/ovl_En_Bombers2/z_en_bombers2.c +++ b/src/overlays/actors/ovl_En_Bombers2/z_en_bombers2.c @@ -6,7 +6,7 @@ #include "z_en_bombers2.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnBombers2*)thisx) @@ -113,7 +113,7 @@ void EnBombers2_Init(Actor* thisx, PlayState* play) { ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 19.0f); SkelAnime_InitFlex(play, &this->skelAnime, &object_cs_Skel_00F82C, &gBomberIdleAnim, this->jointTable, this->morphTable, OBJECT_CS_LIMB_MAX); - this->actor.targetMode = TARGET_MODE_6; + this->actor.attentionRangeType = ATTENTION_RANGE_6; Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); if (CHECK_WEEKEVENTREG(WEEKEVENTREG_73_80) || (gSaveContext.save.entrance == ENTRANCE(EAST_CLOCK_TOWN, 2))) { diff --git a/src/overlays/actors/ovl_En_Bombf/z_en_bombf.c b/src/overlays/actors/ovl_En_Bombf/z_en_bombf.c index 47f4714ac8..cded20f9d1 100644 --- a/src/overlays/actors/ovl_En_Bombf/z_en_bombf.c +++ b/src/overlays/actors/ovl_En_Bombf/z_en_bombf.c @@ -9,7 +9,7 @@ #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" #include "assets/objects/object_bombf/object_bombf.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_10) #define THIS ((EnBombf*)thisx) @@ -110,7 +110,7 @@ void EnBombf_Init(Actor* thisx, PlayState* play2) { thisx->focus.pos = thisx->world.pos; thisx->colChkInfo.cylRadius = 10; thisx->colChkInfo.cylHeight = 10; - thisx->targetMode = TARGET_MODE_0; + thisx->attentionRangeType = ATTENTION_RANGE_0; if (ENBOMBF_GET(thisx) == ENBOMBF_0) { this->timer = 140; @@ -118,7 +118,7 @@ void EnBombf_Init(Actor* thisx, PlayState* play2) { thisx->gravity = -1.5f; Actor_ChangeCategory(play, &play->actorCtx, thisx, ACTORCAT_EXPLOSIVES); thisx->colChkInfo.mass = 200; - thisx->flags &= ~ACTOR_FLAG_TARGETABLE; + thisx->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; EnBombf_SetupAction(this, func_808AEE3C); } else { thisx->colChkInfo.mass = MASS_IMMOVABLE; @@ -158,7 +158,7 @@ void func_808AEAE0(EnBombf* this, PlayState* play) { this->timer = 180; this->unk_204 = 0.0f; Actor_PlaySfx(&this->actor, NA_SE_PL_PULL_UP_ROCK); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } else { player->actor.child = NULL; player->heldActor = NULL; @@ -178,7 +178,7 @@ void func_808AEAE0(EnBombf* this, PlayState* play) { bombf->unk_1F8 = 1; bombf->timer = 0; this->timer = 180; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->unk_204 = 0.0f; } } @@ -189,7 +189,7 @@ void func_808AEAE0(EnBombf* this, PlayState* play) { if (bombf != NULL) { bombf->timer = 100; this->timer = 180; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->unk_204 = 0.0f; } } else { @@ -209,7 +209,7 @@ void func_808AEAE0(EnBombf* this, PlayState* play) { if (this->timer == 0) { this->unk_204 += 0.05f; if (this->unk_204 >= 1.0f) { - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } } diff --git a/src/overlays/actors/ovl_En_Bomjima/z_en_bomjima.c b/src/overlays/actors/ovl_En_Bomjima/z_en_bomjima.c index 7fcaf2dc2e..5aae0bdefe 100644 --- a/src/overlays/actors/ovl_En_Bomjima/z_en_bomjima.c +++ b/src/overlays/actors/ovl_En_Bomjima/z_en_bomjima.c @@ -8,7 +8,7 @@ #include "overlays/effects/ovl_Effect_Ss_Hitmark/z_eff_ss_hitmark.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnBomjima*)thisx) @@ -186,7 +186,7 @@ void EnBomjima_Init(Actor* thisx, PlayState* play) { this->morphTable, OBJECT_CS_LIMB_MAX); Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); CLEAR_WEEKEVENTREG(WEEKEVENTREG_83_04); - this->actor.targetMode = TARGET_MODE_0; + this->actor.attentionRangeType = ATTENTION_RANGE_0; this->unk_2E6 = ENBOMJIMA_GET_F0(&this->actor); this->unk_2E4 = ENBOMJIMA_GET_F(&this->actor); Actor_SetScale(&this->actor, 0.01f); diff --git a/src/overlays/actors/ovl_En_Bomjimb/z_en_bomjimb.c b/src/overlays/actors/ovl_En_Bomjimb/z_en_bomjimb.c index 7f113f9694..de89d3eb85 100644 --- a/src/overlays/actors/ovl_En_Bomjimb/z_en_bomjimb.c +++ b/src/overlays/actors/ovl_En_Bomjimb/z_en_bomjimb.c @@ -7,7 +7,7 @@ #include "z_en_bomjimb.h" #include "overlays/actors/ovl_En_Niw/z_en_niw.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnBomjimb*)thisx) @@ -157,7 +157,7 @@ void EnBomjimb_Init(Actor* thisx, PlayState* play) { SkelAnime_InitFlex(play, &this->skelAnime, &object_cs_Skel_00F82C, &gBomberIdleAnim, this->jointTable, this->morphTable, OBJECT_CS_LIMB_MAX); Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); - this->actor.targetMode = TARGET_MODE_6; + this->actor.attentionRangeType = ATTENTION_RANGE_6; Actor_SetScale(&this->actor, 0.01f); this->unk_2C6 = ENBOMJIMB_GET_F0(&this->actor); diff --git a/src/overlays/actors/ovl_En_Boom/z_en_boom.c b/src/overlays/actors/ovl_En_Boom/z_en_boom.c index 3f56357422..ae9d1e4270 100644 --- a/src/overlays/actors/ovl_En_Boom/z_en_boom.c +++ b/src/overlays/actors/ovl_En_Boom/z_en_boom.c @@ -52,7 +52,7 @@ static ColliderQuadInit sQuadInit = { }; static InitChainEntry sInitChain[] = { - ICHAIN_S8(targetMode, TARGET_MODE_5, ICHAIN_CONTINUE), + ICHAIN_S8(attentionRangeType, ATTENTION_RANGE_5, ICHAIN_CONTINUE), ICHAIN_VEC3S(shape.rot, 0, ICHAIN_STOP), }; diff --git a/src/overlays/actors/ovl_En_Box/z_en_box.c b/src/overlays/actors/ovl_En_Box/z_en_box.c index 32ce480c0c..86119fdd88 100644 --- a/src/overlays/actors/ovl_En_Box/z_en_box.c +++ b/src/overlays/actors/ovl_En_Box/z_en_box.c @@ -69,7 +69,7 @@ ActorProfile En_Box_Profile = { }; static InitChainEntry sInitChain[] = { - ICHAIN_U8(targetMode, TARGET_MODE_0, ICHAIN_STOP), + ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_0, ICHAIN_STOP), }; void EnBox_SetupAction(EnBox* this, EnBoxActionFunc func) { diff --git a/src/overlays/actors/ovl_En_Bsb/z_en_bsb.c b/src/overlays/actors/ovl_En_Bsb/z_en_bsb.c index d5ecd3b228..3ff27454a9 100644 --- a/src/overlays/actors/ovl_En_Bsb/z_en_bsb.c +++ b/src/overlays/actors/ovl_En_Bsb/z_en_bsb.c @@ -16,7 +16,7 @@ #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_2000000) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_2000000) #define THIS ((EnBsb*)thisx) @@ -386,7 +386,7 @@ void EnBsb_Init(Actor* thisx, PlayState* play) { while (csId != CS_ID_NONE) { this->csIdList[i] = csId; csId = CutsceneManager_GetAdditionalCsId(csId); i++; } // clang-format on - this->actor.targetMode = TARGET_MODE_10; + this->actor.attentionRangeType = ATTENTION_RANGE_10; if (CHECK_WEEKEVENTREG(WEEKEVENTREG_23_04)) { Actor_Kill(&this->actor); @@ -1312,7 +1312,7 @@ void func_80C0E178(EnBsb* this) { this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED; this->unk_02AE = false; this->unk_02A4 = 0; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->unk_02B4 = 14; this->actionFunc = func_80C0E1C0; this->actor.speed = 0.0f; @@ -1372,7 +1372,7 @@ void func_80C0E3B8(EnBsb* this) { Math_Vec3s_Copy(&this->unk_031C, &gZeroVec3s); this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Animation_Change(&this->skelAnime, &object_bsb_Anim_004894, 1.0f, D_80C0F8D0, Animation_GetLastFrame(&object_bsb_Anim_004894), 2, 0.0f); @@ -1520,7 +1520,7 @@ void func_80C0E618(EnBsb* this, PlayState* play) { Enemy_StartFinishingBlow(play, &this->actor); Actor_PlaySfx(&this->actor, NA_SE_EN_KITA_DEAD); this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_NPC); func_80C0D3C0(this, play); } else { diff --git a/src/overlays/actors/ovl_En_Bu/z_en_bu.c b/src/overlays/actors/ovl_En_Bu/z_en_bu.c index b521648d83..f6fa077231 100644 --- a/src/overlays/actors/ovl_En_Bu/z_en_bu.c +++ b/src/overlays/actors/ovl_En_Bu/z_en_bu.c @@ -6,7 +6,7 @@ #include "z_en_bu.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED) #define THIS ((EnBu*)thisx) diff --git a/src/overlays/actors/ovl_En_Bubble/z_en_bubble.c b/src/overlays/actors/ovl_En_Bubble/z_en_bubble.c index da49fad7a6..f32233339d 100644 --- a/src/overlays/actors/ovl_En_Bubble/z_en_bubble.c +++ b/src/overlays/actors/ovl_En_Bubble/z_en_bubble.c @@ -6,7 +6,7 @@ #include "z_en_bubble.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED) #define THIS ((EnBubble*)thisx) @@ -77,7 +77,7 @@ void EnBubble_SetDimensions(EnBubble* this, f32 dim) { f32 z; f32 norm; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; Actor_SetScale(&this->actor, 1.0f); this->actor.shape.yOffset = 16.0f; this->modelRotSpeed = 16.0f; @@ -144,7 +144,7 @@ s32 EnBubble_Explosion(EnBubble* this, PlayState* play) { &sEffectEnvColor, Rand_S16Offset(100, 50), 25, 0); } Item_DropCollectibleRandom(play, NULL, &this->actor.world.pos, 0x50); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; return Rand_S16Offset(90, 60); } diff --git a/src/overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.c b/src/overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.c index 6e6803fd61..8ca9c1b1c3 100644 --- a/src/overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.c +++ b/src/overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.c @@ -8,7 +8,7 @@ #include "attributes.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnClearTag*)thisx) @@ -423,7 +423,7 @@ void EnClearTag_Init(Actor* thisx, PlayState* play) { Vec3f velocity; Vec3f accel; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; if (thisx->params >= 0) { this->activeTimer = 70; Math_Vec3f_Copy(&pos, &this->actor.world.pos); diff --git a/src/overlays/actors/ovl_En_Cne_01/z_en_cne_01.c b/src/overlays/actors/ovl_En_Cne_01/z_en_cne_01.c index d2c2a0175f..791998d778 100644 --- a/src/overlays/actors/ovl_En_Cne_01/z_en_cne_01.c +++ b/src/overlays/actors/ovl_En_Cne_01/z_en_cne_01.c @@ -7,7 +7,7 @@ #include "z_en_cne_01.h" #include "assets/objects/object_cne/object_cne.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnCne01*)thisx) @@ -149,7 +149,7 @@ s32 func_809CB4A0(EnCne01* this, PlayState* play) { void EnCne01_FinishInit(EnHy* this, PlayState* play) { if (EnHy_Init(this, play, &gHylianYoungWomanSkel, ENHY_ANIM_OS_ANIME_11)) { - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.draw = EnCne01_Draw; this->waitingOnInit = false; if (ENCNE01_GET_PATH_INDEX(&this->actor) == ENCNE01_PATH_INDEX_NONE) { @@ -219,7 +219,7 @@ void EnCne01_Init(Actor* thisx, PlayState* play) { Collider_InitCylinder(play, &this->enHy.collider); Collider_SetCylinder(play, &this->enHy.collider, &this->enHy.actor, &sCylinderInit); CollisionCheck_SetInfo2(&this->enHy.actor.colChkInfo, &sDamageTable, &sColChkInfoInit); - this->enHy.actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->enHy.actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->enHy.path = SubS_GetPathByIndex(play, ENCNE01_GET_PATH_INDEX(&this->enHy.actor), ENCNE01_PATH_INDEX_NONE); this->enHy.waitingOnInit = true; Actor_SetScale(&this->enHy.actor, 0.01f); diff --git a/src/overlays/actors/ovl_En_Col_Man/z_en_col_man.c b/src/overlays/actors/ovl_En_Col_Man/z_en_col_man.c index cfb69eee71..9bd9c504bc 100644 --- a/src/overlays/actors/ovl_En_Col_Man/z_en_col_man.c +++ b/src/overlays/actors/ovl_En_Col_Man/z_en_col_man.c @@ -64,7 +64,7 @@ void EnColMan_Init(Actor* thisx, PlayState* play) { EnColMan* this = THIS; Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); - this->actor.targetMode = TARGET_MODE_1; + this->actor.attentionRangeType = ATTENTION_RANGE_1; this->scale = (BREG(55) / 1000.0f) + 0.01f; switch (this->actor.params) { diff --git a/src/overlays/actors/ovl_En_Cow/z_en_cow.c b/src/overlays/actors/ovl_En_Cow/z_en_cow.c index 3cd93a28f6..c2df986b66 100644 --- a/src/overlays/actors/ovl_En_Cow/z_en_cow.c +++ b/src/overlays/actors/ovl_En_Cow/z_en_cow.c @@ -8,7 +8,7 @@ #include "z64horse.h" #include "z64voice.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnCow*)thisx) @@ -130,7 +130,7 @@ void EnCow_Init(Actor* thisx, PlayState* play) { this->animTimer = Rand_ZeroFloat(1000.0f) + 40.0f; this->animCycle = 0; - this->actor.targetMode = TARGET_MODE_6; + this->actor.attentionRangeType = ATTENTION_RANGE_6; gHorsePlayedEponasSong = false; AudioVoice_InitWord(VOICE_WORD_ID_MILK); @@ -147,7 +147,7 @@ void EnCow_Init(Actor* thisx, PlayState* play) { EnCow_SetTailPos(this); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->animTimer = Rand_ZeroFloat(1000.0f) + 40.0f; break; diff --git a/src/overlays/actors/ovl_En_Crow/z_en_crow.c b/src/overlays/actors/ovl_En_Crow/z_en_crow.c index 5c867847a4..4d29207b14 100644 --- a/src/overlays/actors/ovl_En_Crow/z_en_crow.c +++ b/src/overlays/actors/ovl_En_Crow/z_en_crow.c @@ -7,7 +7,7 @@ #include "z_en_crow.h" #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_4000) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_4000) #define THIS ((EnCrow*)thisx) @@ -138,7 +138,7 @@ void EnCrow_Init(Actor* thisx, PlayState* play) { sDeadCount = 0; if (this->actor.parent != NULL) { - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } EnCrow_SetupFlyIdle(this); } @@ -172,7 +172,7 @@ void EnCrow_FlyIdle(EnCrow* this, PlayState* play) { dist = Actor_WorldDistXZToPoint(&this->actor, &this->actor.parent->world.pos); } else { dist = 450.0f; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } if (this->actor.bgCheckFlags & BGCHECKFLAG_WALL) { @@ -458,7 +458,7 @@ void EnCrow_Respawn(EnCrow* this, PlayState* play) { scaleTarget = 0.01f; } if (Math_StepToF(&this->actor.scale.x, scaleTarget, scaleTarget * 0.1f)) { - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.flags &= ~ACTOR_FLAG_10; this->actor.colChkInfo.health = 1; EnCrow_SetupFlyIdle(this); @@ -483,7 +483,7 @@ void EnCrow_UpdateDamage(EnCrow* this, PlayState* play) { } else { this->actor.colChkInfo.health = 0; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Enemy_StartFinishingBlow(play, &this->actor); EnCrow_SetupDamaged(this, play); } diff --git a/src/overlays/actors/ovl_En_Dai/z_en_dai.c b/src/overlays/actors/ovl_En_Dai/z_en_dai.c index 5f8cd5e018..761b13429d 100644 --- a/src/overlays/actors/ovl_En_Dai/z_en_dai.c +++ b/src/overlays/actors/ovl_En_Dai/z_en_dai.c @@ -6,7 +6,7 @@ #include "z_en_dai.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_2000000) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_2000000) #define THIS ((EnDai*)thisx) @@ -559,7 +559,7 @@ void EnDai_Init(Actor* thisx, PlayState* play) { this->animIndex = ENDAI_ANIM_NONE; EnDai_ChangeAnim(this, ENDAI_ANIM_0); Actor_SetScale(&this->actor, 0.2f); - this->actor.targetMode = TARGET_MODE_10; + this->actor.attentionRangeType = ATTENTION_RANGE_10; this->unk_1F0 = D_80B3FBF0; this->unk_1FC = D_80B3FBF0; this->unk_1CE = 0; @@ -579,7 +579,7 @@ void EnDai_Init(Actor* thisx, PlayState* play) { } this->unk_1CD = 0; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->unk_1CE |= (0x100 | 0x20); this->unk_1CE |= 0x80; this->actionFunc = func_80B3EEDC; diff --git a/src/overlays/actors/ovl_En_Daiku/z_en_daiku.c b/src/overlays/actors/ovl_En_Daiku/z_en_daiku.c index 95d4da9d70..0641364b37 100644 --- a/src/overlays/actors/ovl_En_Daiku/z_en_daiku.c +++ b/src/overlays/actors/ovl_En_Daiku/z_en_daiku.c @@ -6,7 +6,7 @@ #include "z_en_daiku.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnDaiku*)thisx) @@ -99,7 +99,7 @@ void EnDaiku_Init(Actor* thisx, PlayState* play) { this->actor.colChkInfo.mass = MASS_IMMOVABLE; ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 40.0f); - this->actor.targetMode = TARGET_MODE_0; + this->actor.attentionRangeType = ATTENTION_RANGE_0; Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); this->unk_278 = ENDAIKU_GET_FF(&this->actor); if (this->unk_278 == ENDAIKU_PARAM_FF_3) { diff --git a/src/overlays/actors/ovl_En_Daiku2/z_en_daiku2.c b/src/overlays/actors/ovl_En_Daiku2/z_en_daiku2.c index df07426ab1..7545e4c77b 100644 --- a/src/overlays/actors/ovl_En_Daiku2/z_en_daiku2.c +++ b/src/overlays/actors/ovl_En_Daiku2/z_en_daiku2.c @@ -9,7 +9,7 @@ #include "assets/objects/object_daiku/object_daiku.h" #include "assets/objects/object_bombiwa/object_bombiwa.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnDaiku2*)thisx) @@ -84,7 +84,7 @@ void EnDaiku2_Init(Actor* thisx, PlayState* play) { ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 40.0f); SkelAnime_InitFlex(play, &this->skelAnime, &object_daiku_Skel_00A850, &object_daiku_Anim_002FA0, this->jointTable, this->morphTable, OBJECT_DAIKU_LIMB_MAX); - this->actor.targetMode = TARGET_MODE_0; + this->actor.attentionRangeType = ATTENTION_RANGE_0; Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); this->switchFlag = ENDAIKU2_GET_SWITCH_FLAG(&this->actor); this->pathIndex = ENDAIKU2_GET_PATH_INDEX(&this->actor); diff --git a/src/overlays/actors/ovl_En_Death/z_en_death.c b/src/overlays/actors/ovl_En_Death/z_en_death.c index 769c17d8e6..fc564b2d55 100644 --- a/src/overlays/actors/ovl_En_Death/z_en_death.c +++ b/src/overlays/actors/ovl_En_Death/z_en_death.c @@ -9,7 +9,8 @@ #include "overlays/actors/ovl_Arrow_Light/z_arrow_light.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_IGNORE_QUAKE) +#define FLAGS \ + (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_IGNORE_QUAKE) #define THIS ((EnDeath*)thisx) @@ -221,7 +222,7 @@ static InitChainEntry sInitChain[] = { ICHAIN_VEC3F(scale, 0, ICHAIN_CONTINUE), ICHAIN_S8(hintId, TATL_HINT_ID_GOMESS, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 6000, ICHAIN_CONTINUE), - ICHAIN_U8(targetMode, TARGET_MODE_5, ICHAIN_STOP), + ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_5, ICHAIN_STOP), }; void EnDeath_Init(Actor* thisx, PlayState* play2) { @@ -284,7 +285,7 @@ void EnDeath_Init(Actor* thisx, PlayState* play2) { } else { // Start intro cutscene this->inEarlyIntro = true; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; EnDeath_SetupPlayCutscene(this); } } @@ -605,7 +606,7 @@ void EnDeath_IntroCutscenePart5(EnDeath* this, PlayState* play) { if (SkelAnime_Update(&this->skelAnime)) { CutsceneManager_Stop(this->actor.csId); Player_SetCsAction(play, &this->actor, PLAYER_CSACTION_END); - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->coreCollider.base.acFlags |= AC_ON; EnDeath_SetupApproachPlayer(this); } @@ -805,7 +806,7 @@ void EnDeath_SetupDeathCutscenePart1(EnDeath* this, PlayState* play) { Vec3f at; s32 i; - this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_IGNORE_QUAKE); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_IGNORE_QUAKE); Animation_PlayOnce(&this->skelAnime, &gGomessBeginDeathAnim); for (i = 0; i < ARRAY_COUNT(this->miniDeaths); i++) { diff --git a/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.c b/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.c index 9af8d60928..750fa60180 100644 --- a/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.c +++ b/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.c @@ -9,7 +9,7 @@ #include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_400) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_400) #define THIS ((EnDekubaba*)thisx) @@ -222,7 +222,7 @@ void EnDekubaba_Init(Actor* thisx, PlayState* play) { this->actor.colChkInfo.health = 4; // Big Deku Baba hint does not exist in MM this->actor.hintId = TATL_HINT_ID_BIO_DEKU_BABA; - this->actor.targetMode = TARGET_MODE_2; + this->actor.attentionRangeType = ATTENTION_RANGE_2; } else { this->size = 1.0f; @@ -230,7 +230,7 @@ void EnDekubaba_Init(Actor* thisx, PlayState* play) { this->collider.elements[i].dim.worldSphere.radius = this->collider.elements[i].dim.modelSphere.radius; } this->actor.hintId = TATL_HINT_ID_DEKU_BABA; - this->actor.targetMode = TARGET_MODE_1; + this->actor.attentionRangeType = ATTENTION_RANGE_1; } EnDekubaba_SetupWait(this); @@ -868,7 +868,7 @@ void EnDekubaba_PrunedSomersaultDie(EnDekubaba* this, PlayState* play) { this->actor.scale.y = 0.0f; this->actor.scale.x = 0.0f; this->actor.speed = 0.0f; - this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); EffectSsHahen_SpawnBurst(play, &this->actor.world.pos, this->size * 3.0f, 0, (s32)(this->size * 12.0f), (s32)(this->size * 5.0f), 15, HAHEN_OBJECT_DEFAULT, 10, NULL); } diff --git a/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.c b/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.c index 47aefbe4a0..c3a9b30e26 100644 --- a/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.c +++ b/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.c @@ -9,7 +9,7 @@ #include "overlays/actors/ovl_Obj_Etcetera/z_obj_etcetera.h" #include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE) #define THIS ((EnDekunuts*)thisx) @@ -131,12 +131,12 @@ void EnDekunuts_Init(Actor* thisx, PlayState* play) { } if (this->actor.params == ENDEKUNUTS_GET_FF00_1) { - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->collider.base.colMaterial = COL_MATERIAL_NONE; this->collider.elem.acElemFlags |= (ACELEM_NO_HITMARK | ACELEM_NO_SWORD_SFX | ACELEM_NO_DAMAGE | ACELEM_NO_AT_INFO); } else if (this->actor.params == ENDEKUNUTS_GET_FF00_2) { - this->actor.targetMode = TARGET_MODE_0; + this->actor.attentionRangeType = ATTENTION_RANGE_0; } func_808BD428(this); diff --git a/src/overlays/actors/ovl_En_Demo_heishi/z_en_demo_heishi.c b/src/overlays/actors/ovl_En_Demo_heishi/z_en_demo_heishi.c index 9213ee8867..362ee7bf2d 100644 --- a/src/overlays/actors/ovl_En_Demo_heishi/z_en_demo_heishi.c +++ b/src/overlays/actors/ovl_En_Demo_heishi/z_en_demo_heishi.c @@ -6,7 +6,7 @@ #include "z_en_demo_heishi.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnDemoheishi*)thisx) @@ -61,7 +61,7 @@ void EnDemoheishi_Init(Actor* thisx, PlayState* play) { SkelAnime_InitFlex(play, &this->skelAnime, &gSoldierSkel, &gSoldierWaveAnim, this->jointTable, this->morphTable, SOLDIER_LIMB_MAX); this->actor.colChkInfo.mass = MASS_IMMOVABLE; - this->actor.targetMode = TARGET_MODE_6; + this->actor.attentionRangeType = ATTENTION_RANGE_6; this->actor.gravity = -3.0f; Collider_InitAndSetCylinder(play, &this->colliderCylinder, &this->actor, &sCylinderInit); EnDemoheishi_SetupIdle(this); diff --git a/src/overlays/actors/ovl_En_Dg/z_en_dg.c b/src/overlays/actors/ovl_En_Dg/z_en_dg.c index 0f512a008d..b4b1d189e3 100644 --- a/src/overlays/actors/ovl_En_Dg/z_en_dg.c +++ b/src/overlays/actors/ovl_En_Dg/z_en_dg.c @@ -8,7 +8,7 @@ #include "attributes.h" #include "overlays/actors/ovl_En_Aob_01/z_en_aob_01.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_800000) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_800000) #define THIS ((EnDg*)thisx) @@ -493,7 +493,7 @@ void EnDg_TryPickUp(EnDg* this, PlayState* play) { } EnDg_ChangeAnim(&this->skelAnime, sAnimationInfo, DOG_ANIM_SIT_DOWN); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.speed = 0.0f; if (Player_GetMask(play) == PLAYER_MASK_TRUTH) { this->actor.flags |= ACTOR_FLAG_10000; @@ -1243,7 +1243,7 @@ void EnDg_JumpOutOfWater(EnDg* this, PlayState* play) { void EnDg_Held(EnDg* this, PlayState* play) { if (Actor_HasNoParent(&this->actor, play)) { this->grabState = DOG_GRAB_STATE_THROWN_OR_SITTING_AFTER_THROW; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; if (sIsAnyDogHeld) { this->actor.flags &= ~ACTOR_FLAG_LOCK_ON_DISABLED; sIsAnyDogHeld = false; @@ -1314,7 +1314,7 @@ void EnDg_Init(Actor* thisx, PlayState* play) { this->path = SubS_GetPathByIndex(play, ENDG_GET_PATH_INDEX(&this->actor), ENDG_PATH_INDEX_NONE); Actor_SetScale(&this->actor, 0.0075f); - this->actor.targetMode = TARGET_MODE_1; + this->actor.attentionRangeType = ATTENTION_RANGE_1; this->actor.gravity = -3.0f; this->timer = Rand_S16Offset(60, 60); this->dogFlags = DOG_FLAG_NONE; diff --git a/src/overlays/actors/ovl_En_Dinofos/z_en_dinofos.c b/src/overlays/actors/ovl_En_Dinofos/z_en_dinofos.c index 6ce3b76cb4..ba2288d90f 100644 --- a/src/overlays/actors/ovl_En_Dinofos/z_en_dinofos.c +++ b/src/overlays/actors/ovl_En_Dinofos/z_en_dinofos.c @@ -7,7 +7,7 @@ #include "z_en_dinofos.h" #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_400) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_400) #define THIS ((EnDinofos*)thisx) @@ -1173,7 +1173,7 @@ void EnDinofos_EndBreatheFire(EnDinofos* this, PlayState* play) { void EnDinofos_SetupDie(EnDinofos* this) { Animation_PlayOnce(&this->skelAnime, &gDinolfosDieAnim); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Actor_PlaySfx(&this->actor, NA_SE_EN_RIZA_DEAD); this->actor.speed = 0.0f; this->actor.world.rot.y = this->actor.shape.rot.y; diff --git a/src/overlays/actors/ovl_En_Dnh/z_en_dnh.c b/src/overlays/actors/ovl_En_Dnh/z_en_dnh.c index 05cfe69186..e5525d5f92 100644 --- a/src/overlays/actors/ovl_En_Dnh/z_en_dnh.c +++ b/src/overlays/actors/ovl_En_Dnh/z_en_dnh.c @@ -6,7 +6,7 @@ #include "z_en_dnh.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnDnh*)thisx) diff --git a/src/overlays/actors/ovl_En_Dnk/z_en_dnk.c b/src/overlays/actors/ovl_En_Dnk/z_en_dnk.c index 2fd4085eee..a70efc3b6b 100644 --- a/src/overlays/actors/ovl_En_Dnk/z_en_dnk.c +++ b/src/overlays/actors/ovl_En_Dnk/z_en_dnk.c @@ -6,7 +6,7 @@ #include "z_en_dnk.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnDnk*)thisx) @@ -239,12 +239,12 @@ void func_80A51648(EnDnk* this, PlayState* play) { Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit); CollisionCheck_SetInfo2(&this->actor.colChkInfo, &sDamageTable, &sColChkInfoInit); if (ENDNK_GET_3C(&this->actor) == 4) { - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.flags |= (ACTOR_FLAG_10 | ACTOR_FLAG_20); this->actionFunc = EnDnk_HandleCutscene; Actor_SetScale(&this->actor, 0.1f); } else { - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = EnDnk_DoNothing; Actor_SetScale(&this->actor, 0.01f); } diff --git a/src/overlays/actors/ovl_En_Dno/z_en_dno.c b/src/overlays/actors/ovl_En_Dno/z_en_dno.c index 14f88c0b56..8ab88f8985 100644 --- a/src/overlays/actors/ovl_En_Dno/z_en_dno.c +++ b/src/overlays/actors/ovl_En_Dno/z_en_dno.c @@ -13,7 +13,7 @@ #include "overlays/actors/ovl_Bg_Crace_Movebg/z_bg_crace_movebg.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnDno*)thisx) @@ -779,7 +779,7 @@ void func_80A72C04(EnDno* this, PlayState* play) { SubS_ChangeAnimationBySpeedInfo(&this->skelAnime, sAnimationSpeedInfo, EN_DNO_ANIM_START_RACE_START, &this->animIndex); this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED; - this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); Math_Vec3f_Copy(&this->unk_334, &this->actor.world.pos); SubS_ActorPathing_Init(play, &this->unk_334, &this->actor, &this->actorPath, play->setupPathList, EN_DNO_GET_7F(&this->actor), 1, 0, 1, 0); @@ -908,7 +908,7 @@ void func_80A730A0(EnDno* this, PlayState* play) { void func_80A73244(EnDno* this, PlayState* play) { this->actor.flags &= ~ACTOR_FLAG_LOCK_ON_DISABLED; - this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); this->unk_328 = 2; this->actor.speed = 0.0f; Flags_UnsetSwitch(play, EN_DNO_GET_RACE_STARTED_SWITCH_FLAG(&this->actor)); diff --git a/src/overlays/actors/ovl_En_Dnp/z_en_dnp.c b/src/overlays/actors/ovl_En_Dnp/z_en_dnp.c index 53db8e4a0a..1ce2212edc 100644 --- a/src/overlays/actors/ovl_En_Dnp/z_en_dnp.c +++ b/src/overlays/actors/ovl_En_Dnp/z_en_dnp.c @@ -9,7 +9,7 @@ #include "z_en_dnp.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnDnp*)thisx) @@ -285,14 +285,14 @@ s32 func_80B3D044(EnDnp* this, PlayState* play) { if (play->csCtx.state != CS_STATE_IDLE) { if (!(this->unk_322 & 0x200)) { this->unk_322 |= (0x200 | 0x10); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->cueId = 255; } SubS_SetOfferMode(&this->unk_322, SUBS_OFFER_MODE_NONE, SUBS_OFFER_MODE_MASK); this->actionFunc = func_80B3D11C; ret = true; } else if (this->unk_322 & 0x200) { - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; SubS_SetOfferMode(&this->unk_322, SUBS_OFFER_MODE_ONSCREEN, SUBS_OFFER_MODE_MASK); this->unk_322 &= ~(0x200 | 0x10); this->actionFunc = func_80B3D2D4; @@ -394,7 +394,7 @@ void func_80B3D47C(EnDnp* this, PlayState* play) { if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) { Math_SmoothStepToF(&this->actor.scale.x, 0.0085f, 0.1f, 0.01f, 0.001f); if ((s32)(this->actor.scale.x * 10000.0f) >= 85) { - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; SubS_SetOfferMode(&this->unk_322, SUBS_OFFER_MODE_ONSCREEN, SUBS_OFFER_MODE_MASK); this->unk_322 &= ~0x10; this->unk_322 |= 0x400; @@ -425,11 +425,11 @@ void EnDnp_Init(Actor* thisx, PlayState* play) { Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); CollisionCheck_SetInfo2(&this->actor.colChkInfo, DamageTable_Get(0x16), &sColChkInfoInit); this->unk_322 = 0; - this->actor.targetMode = TARGET_MODE_0; + this->actor.attentionRangeType = ATTENTION_RANGE_0; this->unk_322 |= (0x100 | 0x80 | 0x10); this->actor.gravity = -1.0f; if (DEKU_PRINCESS_GET_TYPE(&this->actor) == DEKU_PRINCESS_TYPE_RELEASED_FROM_BOTTLE) { - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Actor_SetScale(&this->actor, 0.85f * 0.001f); SubS_SetOfferMode(&this->unk_322, SUBS_OFFER_MODE_NONE, SUBS_OFFER_MODE_MASK); this->actor.shape.rot.x = 0; diff --git a/src/overlays/actors/ovl_En_Dnq/z_en_dnq.c b/src/overlays/actors/ovl_En_Dnq/z_en_dnq.c index 0e49c58b4b..5d72c4a60b 100644 --- a/src/overlays/actors/ovl_En_Dnq/z_en_dnq.c +++ b/src/overlays/actors/ovl_En_Dnq/z_en_dnq.c @@ -9,7 +9,7 @@ #include "z_en_dnq.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnDnq*)thisx) @@ -184,7 +184,7 @@ s32 func_80A52648(EnDnq* this, PlayState* play) { if (play->csCtx.state != CS_STATE_IDLE) { if (!(this->unk_37C & 0x20)) { - this->picto.actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->picto.actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->cueId = 255; this->unk_37C |= 0x20; } @@ -192,7 +192,7 @@ s32 func_80A52648(EnDnq* this, PlayState* play) { ret = true; } else { if (this->unk_37C & 0x20) { - this->picto.actor.flags |= ACTOR_FLAG_TARGETABLE; + this->picto.actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->cueId = 255; this->unk_37C &= ~0x20; SubS_SetOfferMode(&this->unk_37C, SUBS_OFFER_MODE_ONSCREEN, SUBS_OFFER_MODE_MASK); @@ -498,7 +498,7 @@ void EnDnq_Init(Actor* thisx, PlayState* play) { Collider_InitAndSetCylinder(play, &this->collider, &this->picto.actor, &sCylinderInit); CollisionCheck_SetInfo2(&this->picto.actor.colChkInfo, DamageTable_Get(0x16), &sColChkInfoInit); Actor_SetScale(&this->picto.actor, 0.02f); - this->picto.actor.targetMode = TARGET_MODE_1; + this->picto.actor.attentionRangeType = ATTENTION_RANGE_1; this->unk_386 = 0; this->unk_37C = 0; SubS_SetOfferMode(&this->unk_37C, SUBS_OFFER_MODE_ONSCREEN, SUBS_OFFER_MODE_MASK); diff --git a/src/overlays/actors/ovl_En_Dns/z_en_dns.c b/src/overlays/actors/ovl_En_Dns/z_en_dns.c index 2b25388c4e..9cf8994f3a 100644 --- a/src/overlays/actors/ovl_En_Dns/z_en_dns.c +++ b/src/overlays/actors/ovl_En_Dns/z_en_dns.c @@ -6,7 +6,7 @@ #include "z_en_dns.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnDns*)thisx) @@ -309,14 +309,14 @@ s32 func_8092CB98(EnDns* this, PlayState* play) { if (play->csCtx.state != CS_STATE_IDLE) { if (!(this->unk_2C6 & 0x80)) { this->cueType = EnDns_GetCueType(this); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; SubS_SetOfferMode(&this->unk_2C6, SUBS_OFFER_MODE_NONE, SUBS_OFFER_MODE_MASK); this->unk_2C6 |= 0x80; this->cueId = 255; } phi_v1 = 1; } else if (this->unk_2C6 & 0x80) { - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; SubS_SetOfferMode(&this->unk_2C6, SUBS_OFFER_MODE_ONSCREEN, SUBS_OFFER_MODE_MASK); this->unk_2C6 &= ~0x80; } @@ -572,7 +572,7 @@ void EnDns_Init(Actor* thisx, PlayState* play) { Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); CollisionCheck_SetInfo2(&this->actor.colChkInfo, DamageTable_Get(0x16), &sColChkInfoInit); Actor_SetScale(&this->actor, 0.01f); - this->actor.targetMode = TARGET_MODE_0; + this->actor.attentionRangeType = ATTENTION_RANGE_0; this->actor.gravity = -0.8f; this->unk_2D2 = 0; this->unk_2C6 = 0; diff --git a/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c b/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c index 6c285f7b51..22df4d8d9a 100644 --- a/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c +++ b/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c @@ -10,7 +10,7 @@ #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" #include "overlays/effects/ovl_Effect_Ss_Hitmark/z_eff_ss_hitmark.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_400) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_400) #define THIS ((EnDodongo*)thisx) @@ -910,7 +910,7 @@ void func_80878724(EnDodongo* this) { this->timer = 0; this->unk_304 = 0; Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_J_DEAD); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.speed = 0.0f; Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 8); this->actionFunc = func_808787B0; diff --git a/src/overlays/actors/ovl_En_Door/z_en_door.c b/src/overlays/actors/ovl_En_Door/z_en_door.c index 2ae28235e3..e6a14247b4 100644 --- a/src/overlays/actors/ovl_En_Door/z_en_door.c +++ b/src/overlays/actors/ovl_En_Door/z_en_door.c @@ -248,7 +248,7 @@ static_assert(ARRAY_COUNT(sObjectInfo) == DOOR_OBJINFO_MAX, "The entry count of `sObjectInfo` should match the `EnDoorObjectInfoIndex` enum"); static InitChainEntry sInitChain[] = { - ICHAIN_U8(targetMode, TARGET_MODE_0, ICHAIN_CONTINUE), + ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_0, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneForward, 4000, ICHAIN_CONTINUE), ICHAIN_U16(shape.rot.x, 0, ICHAIN_CONTINUE), ICHAIN_U16(shape.rot.z, 0, ICHAIN_STOP), diff --git a/src/overlays/actors/ovl_En_Door_Etc/z_en_door_etc.c b/src/overlays/actors/ovl_En_Door_Etc/z_en_door_etc.c index 4558a793e2..01ef0696c0 100644 --- a/src/overlays/actors/ovl_En_Door_Etc/z_en_door_etc.c +++ b/src/overlays/actors/ovl_En_Door_Etc/z_en_door_etc.c @@ -79,7 +79,7 @@ EnDoorEtcInfo sObjectInfo[] = { }; static InitChainEntry sInitChain[] = { - ICHAIN_U8(targetMode, TARGET_MODE_0, ICHAIN_CONTINUE), + ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_0, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneForward, 4000, ICHAIN_CONTINUE), ICHAIN_U16(shape.rot.x, 0, ICHAIN_CONTINUE), ICHAIN_U16(shape.rot.z, 0, ICHAIN_STOP), diff --git a/src/overlays/actors/ovl_En_Dragon/z_en_dragon.c b/src/overlays/actors/ovl_En_Dragon/z_en_dragon.c index 6e6d5b864b..02fdd14295 100644 --- a/src/overlays/actors/ovl_En_Dragon/z_en_dragon.c +++ b/src/overlays/actors/ovl_En_Dragon/z_en_dragon.c @@ -7,7 +7,7 @@ #include "z_en_dragon.h" #include "overlays/actors/ovl_En_Ot/z_en_ot.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnDragon*)thisx) @@ -208,7 +208,7 @@ void EnDragon_Init(Actor* thisx, PlayState* play) { this->actor.colChkInfo.health = 4; this->actor.colChkInfo.damageTable = &sDamageTable; - this->actor.targetMode = TARGET_MODE_10; + this->actor.attentionRangeType = ATTENTION_RANGE_10; Collider_InitAndSetJntSph(play, &this->collider, &this->actor, &sJntSphInit, this->colliderElements); this->collider.elements[0].dim.scale = this->collider.elements[1].dim.scale = this->collider.elements[2].dim.scale = @@ -751,7 +751,7 @@ void EnDragon_UpdateDamage(EnDragon* this, PlayState* play) { Enemy_StartFinishingBlow(play, &this->actor); Actor_PlaySfx(&this->actor, NA_SE_EN_UTSUBO_DEAD); this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.flags |= ACTOR_FLAG_100000; this->action = DEEP_PYTHON_ACTION_SETUP_DEAD; this->actionFunc = EnDragon_SetupDead; diff --git a/src/overlays/actors/ovl_En_Ds2n/z_en_ds2n.c b/src/overlays/actors/ovl_En_Ds2n/z_en_ds2n.c index 1b2d8dac07..1c20567e07 100644 --- a/src/overlays/actors/ovl_En_Ds2n/z_en_ds2n.c +++ b/src/overlays/actors/ovl_En_Ds2n/z_en_ds2n.c @@ -9,7 +9,7 @@ #include "z_en_ds2n.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) #define THIS ((EnDs2n*)thisx) diff --git a/src/overlays/actors/ovl_En_Dt/z_en_dt.c b/src/overlays/actors/ovl_En_Dt/z_en_dt.c index 786c0bc523..719235a204 100644 --- a/src/overlays/actors/ovl_En_Dt/z_en_dt.c +++ b/src/overlays/actors/ovl_En_Dt/z_en_dt.c @@ -13,7 +13,7 @@ #include "overlays/actors/ovl_En_Baisen/z_en_baisen.h" #include "overlays/actors/ovl_En_Muto/z_en_muto.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnDt*)thisx) @@ -241,7 +241,7 @@ void EnDt_Init(Actor* thisx, PlayState* play) { SkelAnime_InitFlex(play, &this->skelAnime, &object_dt_Skel_00B0CC, &gDotourWaitAnim, this->jointTable, this->morphTable, OBJECT_DT_LIMB_MAX); - this->actor.targetMode = TARGET_MODE_6; + this->actor.attentionRangeType = ATTENTION_RANGE_6; this->npcEnMuto = NULL; this->npcEnBaisen = NULL; Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); diff --git a/src/overlays/actors/ovl_En_Egol/z_en_egol.c b/src/overlays/actors/ovl_En_Egol/z_en_egol.c index def2c7937c..f126d04ea8 100644 --- a/src/overlays/actors/ovl_En_Egol/z_en_egol.c +++ b/src/overlays/actors/ovl_En_Egol/z_en_egol.c @@ -15,7 +15,7 @@ #include "overlays/actors/ovl_En_Estone/z_en_estone.h" #include "overlays/effects/ovl_Effect_Ss_Hitmark/z_eff_ss_hitmark.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_80000000) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_80000000) #define THIS ((EnEgol*)thisx) @@ -1062,7 +1062,7 @@ void EnEgol_Damaged(EnEgol* this, PlayState* play) { Enemy_StartFinishingBlow(play, &this->actor); Actor_PlaySfx(&this->actor, NA_SE_EN_EYEGOLE_DEAD); this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.flags |= ACTOR_FLAG_100000; this->actionFunc = EnEgol_StartDeathCutscene; } diff --git a/src/overlays/actors/ovl_En_Elfbub/z_en_elfbub.c b/src/overlays/actors/ovl_En_Elfbub/z_en_elfbub.c index 03070afa5d..0b594517d3 100644 --- a/src/overlays/actors/ovl_En_Elfbub/z_en_elfbub.c +++ b/src/overlays/actors/ovl_En_Elfbub/z_en_elfbub.c @@ -8,7 +8,7 @@ #include "overlays/actors/ovl_En_Elforg/z_en_elforg.h" #include "assets/objects/object_bubble/object_bubble.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED) #define THIS ((EnElfbub*)thisx) @@ -84,7 +84,7 @@ void EnElfbub_Init(Actor* thisx, PlayState* play) { } this->oscillationAngle = 0; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } void EnElfbub_Destroy(Actor* thisx, PlayState* play) { diff --git a/src/overlays/actors/ovl_En_Elfgrp/z_en_elfgrp.c b/src/overlays/actors/ovl_En_Elfgrp/z_en_elfgrp.c index 8ee49726f2..7593988ffa 100644 --- a/src/overlays/actors/ovl_En_Elfgrp/z_en_elfgrp.c +++ b/src/overlays/actors/ovl_En_Elfgrp/z_en_elfgrp.c @@ -106,7 +106,7 @@ void EnElfgrp_Init(Actor* thisx, PlayState* play) { this->unk_148 = 0; this->stateFlags = 0; this->actor.focus.pos.y += 40.0f; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; switch (this->type) { case ENELFGRP_TYPE_POWER: @@ -216,7 +216,7 @@ void EnElfgrp_Init(Actor* thisx, PlayState* play) { } else { this->actor.textId = 0x578; } - this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); } break; } diff --git a/src/overlays/actors/ovl_En_Encount1/z_en_encount1.c b/src/overlays/actors/ovl_En_Encount1/z_en_encount1.c index 7a755a6e90..f38c341481 100644 --- a/src/overlays/actors/ovl_En_Encount1/z_en_encount1.c +++ b/src/overlays/actors/ovl_En_Encount1/z_en_encount1.c @@ -71,7 +71,7 @@ void EnEncount1_Init(Actor* thisx, PlayState* play) { this->spawnTotalMax = -1; this->spawnDistanceMax = -1.0f; } - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = EnEncount1_SpawnActor; } diff --git a/src/overlays/actors/ovl_En_Encount2/z_en_encount2.c b/src/overlays/actors/ovl_En_Encount2/z_en_encount2.c index 6e16ae7b79..ee92c9e2ed 100644 --- a/src/overlays/actors/ovl_En_Encount2/z_en_encount2.c +++ b/src/overlays/actors/ovl_En_Encount2/z_en_encount2.c @@ -112,7 +112,7 @@ void EnEncount2_Init(Actor* thisx, PlayState* play) { this->dyna.actor.colChkInfo.mass = MASS_IMMOVABLE; Collider_InitAndSetJntSph(play, &this->collider, &this->dyna.actor, &sJntSphInit, &this->colElement); - this->dyna.actor.targetMode = TARGET_MODE_6; + this->dyna.actor.attentionRangeType = ATTENTION_RANGE_6; this->dyna.actor.colChkInfo.health = 1; this->scale = 0.1f; this->switchFlag = ENCOUNT2_GET_SWITCH_FLAG(&this->dyna.actor); diff --git a/src/overlays/actors/ovl_En_Encount3/z_en_encount3.c b/src/overlays/actors/ovl_En_Encount3/z_en_encount3.c index 294843f9a1..a5132bab32 100644 --- a/src/overlays/actors/ovl_En_Encount3/z_en_encount3.c +++ b/src/overlays/actors/ovl_En_Encount3/z_en_encount3.c @@ -56,7 +56,7 @@ void EnEncount3_Init(Actor* thisx, PlayState* play) { Actor_Kill(&this->actor); } this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; func_809AD058(this); } diff --git a/src/overlays/actors/ovl_En_Encount4/z_en_encount4.c b/src/overlays/actors/ovl_En_Encount4/z_en_encount4.c index 6d1de6b819..0289e7b238 100644 --- a/src/overlays/actors/ovl_En_Encount4/z_en_encount4.c +++ b/src/overlays/actors/ovl_En_Encount4/z_en_encount4.c @@ -53,7 +53,7 @@ void EnEncount4_Init(Actor* thisx, PlayState* play) { return; } - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = func_809C3FD8; } diff --git a/src/overlays/actors/ovl_En_Ending_Hero/z_en_ending_hero.c b/src/overlays/actors/ovl_En_Ending_Hero/z_en_ending_hero.c index f7d0130a1f..a71aaab08d 100644 --- a/src/overlays/actors/ovl_En_Ending_Hero/z_en_ending_hero.c +++ b/src/overlays/actors/ovl_En_Ending_Hero/z_en_ending_hero.c @@ -6,7 +6,7 @@ #include "z_en_ending_hero.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnEndingHero*)thisx) @@ -35,7 +35,7 @@ void EnEndingHero_Init(Actor* thisx, PlayState* play) { this->actor.colChkInfo.mass = MASS_IMMOVABLE; Actor_SetScale(&this->actor, 0.01f); - this->actor.targetMode = TARGET_MODE_6; + this->actor.attentionRangeType = ATTENTION_RANGE_6; this->actor.gravity = -3.0f; SkelAnime_InitFlex(play, &this->skelAnime, &object_dt_Skel_00B0CC, &gDotourUprightAnim, this->jointTable, this->morphTable, OBJECT_DT_LIMB_MAX); diff --git a/src/overlays/actors/ovl_En_Ending_Hero2/z_en_ending_hero2.c b/src/overlays/actors/ovl_En_Ending_Hero2/z_en_ending_hero2.c index 0a55347e61..e8747718ee 100644 --- a/src/overlays/actors/ovl_En_Ending_Hero2/z_en_ending_hero2.c +++ b/src/overlays/actors/ovl_En_Ending_Hero2/z_en_ending_hero2.c @@ -6,7 +6,7 @@ #include "z_en_ending_hero2.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnEndingHero2*)thisx) @@ -35,7 +35,7 @@ void EnEndingHero2_Init(Actor* thisx, PlayState* play) { this->actor.colChkInfo.mass = MASS_IMMOVABLE; Actor_SetScale(&this->actor, 0.01f); - this->actor.targetMode = TARGET_MODE_6; + this->actor.attentionRangeType = ATTENTION_RANGE_6; this->actor.gravity = -3.0f; SkelAnime_InitFlex(play, &this->skelAnime, &object_bai_Skel_007908, &object_bai_Anim_0011C0, this->jointTable, this->morphTable, OBJECT_BAI_LIMB_MAX); diff --git a/src/overlays/actors/ovl_En_Ending_Hero3/z_en_ending_hero3.c b/src/overlays/actors/ovl_En_Ending_Hero3/z_en_ending_hero3.c index e709cbb3b5..89b2ea001d 100644 --- a/src/overlays/actors/ovl_En_Ending_Hero3/z_en_ending_hero3.c +++ b/src/overlays/actors/ovl_En_Ending_Hero3/z_en_ending_hero3.c @@ -6,7 +6,7 @@ #include "z_en_ending_hero3.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnEndingHero3*)thisx) @@ -35,7 +35,7 @@ void EnEndingHero3_Init(Actor* thisx, PlayState* play) { this->actor.colChkInfo.mass = MASS_IMMOVABLE; Actor_SetScale(&this->actor, 0.01f); - this->actor.targetMode = TARGET_MODE_6; + this->actor.attentionRangeType = ATTENTION_RANGE_6; this->actor.gravity = -3.0f; SkelAnime_InitFlex(play, &this->skelAnime, &object_toryo_Skel_007150, &object_toryo_Anim_000E50, this->jointTable, this->morphTable, OBJECT_TORYO_LIMB_MAX); diff --git a/src/overlays/actors/ovl_En_Ending_Hero4/z_en_ending_hero4.c b/src/overlays/actors/ovl_En_Ending_Hero4/z_en_ending_hero4.c index 2bd7e20a62..eead92799a 100644 --- a/src/overlays/actors/ovl_En_Ending_Hero4/z_en_ending_hero4.c +++ b/src/overlays/actors/ovl_En_Ending_Hero4/z_en_ending_hero4.c @@ -6,7 +6,7 @@ #include "z_en_ending_hero4.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnEndingHero4*)thisx) @@ -35,7 +35,7 @@ void EnEndingHero4_Init(Actor* thisx, PlayState* play) { this->actor.colChkInfo.mass = MASS_IMMOVABLE; Actor_SetScale(&this->actor, 0.01f); - this->actor.targetMode = TARGET_MODE_6; + this->actor.attentionRangeType = ATTENTION_RANGE_6; this->actor.gravity = -3.0f; SkelAnime_InitFlex(play, &this->skelAnime, &gSoldierSkel, &gSoldierCheerWithSpearAnim, this->jointTable, this->morphTable, SOLDIER_LIMB_MAX); diff --git a/src/overlays/actors/ovl_En_Ending_Hero5/z_en_ending_hero5.c b/src/overlays/actors/ovl_En_Ending_Hero5/z_en_ending_hero5.c index 46723648b2..533bb872a8 100644 --- a/src/overlays/actors/ovl_En_Ending_Hero5/z_en_ending_hero5.c +++ b/src/overlays/actors/ovl_En_Ending_Hero5/z_en_ending_hero5.c @@ -6,7 +6,7 @@ #include "z_en_ending_hero5.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnEndingHero5*)thisx) @@ -35,7 +35,7 @@ void EnEndingHero5_Init(Actor* thisx, PlayState* play) { this->actor.colChkInfo.mass = MASS_IMMOVABLE; Actor_SetScale(&this->actor, 0.01f); - this->actor.targetMode = TARGET_MODE_6; + this->actor.attentionRangeType = ATTENTION_RANGE_6; this->actor.gravity = -3.0f; SkelAnime_InitFlex(play, &this->skelAnime, &object_daiku_Skel_00A850, &object_daiku_Anim_002FA0, this->jointTable, this->morphTable, OBJECT_DAIKU_LIMB_MAX); diff --git a/src/overlays/actors/ovl_En_Ending_Hero6/z_en_ending_hero6.c b/src/overlays/actors/ovl_En_Ending_Hero6/z_en_ending_hero6.c index 1061ad4915..dfe38c8c79 100644 --- a/src/overlays/actors/ovl_En_Ending_Hero6/z_en_ending_hero6.c +++ b/src/overlays/actors/ovl_En_Ending_Hero6/z_en_ending_hero6.c @@ -6,7 +6,7 @@ #include "z_en_ending_hero6.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnEndingHero6*)thisx) @@ -84,7 +84,7 @@ void EnEndingHero6_Init(Actor* thisx, PlayState* play) { this->actor.colChkInfo.mass = MASS_IMMOVABLE; Actor_SetScale(&this->actor, 0.01f); - this->actor.targetMode = TARGET_MODE_6; + this->actor.attentionRangeType = ATTENTION_RANGE_6; this->actor.gravity = -3.0f; SkelAnime_InitFlex(play, &this->skelAnime, sSkeletons[this->type], sAnimations[this->type], this->jointTable, this->morphTable, sLimbCounts[this->type]); diff --git a/src/overlays/actors/ovl_En_Famos/z_en_famos.c b/src/overlays/actors/ovl_En_Famos/z_en_famos.c index 9bdcdaa83d..7988de7157 100644 --- a/src/overlays/actors/ovl_En_Famos/z_en_famos.c +++ b/src/overlays/actors/ovl_En_Famos/z_en_famos.c @@ -9,7 +9,7 @@ #include "overlays/actors/ovl_En_Bom/z_en_bom.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE) #define THIS ((EnFamos*)thisx) @@ -706,7 +706,7 @@ void EnFamos_DeathExplosion(EnFamos* this, PlayState* play) { void EnFamos_SetupDeathFade(EnFamos* this) { EnFamos_SetupDeathDebris(this); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.shape.shadowDraw = NULL; this->actionFunc = EnFamos_DeathFade; this->actor.speed = 0.0f; diff --git a/src/overlays/actors/ovl_En_Fg/z_en_fg.c b/src/overlays/actors/ovl_En_Fg/z_en_fg.c index 2b63972cc2..59aadd3346 100644 --- a/src/overlays/actors/ovl_En_Fg/z_en_fg.c +++ b/src/overlays/actors/ovl_En_Fg/z_en_fg.c @@ -7,7 +7,7 @@ #include "z_en_fg.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_200 | ACTOR_FLAG_4000) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_200 | ACTOR_FLAG_4000) #define THIS ((EnFg*)thisx) @@ -197,7 +197,7 @@ void EnFg_Idle(EnFg* this, PlayState* play) { switch (EnFg_GetDamageEffect(this)) { case BETAFROG_DMGEFFECT_DEKUSTICK: - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Actor_PlaySfx(&this->actor, NA_SE_EV_FROG_CRY_1); this->skelAnime.playSpeed = 0.0f; this->actor.shape.shadowDraw = NULL; @@ -212,7 +212,7 @@ void EnFg_Idle(EnFg* this, PlayState* play) { break; case BETAFROG_DMGEFFECT_ARROW: - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->skelAnime.playSpeed = 0.0f; rotY = this->collider.base.ac->world.rot.y; rotX = this->collider.base.ac->world.rot.x; @@ -226,7 +226,7 @@ void EnFg_Idle(EnFg* this, PlayState* play) { break; case BETAFROG_DMGEFFECT_EXPLOSION: - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Actor_PlaySfx(&this->actor, NA_SE_EV_FROG_CRY_0); this->actor.params = BETAFROG_BLACK; this->skelAnime.playSpeed = 0.0f; @@ -262,7 +262,7 @@ void EnFg_Jump(EnFg* this, PlayState* play) { switch (EnFg_GetDamageEffect(this)) { case BETAFROG_DMGEFFECT_ARROW: - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->skelAnime.playSpeed = 0.0f; ac = this->collider.base.ac; rotY = ac->world.rot.y; @@ -280,7 +280,7 @@ void EnFg_Jump(EnFg* this, PlayState* play) { break; case BETAFROG_DMGEFFECT_EXPLOSION: - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Actor_PlaySfx(&this->actor, NA_SE_EV_FROG_CRY_0); EnFg_ChangeAnim(&this->skelAnime, BETAFROG_ANIM_IDLE); this->actor.params = BETAFROG_BLACK; diff --git a/src/overlays/actors/ovl_En_Firefly/z_en_firefly.c b/src/overlays/actors/ovl_En_Firefly/z_en_firefly.c index bf4dea06c2..67ac493b5b 100644 --- a/src/overlays/actors/ovl_En_Firefly/z_en_firefly.c +++ b/src/overlays/actors/ovl_En_Firefly/z_en_firefly.c @@ -8,7 +8,7 @@ #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" #include "overlays/actors/ovl_Obj_Syokudai/z_obj_syokudai.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_4000) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_4000) #define THIS ((EnFirefly*)thisx) @@ -125,7 +125,7 @@ static DamageTable sDamageTable = { static InitChainEntry sInitChain[] = { ICHAIN_VEC3F_DIV1000(scale, 5, ICHAIN_CONTINUE), ICHAIN_F32_DIV1000(gravity, -500, ICHAIN_CONTINUE), - ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE), + ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_2, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 4000, ICHAIN_STOP), }; @@ -658,7 +658,7 @@ void EnFirefly_UpdateDamage(EnFirefly* this, PlayState* play) { } else { Enemy_StartFinishingBlow(play, &this->actor); this->actor.colChkInfo.health = 0; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; // Negate effects of fire on Fire Keese and Ice on Ice Keese if (((this->currentType == KEESE_FIRE) && (this->actor.colChkInfo.damageEffect == KEESE_DMGEFF_FIRE)) || diff --git a/src/overlays/actors/ovl_En_Firefly2/z_en_firefly2.c b/src/overlays/actors/ovl_En_Firefly2/z_en_firefly2.c index 23f3860388..985e81134e 100644 --- a/src/overlays/actors/ovl_En_Firefly2/z_en_firefly2.c +++ b/src/overlays/actors/ovl_En_Firefly2/z_en_firefly2.c @@ -6,7 +6,8 @@ #include "z_en_firefly2.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_4000) +#define FLAGS \ + (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_4000) #define THIS ((EnFirefly2*)thisx) diff --git a/src/overlays/actors/ovl_En_Fish2/z_en_fish2.c b/src/overlays/actors/ovl_En_Fish2/z_en_fish2.c index 182d42e0ba..422af8f9e6 100644 --- a/src/overlays/actors/ovl_En_Fish2/z_en_fish2.c +++ b/src/overlays/actors/ovl_En_Fish2/z_en_fish2.c @@ -10,7 +10,7 @@ #include "overlays/actors/ovl_En_Mushi2/z_en_mushi2.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnFish2*)thisx) diff --git a/src/overlays/actors/ovl_En_Fishing/z_en_fishing.c b/src/overlays/actors/ovl_En_Fishing/z_en_fishing.c index 76142b502c..cca7b4f7e6 100644 --- a/src/overlays/actors/ovl_En_Fishing/z_en_fishing.c +++ b/src/overlays/actors/ovl_En_Fishing/z_en_fishing.c @@ -792,7 +792,7 @@ FishingFishInit sFishInits[] = { }; static InitChainEntry sInitChain[] = { - ICHAIN_U8(targetMode, TARGET_MODE_5, ICHAIN_CONTINUE), + ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_5, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP), }; @@ -832,7 +832,7 @@ void EnFishing_Init(Actor* thisx, PlayState* play2) { thisx->focus.pos = thisx->world.pos; thisx->focus.pos.y += 75.0f; - thisx->flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + thisx->flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); if (sLinkAge != 1) { if (HIGH_SCORE(HS_FISHING) & 0x1000) { @@ -960,8 +960,8 @@ void EnFishing_Init(Actor* thisx, PlayState* play2) { if (thisx->params == 200) { this->unk_150 = 100; Actor_ChangeCategory(play, &play->actorCtx, thisx, ACTORCAT_PROP); - thisx->targetMode = TARGET_MODE_0; - thisx->flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + thisx->attentionRangeType = ATTENTION_RANGE_0; + thisx->flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); this->lightNode = LightContext_InsertLight(play, &play->lightCtx, &this->lightInfo); } else { this->unk_150 = 10; @@ -2817,7 +2817,7 @@ void EnFishing_HandleAquariumDialog(EnFishing* this, PlayState* play) { if (this->unk_1CB == 0) { if (this->unk_1CC == 0) { - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; if (Actor_TalkOfferAccepted(&this->actor, &play->state)) { D_8090CCF8 = D_809171CC; @@ -2827,7 +2827,7 @@ void EnFishing_HandleAquariumDialog(EnFishing* this, PlayState* play) { } } else { this->unk_1CC--; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } } else if (Actor_TextboxIsClosing(&this->actor, play)) { this->unk_1CB = 0; @@ -2880,9 +2880,9 @@ void EnFishing_UpdateFish(Actor* thisx, PlayState* play2) { if ((D_80917200 != 0) || (sSubCamId != SUB_CAM_ID_DONE) || ((player->actor.world.pos.z > 1150.0f) && (this->unk_150 != 100))) { - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } else { - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; if (D_8090CD14 != 0) { if (D_80917202 == 0) { this->actor.focus.pos = sLurePos; @@ -3092,7 +3092,7 @@ void EnFishing_UpdateFish(Actor* thisx, PlayState* play2) { if (D_80917206 == 2) { func_809038A4(this, input); } else { - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } break; @@ -3129,7 +3129,7 @@ void EnFishing_UpdateFish(Actor* thisx, PlayState* play2) { if (D_80917206 == 2) { func_809038A4(this, input); } else { - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } } break; @@ -3172,7 +3172,7 @@ void EnFishing_UpdateFish(Actor* thisx, PlayState* play2) { this->unk_1AC.z = Rand_ZeroFloat(50.0f); } - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; break; case -2: @@ -3210,7 +3210,7 @@ void EnFishing_UpdateFish(Actor* thisx, PlayState* play2) { } Math_ApproachF(&this->unk_1A8, 2048.0f, 1.0f, 128.0f); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } break; @@ -5092,9 +5092,9 @@ void EnFishing_UpdateOwner(Actor* thisx, PlayState* play2) { SkelAnime_Update(&this->skelAnime); if ((D_8090CD04 != 0) || Message_GetState(&play->msgCtx) != TEXT_STATE_NONE) { - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } else { - this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_20); + this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_20); } if ((this->actor.xzDistToPlayer < 120.0f) || Message_GetState(&play->msgCtx) != TEXT_STATE_NONE) { diff --git a/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c b/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c index 7dfe7b2bfb..49bbeb39b2 100644 --- a/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c +++ b/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c @@ -7,7 +7,7 @@ #include "z_en_floormas.h" #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_400) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_400) #define THIS ((EnFloormas*)thisx) @@ -159,7 +159,7 @@ void EnFloormas_Init(Actor* thisx, PlayState* play2) { if (this->actor.params == ENFLOORMAS_GET_7FFF_10) { this->actor.draw = NULL; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = func_808D2AA8; return; } @@ -573,7 +573,7 @@ void func_808D19D4(EnFloormas* this) { void func_808D1B44(EnFloormas* this, PlayState* play) { if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) { if (SkelAnime_Update(&this->skelAnime)) { - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->unk_194 = 50; func_808D0C14(this); } @@ -713,7 +713,7 @@ void func_808D217C(EnFloormas* this, Player* player) { Vec3f* ptr; Animation_Change(&this->skelAnime, &gWallmasterJumpAnim, 1.0f, 36.0f, 45.0f, ANIMMODE_ONCE, -3.0f); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.speed = 0.0f; this->actor.velocity.y = 0.0f; func_808D08D0(this); @@ -756,7 +756,7 @@ void func_808D22C8(EnFloormas* this, PlayState* play) { this->actor.shape.rot.x = 0; this->actor.velocity.y = 6.0f; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.speed = -3.0f; func_808D1740(this); } else if ((this->unk_190 % 20) == 0) { @@ -899,7 +899,7 @@ void func_808D2A20(EnFloormas* this) { Actor_Kill(&this->actor); } else { this->actor.draw = NULL; - this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_10); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_10); this->actionFunc = func_808D2AA8; } } @@ -1025,7 +1025,7 @@ void func_808D2E34(EnFloormas* this, PlayState* play) { Actor_PlaySfx(&this->actor, NA_SE_EN_FLOORMASTER_SM_DEAD); } Enemy_StartFinishingBlow(play, &this->actor); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } else if (this->actor.colChkInfo.damage != 0) { Actor_PlaySfx(&this->actor, NA_SE_EN_FALL_DAMAGE); } diff --git a/src/overlays/actors/ovl_En_Fr/z_en_fr.c b/src/overlays/actors/ovl_En_Fr/z_en_fr.c index 2b6c046ce3..3e8905813a 100644 --- a/src/overlays/actors/ovl_En_Fr/z_en_fr.c +++ b/src/overlays/actors/ovl_En_Fr/z_en_fr.c @@ -34,7 +34,7 @@ void EnFr_Init(Actor* thisx, PlayState* play) { return; } - this->actor.targetMode = ENFR_GET_TARGETMODE(&this->actor); + this->actor.attentionRangeType = ENFR_GET_TARGETMODE(&this->actor); } void EnFr_Destroy(Actor* thisx, PlayState* play) { diff --git a/src/overlays/actors/ovl_En_Fsn/z_en_fsn.c b/src/overlays/actors/ovl_En_Fsn/z_en_fsn.c index 5c62314457..1ed3e94c2a 100644 --- a/src/overlays/actors/ovl_En_Fsn/z_en_fsn.c +++ b/src/overlays/actors/ovl_En_Fsn/z_en_fsn.c @@ -8,7 +8,7 @@ #include "attributes.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnFsn*)thisx) @@ -1481,7 +1481,7 @@ void EnFsn_Init(Actor* thisx, PlayState* play) { if (ENFSN_IS_SHOP(&this->actor)) { this->actor.shape.rot.y = BINANG_ROT180(this->actor.shape.rot.y); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; EnFsn_GetCutscenes(this); EnFsn_InitShop(this, play); } else { @@ -1493,8 +1493,8 @@ void EnFsn_Init(Actor* thisx, PlayState* play) { Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); this->blinkTimer = 20; this->eyeTexIndex = 0; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; - this->actor.targetMode = TARGET_MODE_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; + this->actor.attentionRangeType = ATTENTION_RANGE_0; this->animIndex = FSN_ANIM_IDLE; SubS_ChangeAnimationByInfoS(&this->skelAnime, sAnimationInfo, this->animIndex); this->actionFunc = EnFsn_IdleBackroom; diff --git a/src/overlays/actors/ovl_En_Fu/z_en_fu.c b/src/overlays/actors/ovl_En_Fu/z_en_fu.c index 8abd4e5db5..48a43616e8 100644 --- a/src/overlays/actors/ovl_En_Fu/z_en_fu.c +++ b/src/overlays/actors/ovl_En_Fu/z_en_fu.c @@ -11,8 +11,9 @@ #include "overlays/actors/ovl_En_Bom/z_en_bom.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS \ - (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000 | ACTOR_FLAG_LOCK_ON_DISABLED) +#define FLAGS \ + (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000 | \ + ACTOR_FLAG_LOCK_ON_DISABLED) #define THIS ((EnFu*)thisx) @@ -218,7 +219,7 @@ void EnFu_Init(Actor* thisx, PlayState* play) { Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit); this->actor.colChkInfo.mass = MASS_IMMOVABLE; Actor_SetScale(&this->actor, 0.01f); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.gravity = -0.2f; this->actor.shape.rot.y += 0x4000; this->actor.world.rot = this->actor.shape.rot; @@ -231,7 +232,7 @@ void EnFu_Init(Actor* thisx, PlayState* play) { this->unk_54E = 0; this->unk_550 = 0; func_809622FC(this); - this->actor.targetMode = TARGET_MODE_6; + this->actor.attentionRangeType = ATTENTION_RANGE_6; func_809619D0(this, play); if (CURRENT_DAY == 2) { Vec3f sp40 = this->actor.child->home.pos; @@ -758,7 +759,7 @@ void func_80962EBC(EnFu* this, PlayState* play) { void func_80962F10(EnFu* this) { this->unk_548 = 0; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; SET_WEEKEVENTREG(WEEKEVENTREG_08_01); this->actionFunc = func_80962F4C; } @@ -857,7 +858,7 @@ void func_809632D0(EnFu* this) { mizu->unk_160 = 0; } - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = func_80963350; } diff --git a/src/overlays/actors/ovl_En_Fz/z_en_fz.c b/src/overlays/actors/ovl_En_Fz/z_en_fz.c index 8e9feaecdf..0c418d1861 100644 --- a/src/overlays/actors/ovl_En_Fz/z_en_fz.c +++ b/src/overlays/actors/ovl_En_Fz/z_en_fz.c @@ -10,7 +10,7 @@ #include "assets/objects/object_fz/object_fz.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10) #define THIS ((EnFz*)thisx) @@ -158,7 +158,7 @@ static DamageTable sDamageTable = { static InitChainEntry sInitChain[] = { ICHAIN_S8(hintId, TATL_HINT_ID_FREEZARD, ICHAIN_CONTINUE), - ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE), + ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_2, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneForward, 1400, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP), }; @@ -181,7 +181,7 @@ void EnFz_Init(Actor* thisx, PlayState* play) { this->actor.gravity = 0.0f; this->actor.velocity.y = 0.0f; this->actor.colChkInfo.mass = MASS_IMMOVABLE; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->unk_BC8 = 0; this->unk_BCF = 0; this->unk_BCC = 1; @@ -473,7 +473,7 @@ void func_80933014(EnFz* this) { void func_809330D4(EnFz* this) { this->unk_BD6 = 2; this->unk_BCE = 0; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = func_80933104; } @@ -544,7 +544,7 @@ void func_80933324(EnFz* this) { this->unk_BCA = 40; this->unk_BCC = 1; this->unk_BCE = 1; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.gravity = -1.0f; this->actionFunc = func_80933368; } @@ -654,7 +654,7 @@ void func_809336C0(EnFz* this, PlayState* play) { this->unk_BCC = 1; this->unk_BCE = 0; this->unk_BD8 = 1; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->unk_BD7 = 0; this->unk_BCA = 60; Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_PROP); @@ -672,7 +672,7 @@ void func_80933790(EnFz* this) { this->unk_BD6 = 3; this->unk_BCE = 0; this->unk_BD8 = 1; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.speed = 0.0f; this->unk_BBC = 0.0f; this->actionFunc = func_809337D4; @@ -703,7 +703,7 @@ void func_8093389C(EnFz* this) { this->unk_BCA = 40; this->unk_BCC = 1; this->unk_BCE = 1; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.gravity = -1.0f; this->actionFunc = func_809338E0; } @@ -764,7 +764,7 @@ void func_80933AF4(EnFz* this) { this->unk_BCA = 40; this->unk_BCC = 1; this->unk_BCE = 1; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.gravity = -1.0f; this->actionFunc = func_80933B38; } diff --git a/src/overlays/actors/ovl_En_Gb2/z_en_gb2.c b/src/overlays/actors/ovl_En_Gb2/z_en_gb2.c index d30f081d5a..98266fe3bd 100644 --- a/src/overlays/actors/ovl_En_Gb2/z_en_gb2.c +++ b/src/overlays/actors/ovl_En_Gb2/z_en_gb2.c @@ -7,7 +7,7 @@ #include "z_en_gb2.h" #include "attributes.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnGb2*)thisx) @@ -687,7 +687,7 @@ void func_80B10A48(EnGb2* this, PlayState* play) { this->actor.draw = NULL; this->unk_26C |= 0x100; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = func_80B111AC; break; @@ -862,7 +862,7 @@ void func_80B11268(EnGb2* this, PlayState* play) { if (Flags_GetClear(play, 2) && Flags_GetClear(play, 3) && Flags_GetClear(play, 4) && Flags_GetClear(play, 5)) { this->unk_28A = 0xFF; this->unk_26C &= ~0x100; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.draw = EnGb2_Draw; this->unk_26E = 0x14F9; this->actionFunc = func_80B11048; @@ -879,7 +879,7 @@ void func_80B11344(EnGb2* this, PlayState* play) { } static InitChainEntry sInitChain[] = { - ICHAIN_U8(targetMode, TARGET_MODE_4, ICHAIN_CONTINUE), + ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_4, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 2200, ICHAIN_STOP), }; @@ -961,7 +961,7 @@ void EnGb2_Init(Actor* thisx, PlayState* play) { if (CHECK_WEEKEVENTREG(WEEKEVENTREG_76_80)) { this->actor.draw = NULL; this->unk_26C |= 0x100; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = func_80B111AC; } else { this->unk_28A = 255; diff --git a/src/overlays/actors/ovl_En_Ge1/z_en_ge1.c b/src/overlays/actors/ovl_En_Ge1/z_en_ge1.c index 93af388c37..f7d9d2810e 100644 --- a/src/overlays/actors/ovl_En_Ge1/z_en_ge1.c +++ b/src/overlays/actors/ovl_En_Ge1/z_en_ge1.c @@ -6,7 +6,7 @@ #include "z_en_ge1.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnGe1*)thisx) @@ -87,7 +87,7 @@ void EnGe1_Init(Actor* thisx, PlayState* play) { this->morphTable, GERUDO_WHITE_LIMB_MAX); Collider_InitAndSetCylinder(play, &this->collider, &this->picto.actor, &sCylinderInit); this->picto.actor.colChkInfo.mass = MASS_IMMOVABLE; - this->picto.actor.targetMode = TARGET_MODE_6; + this->picto.actor.attentionRangeType = ATTENTION_RANGE_6; Actor_SetScale(&this->picto.actor, 0.01f); this->animIndex = this->cueId = -1; // GERUDO_WHITE_ANIM_NONE this->stateFlags = 0; @@ -113,7 +113,7 @@ void EnGe1_Init(Actor* thisx, PlayState* play) { this->actionFunc = EnGe1_PerformCutsceneActions; this->picto.actor.draw = NULL; this->picto.actor.flags |= ACTOR_FLAG_20 | ACTOR_FLAG_10; - this->picto.actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->picto.actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; break; } diff --git a/src/overlays/actors/ovl_En_Ge2/z_en_ge2.c b/src/overlays/actors/ovl_En_Ge2/z_en_ge2.c index 87dbd8936c..ee567d8e85 100644 --- a/src/overlays/actors/ovl_En_Ge2/z_en_ge2.c +++ b/src/overlays/actors/ovl_En_Ge2/z_en_ge2.c @@ -6,7 +6,7 @@ #include "z_en_ge2.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_80000000) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_80000000) #define THIS ((EnGe2*)thisx) @@ -97,7 +97,7 @@ void EnGe2_Init(Actor* thisx, PlayState* play) { this->picto.actor.world.rot.x = this->picto.actor.shape.rot.x = 0; this->picto.actor.world.rot.z = this->picto.actor.shape.rot.z = 0; - this->picto.actor.targetMode = TARGET_MODE_6; + this->picto.actor.attentionRangeType = ATTENTION_RANGE_6; this->stateFlags = 0; this->detectedStatus = GERUDO_PURPLE_DETECTION_UNDETECTED; this->cueId = -1; @@ -464,7 +464,7 @@ void EnGe2_KnockedOut(EnGe2* this, PlayState* play) { this->detectedStatus = GERUDO_PURPLE_DETECTION_UNDETECTED; CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base); this->stateFlags &= ~GERUDO_PURPLE_STATE_KO; - this->picto.actor.flags |= ACTOR_FLAG_TARGETABLE; + this->picto.actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } } @@ -515,7 +515,7 @@ void EnGe2_PatrolDuties(EnGe2* this, PlayState* play) { this->picto.actor.speed = 0.0f; this->actionFunc = EnGe2_KnockedOut; Actor_PlaySfx(&this->picto.actor, NA_SE_EN_PIRATE_DEAD); - this->picto.actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->picto.actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->stateFlags |= GERUDO_PURPLE_STATE_KO; } } else if (this->picto.actor.home.rot.x == 0) { diff --git a/src/overlays/actors/ovl_En_Ge3/z_en_ge3.c b/src/overlays/actors/ovl_En_Ge3/z_en_ge3.c index 2152129014..8a68a4f65e 100644 --- a/src/overlays/actors/ovl_En_Ge3/z_en_ge3.c +++ b/src/overlays/actors/ovl_En_Ge3/z_en_ge3.c @@ -7,7 +7,7 @@ #include "z_en_ge3.h" #include "attributes.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_80000000) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_80000000) #define THIS ((EnGe3*)thisx) @@ -100,7 +100,7 @@ void EnGe3_Init(Actor* thisx, PlayState* play) { } this->stateFlags = 0; - this->picto.actor.targetMode = 6; + this->picto.actor.attentionRangeType = 6; this->picto.actor.terminalVelocity = -4.0f; this->picto.actor.gravity = -1.0f; CLEAR_WEEKEVENTREG(WEEKEVENTREG_80_08); diff --git a/src/overlays/actors/ovl_En_Geg/z_en_geg.c b/src/overlays/actors/ovl_En_Geg/z_en_geg.c index dd33018721..cf03cdaa1a 100644 --- a/src/overlays/actors/ovl_En_Geg/z_en_geg.c +++ b/src/overlays/actors/ovl_En_Geg/z_en_geg.c @@ -11,7 +11,7 @@ #include "assets/objects/object_hakugin_demo/object_hakugin_demo.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnGeg*)thisx) @@ -460,7 +460,7 @@ void func_80BB217C(EnGeg* this, PlayState* play) { this->actor.gravity = -1.0f; func_80BB1C1C(this); this->actionFunc = func_80BB221C; - this->actor.targetMode = TARGET_MODE_3; + this->actor.attentionRangeType = ATTENTION_RANGE_3; } } diff --git a/src/overlays/actors/ovl_En_Gg/z_en_gg.c b/src/overlays/actors/ovl_En_Gg/z_en_gg.c index 13df995d8c..f67217ce21 100644 --- a/src/overlays/actors/ovl_En_Gg/z_en_gg.c +++ b/src/overlays/actors/ovl_En_Gg/z_en_gg.c @@ -7,7 +7,7 @@ #include "z_en_gg.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_REACT_TO_LENS) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_REACT_TO_LENS) #define THIS ((EnGg*)thisx) @@ -709,17 +709,17 @@ void EnGg_Update(Actor* thisx, PlayState* play) { if (play->actorCtx.lensMaskSize == LENS_MASK_ACTIVE_SIZE) { this->actor.flags |= ACTOR_FLAG_REACT_TO_LENS; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } else { this->actor.flags &= ~ACTOR_FLAG_REACT_TO_LENS; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } if (CHECK_WEEKEVENTREG(WEEKEVENTREG_19_80)) { if (play->csCtx.state == CS_STATE_IDLE) { - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } else { - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } } diff --git a/src/overlays/actors/ovl_En_Gg2/z_en_gg2.c b/src/overlays/actors/ovl_En_Gg2/z_en_gg2.c index 23987016ce..3a4600cd3d 100644 --- a/src/overlays/actors/ovl_En_Gg2/z_en_gg2.c +++ b/src/overlays/actors/ovl_En_Gg2/z_en_gg2.c @@ -6,7 +6,7 @@ #include "z_en_gg2.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_REACT_TO_LENS) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_REACT_TO_LENS) #define THIS ((EnGg2*)thisx) @@ -157,7 +157,7 @@ void func_80B3AE60(EnGg2* this, PlayState* play) { case ENGG2_ANIM_1: case ENGG2_ANIM_8: this->animIndex = ENGG2_ANIM_5; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, ENGG2_ANIM_5); this->actionFunc = func_80B3B120; break; @@ -452,13 +452,13 @@ void EnGg2_Update(Actor* thisx, PlayState* play) { if (play->actorCtx.lensMaskSize == LENS_MASK_ACTIVE_SIZE) { this->actor.flags |= ACTOR_FLAG_REACT_TO_LENS; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; if ((this->animIndex == ENGG2_ANIM_5) && (this->animIndex == ENGG2_ANIM_7)) { - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } } else { this->actor.flags &= ~ACTOR_FLAG_REACT_TO_LENS; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } this->actionFunc(this, play); diff --git a/src/overlays/actors/ovl_En_Ginko_Man/z_en_ginko_man.c b/src/overlays/actors/ovl_En_Ginko_Man/z_en_ginko_man.c index bf28fb5818..6b791675b1 100644 --- a/src/overlays/actors/ovl_En_Ginko_Man/z_en_ginko_man.c +++ b/src/overlays/actors/ovl_En_Ginko_Man/z_en_ginko_man.c @@ -7,7 +7,7 @@ #include "z_en_ginko_man.h" #include "attributes.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnGinkoMan*)thisx) @@ -62,7 +62,7 @@ static AnimationInfo sAnimationInfo[GINKO_ANIM_MAX] = { void EnGinkoMan_Init(Actor* thisx, PlayState* play) { EnGinkoMan* this = THIS; - this->actor.targetMode = TARGET_MODE_1; + this->actor.attentionRangeType = ATTENTION_RANGE_1; this->actor.uncullZoneForward = 400.0f; Actor_SetScale(&this->actor, 0.01f); this->actor.colChkInfo.cylRadius = 100; @@ -80,7 +80,7 @@ void EnGinkoMan_Destroy(Actor* thisx, PlayState* play) { } void EnGinkoMan_SetupIdle(EnGinkoMan* this) { - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, GINKO_ANIM_SITTING); this->actionFunc = EnGinkoMan_Idle; } diff --git a/src/overlays/actors/ovl_En_GirlA/z_en_girla.c b/src/overlays/actors/ovl_En_GirlA/z_en_girla.c index 5ee4c0a6bb..5cf11fdab9 100644 --- a/src/overlays/actors/ovl_En_GirlA/z_en_girla.c +++ b/src/overlays/actors/ovl_En_GirlA/z_en_girla.c @@ -6,7 +6,7 @@ #include "z_en_girla.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnGirlA*)thisx) @@ -585,7 +585,7 @@ void EnGirlA_InitalUpdate(EnGirlA* this, PlayState* play) { this->itemParams = shopItem->params; this->drawFunc = shopItem->drawFunc; this->getItemDrawId = shopItem->getItemDrawId; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Actor_SetScale(&this->actor, 0.25f); this->actor.shape.yOffset = 24.0f; this->actor.shape.shadowScale = 4.0f; diff --git a/src/overlays/actors/ovl_En_Gk/z_en_gk.c b/src/overlays/actors/ovl_En_Gk/z_en_gk.c index 50179f7c2e..40cc536614 100644 --- a/src/overlays/actors/ovl_En_Gk/z_en_gk.c +++ b/src/overlays/actors/ovl_En_Gk/z_en_gk.c @@ -6,7 +6,7 @@ #include "z_en_gk.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnGk*)thisx) @@ -1099,7 +1099,7 @@ void EnGk_Init(Actor* thisx, PlayState* play) { this->actionFunc = func_80B51FD0; this->actor.draw = NULL; this->actor.flags |= ACTOR_FLAG_10; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } else { Actor_Kill(&this->actor); } diff --git a/src/overlays/actors/ovl_En_Gm/z_en_gm.c b/src/overlays/actors/ovl_En_Gm/z_en_gm.c index 8688b32d55..433e26b968 100644 --- a/src/overlays/actors/ovl_En_Gm/z_en_gm.c +++ b/src/overlays/actors/ovl_En_Gm/z_en_gm.c @@ -8,7 +8,7 @@ #include "attributes.h" #include "overlays/actors/ovl_En_Door/z_en_door.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnGm*)thisx) @@ -1166,7 +1166,7 @@ s32 func_8094F904(EnGm* this, PlayState* play, ScheduleOutput* scheduleOutput) { this->unk_3B8 = scheduleOutput->time1 - scheduleOutput->time0; this->unk_3BA = sp56 - scheduleOutput->time0; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->unk_3A4 |= 0x100; this->unk_3A4 |= 0x200; EnGm_ChangeAnim(this, play, ENGM_ANIM_7); @@ -1359,14 +1359,14 @@ s32 func_809501B8(EnGm* this, PlayState* play, ScheduleOutput* scheduleOutput) { Math_Vec3f_Copy(&this->actor.world.pos, &D_80951DD0); Math_Vec3s_Copy(&this->actor.world.rot, &D_80951DDC); Math_Vec3s_Copy(&this->actor.shape.rot, &this->actor.world.rot); - this->actor.targetMode = TARGET_MODE_6; + this->actor.attentionRangeType = ATTENTION_RANGE_6; SubS_SetOfferMode(&this->unk_3A4, SUBS_OFFER_MODE_ONSCREEN, SUBS_OFFER_MODE_MASK); this->unk_3A4 |= (0x1000 | 0x100); this->unk_3A4 |= 0x200; this->unk_3C8 = 3; this->unk_3CA = 3; this->unk_3CC = 8; - this->actor.targetMode = TARGET_MODE_6; + this->actor.attentionRangeType = ATTENTION_RANGE_6; this->unk_3B4 = 60.0f; EnGm_ChangeAnim(this, play, ENGM_ANIM_10); return true; @@ -1375,8 +1375,8 @@ s32 func_809501B8(EnGm* this, PlayState* play, ScheduleOutput* scheduleOutput) { s32 func_80950280(EnGm* this, PlayState* play, ScheduleOutput* scheduleOutput) { s32 phi_v1; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; - this->actor.targetMode = TARGET_MODE_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; + this->actor.attentionRangeType = ATTENTION_RANGE_0; this->unk_3A4 = 0; this->unk_3C8 = 0; this->unk_3CA = 0; @@ -1722,11 +1722,11 @@ void func_80950CDC(EnGm* this, PlayState* play) { if (!Schedule_RunScript(play, D_80951820, &scheduleOutput) || ((this->scheduleResult != scheduleOutput.result) && !func_80950280(this, play, &scheduleOutput))) { this->actor.shape.shadowDraw = NULL; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; scheduleOutput.result = 0; } else { this->actor.shape.shadowDraw = ActorShadow_DrawCircle; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } this->scheduleResult = scheduleOutput.result; this->unk_268 = func_8094F074(this, play); diff --git a/src/overlays/actors/ovl_En_Go/z_en_go.c b/src/overlays/actors/ovl_En_Go/z_en_go.c index c223c0f1f6..c364f5024b 100644 --- a/src/overlays/actors/ovl_En_Go/z_en_go.c +++ b/src/overlays/actors/ovl_En_Go/z_en_go.c @@ -21,7 +21,7 @@ #include "assets/objects/gameplay_keep/gameplay_keep.h" #include "overlays/actors/ovl_Obj_Aqua/z_obj_aqua.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) #define THIS ((EnGo*)thisx) @@ -1340,7 +1340,7 @@ s32 EnGo_UpdateSpringArrivalCutscene(EnGo* this, PlayState* play) { (this->actor.draw != NULL) && (play->sceneId == SCENE_10YUKIYAMANOMURA2) && (gSaveContext.sceneLayer == 1) && (play->csCtx.scriptIndex == 0)) { if (!this->springArrivalCutsceneActive) { - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->springArrivalCueId = 255; this->springArrivalCutsceneActive = true; this->interruptedActionFunc = this->actionFunc; @@ -1348,7 +1348,7 @@ s32 EnGo_UpdateSpringArrivalCutscene(EnGo* this, PlayState* play) { SubS_SetOfferMode(&this->actionFlags, SUBS_OFFER_MODE_NONE, SUBS_OFFER_MODE_MASK); this->actionFunc = EnGo_HandleSpringArrivalCutscene; } else if (this->springArrivalCutsceneActive) { - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->springArrivalCueId = 255; this->springArrivalCutsceneActive = false; SubS_SetOfferMode(&this->actionFlags, SUBS_OFFER_MODE_ONSCREEN, SUBS_OFFER_MODE_MASK); @@ -2045,7 +2045,7 @@ void EnGo_ChangeToStretchingAnimation(EnGo* this, PlayState* play) { Math_Vec3f_Copy(&this->actor.world.pos, &newSittingStretcherPos); } - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Actor_SetScale(&this->actor, this->scaleFactor); this->sleepState = ENGO_AWAKE; this->actionFlags = 0; @@ -2069,7 +2069,7 @@ void EnGo_ChangeToSpectatingAnimation(EnGo* this, PlayState* play) { animFrame = Rand_ZeroOne() * this->skelAnime.endFrame; this->skelAnime.curFrame = animFrame; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Actor_SetScale(&this->actor, this->scaleFactor); this->sleepState = ENGO_AWAKE; this->actionFlags = 0; @@ -2263,8 +2263,8 @@ void EnGo_SetupMedigoron(EnGo* this, PlayState* play) { EnGo_ChangeAnim(this, play, ENGO_ANIM_LYINGDOWNIDLE); this->scaleFactor *= ENGO_MEDIGORON_SCALE_MULTIPLIER; Actor_SetScale(&this->actor, this->scaleFactor); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; - this->actor.targetMode = TARGET_MODE_3; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; + this->actor.attentionRangeType = ATTENTION_RANGE_3; this->actionFlags = 0; this->actor.gravity = -1.0f; SubS_SetOfferMode(&this->actionFlags, SUBS_OFFER_MODE_ONSCREEN, SUBS_OFFER_MODE_MASK); @@ -2295,7 +2295,7 @@ void EnGo_SetupInitialAction(EnGo* this, PlayState* play) { CollisionCheck_SetInfo2(&this->actor.colChkInfo, &sDamageTable, &sColChkInfoInit); Effect_Add(play, &this->indexEffect, EFFECT_TIRE_MARK, 0, 0, &tireMarkInit); - this->actor.targetMode = TARGET_MODE_1; + this->actor.attentionRangeType = ATTENTION_RANGE_1; this->scaleFactor = ENGO_NORMAL_SCALE; this->msgScriptCallback = NULL; diff --git a/src/overlays/actors/ovl_En_Grasshopper/z_en_grasshopper.c b/src/overlays/actors/ovl_En_Grasshopper/z_en_grasshopper.c index 563770daec..399f691b27 100644 --- a/src/overlays/actors/ovl_En_Grasshopper/z_en_grasshopper.c +++ b/src/overlays/actors/ovl_En_Grasshopper/z_en_grasshopper.c @@ -8,7 +8,7 @@ #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10) #define THIS ((EnGrasshopper*)thisx) @@ -265,7 +265,7 @@ void EnGrasshopper_Init(Actor* thisx, PlayState* play) { s32 i; this->actor.hintId = TATL_HINT_ID_DRAGONFLY; - this->actor.targetMode = TARGET_MODE_4; + this->actor.attentionRangeType = ATTENTION_RANGE_4; this->actor.colChkInfo.mass = 60; this->actor.colChkInfo.health = 2; @@ -774,7 +774,7 @@ void EnGrasshopper_SetupDamaged(EnGrasshopper* this, PlayState* play) { EnGrasshopper_ChangeAnim(this, DRAGONFLY_ANIM_DAMAGE); this->actor.speed = 0.0f; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->approachSpeed = 0.0f; this->collider.elements[1].base.atElemFlags &= ~(ATELEM_ON | ATELEM_SFX_WOOD); Matrix_RotateYS(this->actor.yawTowardsPlayer, MTXMODE_NEW); diff --git a/src/overlays/actors/ovl_En_Gs/z_en_gs.c b/src/overlays/actors/ovl_En_Gs/z_en_gs.c index d0963c259b..63012d06e5 100644 --- a/src/overlays/actors/ovl_En_Gs/z_en_gs.c +++ b/src/overlays/actors/ovl_En_Gs/z_en_gs.c @@ -12,7 +12,7 @@ #include "assets/objects/object_gs/object_gs.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) #define THIS ((EnGs*)thisx) @@ -150,7 +150,7 @@ void EnGs_Init(Actor* thisx, PlayState* play) { this->actor.world.rot.z = 0; Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); CollisionCheck_SetInfo2(&this->actor.colChkInfo, &sDamageTable, &sColChkInfoInit); - this->actor.targetMode = TARGET_MODE_6; + this->actor.attentionRangeType = ATTENTION_RANGE_6; this->unk_216 = 0; this->unk_218 = 0; this->unk_200 = 1.0f; diff --git a/src/overlays/actors/ovl_En_Guard_Nuts/z_en_guard_nuts.c b/src/overlays/actors/ovl_En_Guard_Nuts/z_en_guard_nuts.c index fa0ade90d6..1f36d80cfd 100644 --- a/src/overlays/actors/ovl_En_Guard_Nuts/z_en_guard_nuts.c +++ b/src/overlays/actors/ovl_En_Guard_Nuts/z_en_guard_nuts.c @@ -7,7 +7,7 @@ #include "z_en_guard_nuts.h" #include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_100000 | ACTOR_FLAG_80000000) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_100000 | ACTOR_FLAG_80000000) #define THIS ((EnGuardNuts*)thisx) @@ -108,7 +108,7 @@ void EnGuardNuts_Init(Actor* thisx, PlayState* play) { SkelAnime_Init(play, &this->skelAnime, &gDekuPalaceGuardSkel, &gDekuPalaceGuardWaitAnim, this->jointTable, this->morphTable, DEKU_PALACE_GUARD_LIMB_MAX); this->actor.colChkInfo.mass = MASS_IMMOVABLE; - this->actor.targetMode = TARGET_MODE_1; + this->actor.attentionRangeType = ATTENTION_RANGE_1; Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); Actor_SetScale(&this->actor, 0.015f); Math_Vec3f_Copy(&this->guardPos, &this->actor.world.pos); diff --git a/src/overlays/actors/ovl_En_Guruguru/z_en_guruguru.c b/src/overlays/actors/ovl_En_Guruguru/z_en_guruguru.c index d8baec584e..57a04cdefa 100644 --- a/src/overlays/actors/ovl_En_Guruguru/z_en_guruguru.c +++ b/src/overlays/actors/ovl_En_Guruguru/z_en_guruguru.c @@ -6,7 +6,7 @@ #include "z_en_guruguru.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnGuruguru*)thisx) @@ -92,7 +92,7 @@ void EnGuruguru_Init(Actor* thisx, PlayState* play) { ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 19.0f); SkelAnime_InitFlex(play, &this->skelAnime, &gGuruGuruSkel, &gGuruGuruPlayStillAnim, this->jointTable, this->morphTable, GURU_GURU_LIMB_MAX); - this->actor.targetMode = TARGET_MODE_0; + this->actor.attentionRangeType = ATTENTION_RANGE_0; if (this->actor.params != 2) { Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); } @@ -102,7 +102,7 @@ void EnGuruguru_Init(Actor* thisx, PlayState* play) { } else if (this->actor.params == 2) { this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED; this->actor.draw = NULL; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = EnGuruguru_DoNothing; } else { Actor_Kill(&this->actor); diff --git a/src/overlays/actors/ovl_En_Heishi/z_en_heishi.c b/src/overlays/actors/ovl_En_Heishi/z_en_heishi.c index 9f13365d9d..dd022cdb08 100644 --- a/src/overlays/actors/ovl_En_Heishi/z_en_heishi.c +++ b/src/overlays/actors/ovl_En_Heishi/z_en_heishi.c @@ -6,7 +6,7 @@ #include "z_en_heishi.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnHeishi*)thisx) @@ -78,7 +78,7 @@ void EnHeishi_Init(Actor* thisx, PlayState* play) { } } - this->actor.targetMode = TARGET_MODE_6; + this->actor.attentionRangeType = ATTENTION_RANGE_6; this->actor.gravity = -3.0f; Collider_InitAndSetCylinder(play, &this->colliderCylinder, &this->actor, &sCylinderInit); this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED; diff --git a/src/overlays/actors/ovl_En_Hg/z_en_hg.c b/src/overlays/actors/ovl_En_Hg/z_en_hg.c index a537e5be7c..38048e4146 100644 --- a/src/overlays/actors/ovl_En_Hg/z_en_hg.c +++ b/src/overlays/actors/ovl_En_Hg/z_en_hg.c @@ -6,7 +6,8 @@ #include "z_en_hg.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_100000 | ACTOR_FLAG_2000000) +#define FLAGS \ + (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_100000 | ACTOR_FLAG_2000000) #define THIS ((EnHg*)thisx) @@ -144,7 +145,7 @@ void EnHg_Init(Actor* thisx, PlayState* play) { if (CHECK_WEEKEVENTREG(WEEKEVENTREG_75_20) || CHECK_WEEKEVENTREG(WEEKEVENTREG_CLEARED_STONE_TOWER_TEMPLE)) { Actor_Kill(&this->actor); } - this->actor.targetMode = TARGET_MODE_1; + this->actor.attentionRangeType = ATTENTION_RANGE_1; this->actor.colChkInfo.health = 0; this->actor.gravity = -1.0f; for (i = 0; i < ARRAY_COUNT(this->csIdList); i++) { diff --git a/src/overlays/actors/ovl_En_Hgo/z_en_hgo.c b/src/overlays/actors/ovl_En_Hgo/z_en_hgo.c index 360996e134..be334f8c7f 100644 --- a/src/overlays/actors/ovl_En_Hgo/z_en_hgo.c +++ b/src/overlays/actors/ovl_En_Hgo/z_en_hgo.c @@ -6,7 +6,7 @@ #include "z_en_hgo.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) #define THIS ((EnHgo*)thisx) @@ -100,7 +100,7 @@ void EnHgo_Init(Actor* thisx, PlayState* play) { Collider_InitCylinder(play, &this->collider); Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit); CollisionCheck_SetInfo2(&thisx->colChkInfo, NULL, &sColChkInfoInit); - thisx->targetMode = TARGET_MODE_6; + thisx->attentionRangeType = ATTENTION_RANGE_6; this->eyeIndex = 0; this->blinkTimer = 0; @@ -123,7 +123,7 @@ void EnHgo_Destroy(Actor* thisx, PlayState* play) { } void EnHgo_SetupDoNothing(EnHgo* this) { - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = EnHgo_DoNothing; } diff --git a/src/overlays/actors/ovl_En_Hidden_Nuts/z_en_hidden_nuts.c b/src/overlays/actors/ovl_En_Hidden_Nuts/z_en_hidden_nuts.c index 03385b9d16..4f37c76b0e 100644 --- a/src/overlays/actors/ovl_En_Hidden_Nuts/z_en_hidden_nuts.c +++ b/src/overlays/actors/ovl_En_Hidden_Nuts/z_en_hidden_nuts.c @@ -8,7 +8,7 @@ #include "z64voice.h" #include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_2000000) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_2000000) #define THIS ((EnHiddenNuts*)thisx) @@ -109,7 +109,7 @@ void EnHiddenNuts_Init(Actor* thisx, PlayState* play) { Actor_SetScale(&this->actor, 0.01f); this->actor.colChkInfo.mass = MASS_IMMOVABLE; - this->actor.targetMode = TARGET_MODE_0; + this->actor.attentionRangeType = ATTENTION_RANGE_0; Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); diff --git a/src/overlays/actors/ovl_En_Hint_Skb/z_en_hint_skb.c b/src/overlays/actors/ovl_En_Hint_Skb/z_en_hint_skb.c index 67086f5ace..4ee8b52dbd 100644 --- a/src/overlays/actors/ovl_En_Hint_Skb/z_en_hint_skb.c +++ b/src/overlays/actors/ovl_En_Hint_Skb/z_en_hint_skb.c @@ -9,7 +9,7 @@ #include "overlays/actors/ovl_En_Part/z_en_part.h" #include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnHintSkb*)thisx) @@ -608,8 +608,8 @@ void func_80C20D64(EnHintSkb* this, PlayState* play) { (this->actionFunc == func_80C1FE80)) { if (this->actionFunc != func_80C2077C) { if (Player_GetMask(play) == PLAYER_MASK_CAPTAIN) { - this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE); - this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); + this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); this->actor.hintId = TATL_HINT_ID_NONE; this->actor.textId = 0; if (this->actionFunc == func_80C1FE80) { @@ -618,8 +618,8 @@ void func_80C20D64(EnHintSkb* this, PlayState* play) { func_80C2075C(this); } } else if (Player_GetMask(play) != PLAYER_MASK_CAPTAIN) { - this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); - this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); + this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); this->actor.hintId = TATL_HINT_ID_STALCHILD; this->actor.textId = 0; if (this->skelAnime.animation == &gStalchildSitLaughAnim) { diff --git a/src/overlays/actors/ovl_En_Hs/z_en_hs.c b/src/overlays/actors/ovl_En_Hs/z_en_hs.c index 0b665f72d6..b077ca7e92 100644 --- a/src/overlays/actors/ovl_En_Hs/z_en_hs.c +++ b/src/overlays/actors/ovl_En_Hs/z_en_hs.c @@ -6,7 +6,7 @@ #include "z_en_hs.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnHs*)thisx) @@ -87,7 +87,7 @@ void EnHs_Init(Actor* thisx, PlayState* play) { } this->stateFlags = 0; - this->actor.targetMode = TARGET_MODE_6; + this->actor.attentionRangeType = ATTENTION_RANGE_6; func_80952C50(this, play); } diff --git a/src/overlays/actors/ovl_En_Hs2/z_en_hs2.c b/src/overlays/actors/ovl_En_Hs2/z_en_hs2.c index 63c80495d9..ef2ecc49cc 100644 --- a/src/overlays/actors/ovl_En_Hs2/z_en_hs2.c +++ b/src/overlays/actors/ovl_En_Hs2/z_en_hs2.c @@ -6,7 +6,7 @@ #include "z_en_hs2.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnHs2*)thisx) diff --git a/src/overlays/actors/ovl_En_Ig/z_en_ig.c b/src/overlays/actors/ovl_En_Ig/z_en_ig.c index f395e4a23a..cfcac0c8be 100644 --- a/src/overlays/actors/ovl_En_Ig/z_en_ig.c +++ b/src/overlays/actors/ovl_En_Ig/z_en_ig.c @@ -8,7 +8,7 @@ #include "attributes.h" #include "overlays/actors/ovl_En_Door/z_en_door.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnIg*)thisx) @@ -623,7 +623,7 @@ s32 func_80BF1DF4(EnIg* this, PlayState* play, ScheduleOutput* scheduleOutput) { this->unk_3E0 = scheduleOutput->time1 - scheduleOutput->time0; this->unk_3E2 = sp56 - scheduleOutput->time0; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->unk_3D0 |= 0x100; EnIg_ChangeAnim(this, ENIG_ANIM_3); this->actor.gravity = 0.0f; @@ -734,9 +734,9 @@ s32 func_80BF219C(EnIg* this, PlayState* play, ScheduleOutput* scheduleOutput) { s32 func_80BF2368(EnIg* this, PlayState* play, ScheduleOutput* scheduleOutput) { s32 ret = false; - this->actor.targetMode = TARGET_MODE_0; + this->actor.attentionRangeType = ATTENTION_RANGE_0; this->unk_3D0 = 0; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; switch (scheduleOutput->result) { case 5: @@ -940,11 +940,11 @@ void func_80BF2AF8(EnIg* this, PlayState* play) { if (!Schedule_RunScript(play, D_80BF3260, &scheduleOutput) || ((this->scheduleResult != scheduleOutput.result) && !func_80BF2368(this, play, &scheduleOutput))) { this->actor.shape.shadowDraw = NULL; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; scheduleOutput.result = 0; } else { this->actor.shape.shadowDraw = ActorShadow_DrawCircle; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } this->unk_2A8 = func_80BF146C(this, play); this->scheduleResult = scheduleOutput.result; diff --git a/src/overlays/actors/ovl_En_Ik/z_en_ik.c b/src/overlays/actors/ovl_En_Ik/z_en_ik.c index d1af910d9d..7ee51ebd48 100644 --- a/src/overlays/actors/ovl_En_Ik/z_en_ik.c +++ b/src/overlays/actors/ovl_En_Ik/z_en_ik.c @@ -8,7 +8,7 @@ #include "z64rumble.h" #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_400) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_400) #define THIS ((EnIk*)thisx) diff --git a/src/overlays/actors/ovl_En_In/z_en_in.c b/src/overlays/actors/ovl_En_In/z_en_in.c index 1b82157f6e..43d67e21d7 100644 --- a/src/overlays/actors/ovl_En_In/z_en_in.c +++ b/src/overlays/actors/ovl_En_In/z_en_in.c @@ -8,7 +8,7 @@ #include "z64horse.h" #include "overlays/actors/ovl_En_Horse_Game_Check/z_en_horse_game_check.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnIn*)thisx) diff --git a/src/overlays/actors/ovl_En_Invadepoh/z_en_invadepoh.c b/src/overlays/actors/ovl_En_Invadepoh/z_en_invadepoh.c index 78afc87d22..0b928a06fc 100644 --- a/src/overlays/actors/ovl_En_Invadepoh/z_en_invadepoh.c +++ b/src/overlays/actors/ovl_En_Invadepoh/z_en_invadepoh.c @@ -2068,9 +2068,9 @@ void EnInvadepoh_Romani_Init(EnInvadepoh* this, PlayState* play) { Actor_ProcessInitChain(&this->actor, sRomaniInitChain); if ((type == EN_INVADEPOH_TYPE_ROMANI_NIGHT_1) || (type == EN_INVADEPOH_TYPE_ROMANI_NIGHT_3)) { - this->actor.targetMode = TARGET_MODE_3; + this->actor.attentionRangeType = ATTENTION_RANGE_3; } else { - this->actor.targetMode = TARGET_MODE_6; + this->actor.attentionRangeType = ATTENTION_RANGE_6; } Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_NPC); @@ -2086,7 +2086,7 @@ void EnInvadepoh_Romani_Init(EnInvadepoh* this, PlayState* play) { this->actor.update = EnInvadepoh_AbductedRomani_WaitForObject; } else if (type == EN_INVADEPOH_TYPE_ROMANI_SILENT) { this->actor.update = EnInvadepoh_SilentRomani_WaitForObject; - this->actor.flags = ACTOR_FLAG_10 | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_TARGETABLE; + this->actor.flags = ACTOR_FLAG_10 | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_ATTENTION_ENABLED; } else if (type == EN_INVADEPOH_TYPE_ROMANI_NIGHT_1) { this->actor.update = EnInvadepoh_Night1Romani_WaitForObject; } else if (type == EN_INVADEPOH_TYPE_ROMANI_BARN) { @@ -2151,9 +2151,12 @@ void EnInvadepoh_Ufo_Init(EnInvadepoh* this, PlayState* play) { } static InitChainEntry sDogInitChain[] = { - ICHAIN_F32(uncullZoneForward, 2000, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneScale, 50, ICHAIN_CONTINUE), - ICHAIN_F32(uncullZoneDownward, 50, ICHAIN_CONTINUE), ICHAIN_F32(gravity, -3, ICHAIN_CONTINUE), - ICHAIN_U8(targetMode, TARGET_MODE_4, ICHAIN_CONTINUE), ICHAIN_VEC3F_DIV1000(scale, 7, ICHAIN_STOP), + ICHAIN_F32(uncullZoneForward, 2000, ICHAIN_CONTINUE), + ICHAIN_F32(uncullZoneScale, 50, ICHAIN_CONTINUE), + ICHAIN_F32(uncullZoneDownward, 50, ICHAIN_CONTINUE), + ICHAIN_F32(gravity, -3, ICHAIN_CONTINUE), + ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_4, ICHAIN_CONTINUE), + ICHAIN_VEC3F_DIV1000(scale, 7, ICHAIN_STOP), }; void EnInvadepoh_Dog_Init(EnInvadepoh* this, PlayState* play) { @@ -2173,9 +2176,12 @@ void EnInvadepoh_Dog_Init(EnInvadepoh* this, PlayState* play) { } static InitChainEntry sCremiaInitChain[] = { - ICHAIN_F32(uncullZoneForward, 20000, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneScale, 100, ICHAIN_CONTINUE), - ICHAIN_F32(uncullZoneDownward, 150, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 1500, ICHAIN_CONTINUE), - ICHAIN_U8(targetMode, TARGET_MODE_3, ICHAIN_CONTINUE), ICHAIN_VEC3F_DIV1000(scale, 10, ICHAIN_STOP), + ICHAIN_F32(uncullZoneForward, 20000, ICHAIN_CONTINUE), + ICHAIN_F32(uncullZoneScale, 100, ICHAIN_CONTINUE), + ICHAIN_F32(uncullZoneDownward, 150, ICHAIN_CONTINUE), + ICHAIN_F32(targetArrowOffset, 1500, ICHAIN_CONTINUE), + ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_3, ICHAIN_CONTINUE), + ICHAIN_VEC3F_DIV1000(scale, 10, ICHAIN_STOP), }; void EnInvadepoh_Cremia_Init(EnInvadepoh* this, PlayState* play) { @@ -2689,7 +2695,7 @@ void EnInvadepoh_Alien_SetupDead(EnInvadepoh* this) { this->collider.base.acFlags &= ~AC_ON; this->collider.base.ocFlags1 &= ~OC1_ON; Animation_PlayLoop(&this->skelAnime, &gAlienDeathAnim); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->timer = 10; this->alpha = 255; this->actor.draw = EnInvadepoh_Alien_Draw; @@ -3647,10 +3653,10 @@ void EnInvadepoh_Night1Romani_Walk(EnInvadepoh* this, PlayState* play) { } } - this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); } else { this->doorOpened = false; - this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); } if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_40) && @@ -3797,7 +3803,7 @@ void EnInvadepoh_BarnRomani_SetupIdle(EnInvadepoh* this) { modelInfo->headRotMaxStep = 0x5DC; this->timer = Rand_S16Offset(200, 200); this->angle = this->actor.shape.rot.y; - this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); this->actionFunc = EnInvadepoh_BarnRomani_Idle; } @@ -3859,7 +3865,7 @@ void EnInvadepoh_BarnRomani_SetupLookAround(EnInvadepoh* this) { modelInfo->headRotTarget.z = 0; modelInfo->headRotStepScale = 0.1f; modelInfo->headRotMaxStep = 0x320; - this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); this->actionFunc = EnInvadepoh_BarnRomani_LookAround; } @@ -3908,10 +3914,10 @@ void EnInvadepoh_BarnRomani_Walk(EnInvadepoh* this, PlayState* play) { this->doorOpened = EnInvadepoh_Romani_OpenDoor(this, play, SQ(80.0f), -15); } - this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); } else { this->doorOpened = false; - this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); } if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_40) && @@ -4060,7 +4066,7 @@ void EnInvadepoh_RewardRomani_SetupWaitForSuccess(EnInvadepoh* this) { void EnInvadepoh_RewardRomani_WaitForSuccess(EnInvadepoh* this, PlayState* play) { if (CHECK_WEEKEVENTREG(WEEKEVENTREG_DEFENDED_AGAINST_ALIENS)) { this->actor.draw = EnInvadepoh_Romani_Draw; - this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); EnInvadepoh_RewardRomani_SetupStartTalking(this); } } @@ -4154,7 +4160,7 @@ void EnInvadepoh_RewardRomani_AfterGivingBottle(EnInvadepoh* this, PlayState* pl } void EnInvadepoh_RewardRomani_SetupFinish(EnInvadepoh* this) { - this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); this->actionFunc = EnInvadepoh_RewardRomani_Finish; } @@ -4389,7 +4395,7 @@ void EnInvadepoh_Dog_WaitForObject(Actor* thisx, PlayState* play2) { if (sInvasionState == INVASION_STATE_ACTIVE) { this->actor.update = EnInvadepoh_Dog_Update; this->actor.draw = EnInvadepoh_Dog_Draw; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; EnInvadepoh_Dog_SetupWalk(this); } else if (sInvasionState == INVASION_STATE_WAIT) { this->actor.update = EnInvadepoh_Dog_WaitForInvasion; @@ -4409,7 +4415,7 @@ void EnInvadepoh_Dog_WaitForInvasion(Actor* thisx, PlayState* play2) { if (sInvasionState == INVASION_STATE_ACTIVE) { this->actor.update = EnInvadepoh_Dog_Update; this->actor.draw = EnInvadepoh_Dog_Draw; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; EnInvadepoh_Dog_SetupWalk(this); } } @@ -4517,16 +4523,16 @@ void EnInvadepoh_Night3Cremia_Walk(EnInvadepoh* this, PlayState* play) { // Romani is opening the door to the barn this->distanceToRomani = 40.0f; this->angle = -0x8000; - this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); } else if (romani->currentPoint < (romani->endPoint - 1)) { this->distanceToRomani = 40.0f; Math_ScaledStepToS(&this->angle, -0x4800, 0xC8); - this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); } else { // Romani is opening the door to the house Math_StepToF(&this->distanceToRomani, 5.0f, 3.0f); Math_ScaledStepToS(&this->angle, -0x8000, 0x12C); - this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); } angleToRomani = this->angle + romani->actor.world.rot.y; @@ -4769,10 +4775,10 @@ void EnInvadepoh_Night3Romani_Walk(EnInvadepoh* this, PlayState* play) { } } - this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); } else { this->doorOpened = false; - this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); } tempFrames = play->gameplayFrames % 0x80; diff --git a/src/overlays/actors/ovl_En_Invadepoh_Demo/z_en_invadepoh_demo.c b/src/overlays/actors/ovl_En_Invadepoh_Demo/z_en_invadepoh_demo.c index eaecbc864b..3f7282a3f8 100644 --- a/src/overlays/actors/ovl_En_Invadepoh_Demo/z_en_invadepoh_demo.c +++ b/src/overlays/actors/ovl_En_Invadepoh_Demo/z_en_invadepoh_demo.c @@ -121,9 +121,12 @@ static InitChainEntry sAlienInitChain[] = { }; static InitChainEntry sRomaniInitChain[] = { - ICHAIN_F32(uncullZoneForward, 20000, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneScale, 100, ICHAIN_CONTINUE), - ICHAIN_F32(uncullZoneDownward, 100, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 1500, ICHAIN_CONTINUE), - ICHAIN_U8(targetMode, TARGET_MODE_6, ICHAIN_CONTINUE), ICHAIN_VEC3F_DIV1000(scale, 10, ICHAIN_STOP), + ICHAIN_F32(uncullZoneForward, 20000, ICHAIN_CONTINUE), + ICHAIN_F32(uncullZoneScale, 100, ICHAIN_CONTINUE), + ICHAIN_F32(uncullZoneDownward, 100, ICHAIN_CONTINUE), + ICHAIN_F32(targetArrowOffset, 1500, ICHAIN_CONTINUE), + ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_6, ICHAIN_CONTINUE), + ICHAIN_VEC3F_DIV1000(scale, 10, ICHAIN_STOP), }; static InitChainEntry sCowInitChain[] = { diff --git a/src/overlays/actors/ovl_En_Ja/z_en_ja.c b/src/overlays/actors/ovl_En_Ja/z_en_ja.c index dc7f1f60ea..70ef834e28 100644 --- a/src/overlays/actors/ovl_En_Ja/z_en_ja.c +++ b/src/overlays/actors/ovl_En_Ja/z_en_ja.c @@ -6,7 +6,7 @@ #include "z_en_ja.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnJa*)thisx) @@ -377,11 +377,11 @@ void func_80BC21A8(EnJa* this, PlayState* play) { if (!Schedule_RunScript(play, D_80BC35F0, &scheduleOutput) || ((this->scheduleResult != scheduleOutput.result) && !func_80BC20D0(this, play, &scheduleOutput))) { this->actor.shape.shadowDraw = NULL; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; scheduleOutput.result = 0; } else { this->actor.shape.shadowDraw = ActorShadow_DrawCircle; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } this->scheduleResult = scheduleOutput.result; func_80BC2150(this, play); @@ -429,7 +429,7 @@ void EnJa_Init(Actor* thisx, PlayState* play) { Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); CollisionCheck_SetInfo2(&this->actor.colChkInfo, DamageTable_Get(0x16), &sColChkInfoInit); Actor_SetScale(&this->actor, 0.01f); - this->actor.targetMode = TARGET_MODE_0; + this->actor.attentionRangeType = ATTENTION_RANGE_0; this->actor.uncullZoneForward = 800.0f; this->actor.gravity = 0.0f; SubS_SetOfferMode(&this->unk_340, SUBS_OFFER_MODE_NONE, SUBS_OFFER_MODE_MASK); diff --git a/src/overlays/actors/ovl_En_Jg/z_en_jg.c b/src/overlays/actors/ovl_En_Jg/z_en_jg.c index 840c92dbdd..570cd47196 100644 --- a/src/overlays/actors/ovl_En_Jg/z_en_jg.c +++ b/src/overlays/actors/ovl_En_Jg/z_en_jg.c @@ -8,7 +8,7 @@ #include "overlays/actors/ovl_En_S_Goro/z_en_s_goro.h" #include "overlays/actors/ovl_Obj_Ice_Poly/z_obj_ice_poly.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnJg*)thisx) diff --git a/src/overlays/actors/ovl_En_Jgame_Tsn/z_en_jgame_tsn.c b/src/overlays/actors/ovl_En_Jgame_Tsn/z_en_jgame_tsn.c index 48476e90f2..c8cf2c2f42 100644 --- a/src/overlays/actors/ovl_En_Jgame_Tsn/z_en_jgame_tsn.c +++ b/src/overlays/actors/ovl_En_Jgame_Tsn/z_en_jgame_tsn.c @@ -7,7 +7,7 @@ #include "z_en_jgame_tsn.h" #include "overlays/actors/ovl_Obj_Jgame_Light/z_obj_jgame_light.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) #define THIS ((EnJgameTsn*)thisx) @@ -98,7 +98,7 @@ void EnJgameTsn_Init(Actor* thisx, PlayState* play) { Collider_InitCylinder(play, &this->collider); Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit); - this->actor.targetMode = TARGET_MODE_6; + this->actor.attentionRangeType = ATTENTION_RANGE_6; this->actor.colChkInfo.mass = MASS_IMMOVABLE; this->actor.velocity.y = 0.0f; diff --git a/src/overlays/actors/ovl_En_Js/z_en_js.c b/src/overlays/actors/ovl_En_Js/z_en_js.c index f369e23a6d..279014f490 100644 --- a/src/overlays/actors/ovl_En_Js/z_en_js.c +++ b/src/overlays/actors/ovl_En_Js/z_en_js.c @@ -6,7 +6,7 @@ #include "z_en_js.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnJs*)thisx) diff --git a/src/overlays/actors/ovl_En_Jso/z_en_jso.c b/src/overlays/actors/ovl_En_Jso/z_en_jso.c index b2e8c28f91..32f3e18219 100644 --- a/src/overlays/actors/ovl_En_Jso/z_en_jso.c +++ b/src/overlays/actors/ovl_En_Jso/z_en_jso.c @@ -9,7 +9,7 @@ #include "overlays/actors/ovl_En_Encount3/z_en_encount3.h" #include "overlays/actors/ovl_En_Part/z_en_part.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10) #define THIS ((EnJso*)thisx) @@ -265,7 +265,7 @@ void EnJso_Init(Actor* thisx, PlayState* play) { EffectBlureInit1 leftSwordBlureInit; this->actor.hintId = TATL_HINT_ID_GARO; - this->actor.targetMode = TARGET_MODE_5; + this->actor.attentionRangeType = ATTENTION_RANGE_5; this->actor.colChkInfo.mass = 80; this->actor.colChkInfo.health = 3; ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 0.0f); @@ -376,7 +376,7 @@ void EnJso_IntroCutscene(EnJso* this, PlayState* play) { this->subCamId = CutsceneManager_GetCurrentSubCamId(this->actor.csId); player->actor.world.pos.x = this->actor.home.pos.x + 30.0f; player->actor.world.pos.z = this->actor.home.pos.z + 30.0f; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->subCamEyeNext.x = player->actor.world.pos.x; this->subCamEyeNext.y = player->actor.world.pos.y; this->subCamEyeNext.z = player->actor.world.pos.z; @@ -586,7 +586,7 @@ void EnJso_IntroCutscene(EnJso* this, PlayState* play) { this->subCamId = SUB_CAM_ID_DONE; this->actor.flags &= ~ACTOR_FLAG_100000; this->actor.flags &= ~ACTOR_FLAG_LOCK_ON_DISABLED; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.world.rot.y = this->actor.yawTowardsPlayer; EnJso_SetupJumpBack(this); } @@ -1128,7 +1128,7 @@ void EnJso_SetupDead(EnJso* this, PlayState* play) { this->drawDmgEffType = ACTOR_DRAW_DMGEFF_FIRE; } - this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED; this->actor.speed = 0.0f; this->disableBlure = true; @@ -1165,7 +1165,7 @@ void EnJso_SetupFallDownAndTalk(EnJso* this, PlayState* play) { EnJso_ChangeAnim(this, EN_JSO_ANIM_FALL_DOWN); this->textIndex = 2; this->actor.colChkInfo.mass = MASS_IMMOVABLE; - this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_NPC); this->actor.flags &= ~ACTOR_FLAG_LOCK_ON_DISABLED; this->actor.flags &= ~ACTOR_FLAG_100000; diff --git a/src/overlays/actors/ovl_En_Jso2/z_en_jso2.c b/src/overlays/actors/ovl_En_Jso2/z_en_jso2.c index 7691c29de8..5b4345ab7c 100644 --- a/src/overlays/actors/ovl_En_Jso2/z_en_jso2.c +++ b/src/overlays/actors/ovl_En_Jso2/z_en_jso2.c @@ -12,8 +12,8 @@ #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" #include "overlays/actors/ovl_En_Col_Man/z_en_col_man.h" -#define FLAGS \ - (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_100000 | \ +#define FLAGS \ + (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_100000 | \ ACTOR_FLAG_80000000) #define THIS ((EnJso2*)thisx) @@ -348,7 +348,7 @@ void EnJso2_Init(Actor* thisx, PlayState* play) { EffectBlureInit1 leftSwordBlureInit; this->actor.hintId = TATL_HINT_ID_GARO_MASTER; - this->actor.targetMode = TARGET_MODE_5; + this->actor.attentionRangeType = ATTENTION_RANGE_5; this->actor.colChkInfo.mass = 80; this->actor.colChkInfo.health = 14; ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 0.0f); @@ -397,7 +397,7 @@ void EnJso2_Init(Actor* thisx, PlayState* play) { if (this->type == EN_JSO2_TYPE_LIGHT_ARROW_ROOM) { this->actor.draw = NULL; this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.shape.yOffset = 0.0f; EnJso2_SetupIntroCutscene(this); } else { @@ -737,7 +737,7 @@ void EnJso2_IntroCutscene(EnJso2* this, PlayState* play) { this->actor.flags &= ~ACTOR_FLAG_100000; this->actor.gravity = -3.0f; this->actor.flags &= ~ACTOR_FLAG_LOCK_ON_DISABLED; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; EnJso2_SetupCirclePlayer(this, play); } break; @@ -1290,7 +1290,7 @@ void EnJso2_SetupDead(EnJso2* this, PlayState* play) { } this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED; - this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); this->actor.speed = 0.0f; this->disableBlure = true; this->timer = 30; diff --git a/src/overlays/actors/ovl_En_Kaizoku/z_en_kaizoku.c b/src/overlays/actors/ovl_En_Kaizoku/z_en_kaizoku.c index a6d1872502..e72623e7a6 100644 --- a/src/overlays/actors/ovl_En_Kaizoku/z_en_kaizoku.c +++ b/src/overlays/actors/ovl_En_Kaizoku/z_en_kaizoku.c @@ -9,7 +9,7 @@ #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" #include "overlays/effects/ovl_Effect_Ss_Hitmark/z_eff_ss_hitmark.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_100000) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_100000) #define THIS ((EnKaizoku*)thisx) @@ -255,7 +255,7 @@ void EnKaizoku_Init(Actor* thisx, PlayState* play) { EffectBlureInit1 blureInit; this->picto.actor.hintId = TATL_HINT_ID_PIRATE; - this->picto.actor.targetMode = TARGET_MODE_3; + this->picto.actor.attentionRangeType = ATTENTION_RANGE_3; this->picto.actor.colChkInfo.mass = 80; ActorShape_Init(&this->picto.actor.shape, 0.0f, ActorShadow_DrawFeet, 0.0f); this->unk_2CA = this->picto.actor.world.rot.z; @@ -288,7 +288,7 @@ void EnKaizoku_Init(Actor* thisx, PlayState* play) { Effect_Add(play, &this->blureIndex, EFFECT_BLURE1, 0, 0, &blureInit); Actor_SetScale(&this->picto.actor, 0.0125f); this->picto.actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED; - this->picto.actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->picto.actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; if (this->switchFlag == KAIZOKU_SWITCH_FLAG_NONE) { this->switchFlag = SWITCH_FLAG_NONE; } @@ -501,7 +501,7 @@ void func_80B85FA8(EnKaizoku* this, PlayState* play) { this->picto.actor.world.pos.z = this->picto.actor.home.pos.z; Message_StartTextbox(play, D_80B8A8D0[sp54], &this->picto.actor); this->unk_2C8++; - this->picto.actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->picto.actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; player->actor.shape.rot.y = player->actor.world.rot.y = Math_Vec3f_Yaw(&player->actor.world.pos, &this->picto.actor.world.pos); Math_Vec3f_Copy(&this->subCamEye, &this->unk_5C8); @@ -617,7 +617,7 @@ void func_80B85FA8(EnKaizoku* this, PlayState* play) { this->subCamId = SUB_CAM_ID_DONE; this->picto.actor.flags &= ~ACTOR_FLAG_100000; this->picto.actor.flags &= ~ACTOR_FLAG_LOCK_ON_DISABLED; - this->picto.actor.flags |= ACTOR_FLAG_TARGETABLE; + this->picto.actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; func_80B872A4(this); } break; @@ -679,7 +679,7 @@ void func_80B86804(EnKaizoku* this, PlayState* play) { Player_SetCsActionWithHaltedActors(play, &this->picto.actor, PLAYER_CSACTION_96); this->subCamId = CutsceneManager_GetCurrentSubCamId(this->picto.actor.csId); this->unk_2B2 = 30; - this->picto.actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->picto.actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->unk_598 = 0; this->unk_59C = 0; this->unk_2D8 = 0; @@ -1687,7 +1687,7 @@ void func_80B8960C(EnKaizoku* this, PlayState* play) { Enemy_StartFinishingBlow(play, &this->picto.actor); Actor_PlaySfx(&this->picto.actor, NA_SE_EN_PIRATE_DEAD); this->picto.actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED; - this->picto.actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->picto.actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->picto.actor.flags &= ~ACTOR_FLAG_400; this->unk_598 = 0; this->unk_59C = 0; diff --git a/src/overlays/actors/ovl_En_Kakasi/z_en_kakasi.c b/src/overlays/actors/ovl_En_Kakasi/z_en_kakasi.c index 19fe42380e..3d04c31e7b 100644 --- a/src/overlays/actors/ovl_En_Kakasi/z_en_kakasi.c +++ b/src/overlays/actors/ovl_En_Kakasi/z_en_kakasi.c @@ -11,7 +11,7 @@ #include "assets/objects/object_ka/object_ka.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) #define THIS ((EnKakasi*)thisx) @@ -173,9 +173,9 @@ void EnKakasi_Init(Actor* thisx, PlayState* play) { this->unkHeight = (this->picto.actor.world.rot.z * 20.0f) + 60.0f; this->picto.actor.world.rot.z = 0; - this->picto.actor.targetMode = TARGET_MODE_0; + this->picto.actor.attentionRangeType = ATTENTION_RANGE_0; if ((this->picto.actor.world.rot.x > 0) && (this->picto.actor.world.rot.x < 8)) { - this->picto.actor.targetMode = KAKASI_GET_TARGETMODE(thisx); + this->picto.actor.attentionRangeType = KAKASI_GET_TARGETMODE(thisx); } this->picto.actor.shape.rot.y = this->picto.actor.world.rot.y; diff --git a/src/overlays/actors/ovl_En_Kame/z_en_kame.c b/src/overlays/actors/ovl_En_Kame/z_en_kame.c index fba7e7d560..f5cc49182c 100644 --- a/src/overlays/actors/ovl_En_Kame/z_en_kame.c +++ b/src/overlays/actors/ovl_En_Kame/z_en_kame.c @@ -7,7 +7,7 @@ #include "z_en_kame.h" #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_400) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_400) #define THIS ((EnKame*)thisx) @@ -688,7 +688,7 @@ void EnKame_SetupDead(EnKame* this, PlayState* play) { } this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.flags |= ACTOR_FLAG_10; Actor_PlaySfx(&this->actor, NA_SE_EN_PAMET_DEAD); this->timer = 0; diff --git a/src/overlays/actors/ovl_En_Kanban/z_en_kanban.c b/src/overlays/actors/ovl_En_Kanban/z_en_kanban.c index a9728d9029..8ca4dc546d 100644 --- a/src/overlays/actors/ovl_En_Kanban/z_en_kanban.c +++ b/src/overlays/actors/ovl_En_Kanban/z_en_kanban.c @@ -9,7 +9,7 @@ #include "assets/objects/object_kanban/object_kanban.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnKanban*)thisx) @@ -147,8 +147,8 @@ void EnKanban_Init(Actor* thisx, PlayState* play) { Actor_SetScale(&this->actor, 0.01f); if (this->actor.params != ENKANBAN_PIECE) { - this->actor.targetMode = TARGET_MODE_0; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.attentionRangeType = ATTENTION_RANGE_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->unk_19A = Rand_ZeroFloat(1.9f); Collider_InitCylinder(play, &this->collider); Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit); @@ -228,7 +228,7 @@ void EnKanban_Update(Actor* thisx, PlayState* play) { } if (this->zTargetTimer == 1) { - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } if (this->partFlags == 0xFFFF) { @@ -387,7 +387,7 @@ void EnKanban_Update(Actor* thisx, PlayState* play) { piece->direction = -1; } piece->airTimer = 100; - piece->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + piece->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; piece->actor.flags |= ACTOR_FLAG_2000000; this->cutMarkTimer = 5; Actor_PlaySfx(&this->actor, NA_SE_IT_SWORD_STRIKE); @@ -403,7 +403,7 @@ void EnKanban_Update(Actor* thisx, PlayState* play) { CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base); if (this->actor.xzDistToPlayer > 500.0f) { - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->partFlags = 0xFFFF; } @@ -888,7 +888,7 @@ void EnKanban_Update(Actor* thisx, PlayState* play) { ((pDiff + yDiff + rDiff + this->spinRot.x + this->spinRot.z) == 0) && (this->floorRot.x == 0.0f) && (this->floorRot.z == 0.0f)) { signpost->partFlags |= this->partFlags; - signpost->actor.flags |= ACTOR_FLAG_TARGETABLE; + signpost->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; Actor_Kill(&this->actor); return; } diff --git a/src/overlays/actors/ovl_En_Karebaba/z_en_karebaba.c b/src/overlays/actors/ovl_En_Karebaba/z_en_karebaba.c index b2b0da801b..714775ec17 100644 --- a/src/overlays/actors/ovl_En_Karebaba/z_en_karebaba.c +++ b/src/overlays/actors/ovl_En_Karebaba/z_en_karebaba.c @@ -9,7 +9,7 @@ #include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE) #define THIS ((EnKarebaba*)thisx) @@ -138,7 +138,7 @@ static DamageTable sDamageTable = { static InitChainEntry sInitChain[] = { ICHAIN_F32(targetArrowOffset, 2500, ICHAIN_CONTINUE), - ICHAIN_U8(targetMode, TARGET_MODE_1, ICHAIN_STOP), + ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_1, ICHAIN_STOP), }; void EnKarebaba_Init(Actor* thisx, PlayState* play) { @@ -420,7 +420,7 @@ void EnKarebaba_Dying(EnKarebaba* this, PlayState* play) { this->actor.scale.y = 0.0f; this->actor.scale.x = 0.0f; this->actor.speed = 0.0f; - this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); EffectSsHahen_SpawnBurst(play, &this->actor.world.pos, 3.0f, 0, 12, 5, 15, HAHEN_OBJECT_DEFAULT, 10, NULL); } @@ -452,7 +452,7 @@ void EnKarebaba_Dying(EnKarebaba* this, PlayState* play) { void EnKarebaba_SetupShrinkDie(EnKarebaba* this) { Actor_PlaySfx(&this->actor, NA_SE_EN_DEKU_JR_DEAD); this->actor.flags |= (ACTOR_FLAG_10 | ACTOR_FLAG_20); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; if (this->drawDmgEffType == ACTOR_DRAW_DMGEFF_FROZEN_NO_SFX) { this->timer = 3; } @@ -551,7 +551,7 @@ void EnKarebaba_Regrow(EnKarebaba* this, PlayState* play) { if (this->timer == 20) { this->actor.flags &= ~ACTOR_FLAG_10; - this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE); + this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); if (this->actor.params == ENKAREBABA_1) { Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_ENEMY); } diff --git a/src/overlays/actors/ovl_En_Kbt/z_en_kbt.c b/src/overlays/actors/ovl_En_Kbt/z_en_kbt.c index 45b3ae5110..71986f0899 100644 --- a/src/overlays/actors/ovl_En_Kbt/z_en_kbt.c +++ b/src/overlays/actors/ovl_En_Kbt/z_en_kbt.c @@ -6,7 +6,7 @@ #include "z_en_kbt.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnKbt*)thisx) @@ -81,7 +81,7 @@ void EnKbt_Init(Actor* thisx, PlayState* play) { this->unk_282 = 0; this->actionFunc = func_80B34598; } - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } void EnKbt_Destroy(Actor* thisx, PlayState* play) { diff --git a/src/overlays/actors/ovl_En_Kendo_Js/z_en_kendo_js.c b/src/overlays/actors/ovl_En_Kendo_Js/z_en_kendo_js.c index 2d58e442c2..46bf49bc71 100644 --- a/src/overlays/actors/ovl_En_Kendo_Js/z_en_kendo_js.c +++ b/src/overlays/actors/ovl_En_Kendo_Js/z_en_kendo_js.c @@ -7,8 +7,9 @@ #include "z_en_kendo_js.h" #include "overlays/actors/ovl_En_Maruta/z_en_maruta.h" -#define FLAGS \ - (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000 | ACTOR_FLAG_LOCK_ON_DISABLED) +#define FLAGS \ + (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000 | \ + ACTOR_FLAG_LOCK_ON_DISABLED) #define THIS ((EnKendoJs*)thisx) @@ -141,7 +142,7 @@ void EnKendoJs_Init(Actor* thisx, PlayState* play) { this->pathPoints = Lib_SegmentedToVirtual(path->points); } - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.focus.pos = this->actor.world.pos; this->actor.focus.pos.y += 30.0f; this->actor.child = NULL; diff --git a/src/overlays/actors/ovl_En_Kgy/z_en_kgy.c b/src/overlays/actors/ovl_En_Kgy/z_en_kgy.c index 4a28c832dc..119767c6e4 100644 --- a/src/overlays/actors/ovl_En_Kgy/z_en_kgy.c +++ b/src/overlays/actors/ovl_En_Kgy/z_en_kgy.c @@ -8,7 +8,7 @@ #include "attributes.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnKgy*)thisx) @@ -115,7 +115,7 @@ void EnKgy_Init(Actor* thisx, PlayState* play) { this->actor.world.pos.z, 255, 64, 64, -1); this->lightNode = LightContext_InsertLight(play, &play->lightCtx, &this->lightInfo); this->unk_300 = -1; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } void EnKgy_Destroy(Actor* thisx, PlayState* play) { diff --git a/src/overlays/actors/ovl_En_Kitan/z_en_kitan.c b/src/overlays/actors/ovl_En_Kitan/z_en_kitan.c index f6240394f4..540333908a 100644 --- a/src/overlays/actors/ovl_En_Kitan/z_en_kitan.c +++ b/src/overlays/actors/ovl_En_Kitan/z_en_kitan.c @@ -7,7 +7,7 @@ #include "z_en_kitan.h" #include "attributes.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnKitan*)thisx) @@ -78,7 +78,7 @@ void EnKitan_Init(Actor* thisx, PlayState* play) { } this->timer = 120; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } void EnKitan_Destroy(Actor* thisx, PlayState* play) { @@ -338,7 +338,7 @@ void EnKitan_Appear(EnKitan* this, PlayState* play) { // Done scaling, continue Actor_SetScale(&this->actor, 0.015f); this->actionFunc = EnKitan_WaitForPlayer; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->timer = 600; } diff --git a/src/overlays/actors/ovl_En_Knight/z_en_knight.c b/src/overlays/actors/ovl_En_Knight/z_en_knight.c index 363815e44d..30f16cab01 100644 --- a/src/overlays/actors/ovl_En_Knight/z_en_knight.c +++ b/src/overlays/actors/ovl_En_Knight/z_en_knight.c @@ -13,7 +13,7 @@ #include "assets/objects/gameplay_keep/gameplay_keep.h" #include "assets/objects/object_knight/object_knight.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnKnight*)thisx) @@ -556,7 +556,7 @@ void EnKnight_Init(Actor* thisx, PlayState* play) { // Common init - this->actor.targetMode = TARGET_MODE_5; + this->actor.attentionRangeType = ATTENTION_RANGE_5; this->actor.colChkInfo.mass = MASS_HEAVY; this->actor.colChkInfo.damageTable = &sDamageTableStanding; this->bodyAlpha = 255.0f; @@ -582,7 +582,7 @@ void EnKnight_Init(Actor* thisx, PlayState* play) { this->actor.update = EnKnight_UpdateAfterImage; this->actor.draw = EnKnight_DrawAfterImage; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; if (1) {} //! FAKE: @@ -679,7 +679,7 @@ void EnKnight_Init(Actor* thisx, PlayState* play) { this->actor.world.pos.z = BREG(28) + 2864.0f; EnKnight_SetupIgosSitting(this, play); this->skelAnime.curFrame = 25.0f; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; sKnightMusicStartTimer = KREG(83) + 40; } else { EnKnight_SetupWait(this, play); @@ -1572,14 +1572,14 @@ void EnKnight_FallOver(EnKnight* this, PlayState* play) { if (timerTarget == this->timers[0]) { Actor_PlaySfx(&this->actor, NA_SE_EN_GERUDOFT_DOWN); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; if (this->drawDmgEffType == ACTOR_DRAW_DMGEFF_FROZEN_NO_SFX) { this->drawDmgEffDuration = 0; } } if ((this->timers[1] == 0) && (sIgosInstance->actionFunc != EnKnight_CaptainsHatCS)) { - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; EnKnight_SetupGetBackUp(this, play); if (this == sIgosInstance) { @@ -1642,7 +1642,7 @@ void EnKnight_Die(EnKnight* this, PlayState* play) { } if (this->timers[2] == 0) { - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; if (this == sIgosInstance) { if (CutsceneManager_IsNext(this->actor.csId)) { @@ -2178,7 +2178,7 @@ void EnKnight_FlyingHeadDone(EnKnight* this, PlayState* play) { this->isHeadless = false; Actor_Kill(&sIgosHeadInstance->actor); sIgosHeadInstance = NULL; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; player->focusActor = &this->actor; play->actorCtx.attention.fairyActor = &this->actor; play->actorCtx.attention.reticleActor = &this->actor; @@ -2284,7 +2284,7 @@ void EnKnight_IgosStandCS(EnKnight* this, PlayState* play) { this->subCamId = Play_CreateSubCamera(play); Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STATUS_WAIT); Play_ChangeCameraStatus(play, this->subCamId, CAM_STATUS_ACTIVE); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->csTimer = 0; this->csState = KNIGHT_CS_1_STATE_1; this->subCamEye.x = 1342.0f; @@ -2352,7 +2352,7 @@ void EnKnight_IgosStandCS(EnKnight* this, PlayState* play) { this->timers[2] = 300; this->doBgChecks = true; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.gravity = -1.5f; mainCam->eye = this->subCamEye; mainCam->eyeNext = this->subCamEye; @@ -2453,7 +2453,7 @@ void EnKnight_CaptainsHatCS(EnKnight* this, PlayState* play) { this->subCamId = Play_CreateSubCamera(play); Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STATUS_WAIT); Play_ChangeCameraStatus(play, this->subCamId, CAM_STATUS_ACTIVE); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->csTimer = 0; this->csState = KNIGHT_CS_2_STATE_1; this->subCamFov = 60.0f; @@ -2630,7 +2630,7 @@ void EnKnight_CaptainsHatCS(EnKnight* this, PlayState* play) { this->skelAnime.curFrame = 25.0f; } else { EnKnight_SetupWait(this, play); - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } mainCam->eye = this->subCamEye; @@ -2677,7 +2677,7 @@ void EnKnight_IntroCutscene(EnKnight* this, PlayState* play) { this->subCamId = Play_CreateSubCamera(play); Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STATUS_WAIT); Play_ChangeCameraStatus(play, this->subCamId, CAM_STATUS_ACTIVE); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->csTimer = 0; this->csState = KNIGHT_INTRO_CS_STATE_1; this->subCamFov = 60.0f; @@ -3231,7 +3231,7 @@ void EnKnight_SetupFlyingHead(EnKnight* this, PlayState* play) { this->actionFunc = EnKnight_FlyingHead; this->subAction = KNIGHT_SUB_ACTION_FLYING_HEAD_0; this->timers[1] = KREG(77) + 200; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } void EnKnight_FlyingHead(EnKnight* this, PlayState* play) { @@ -3257,7 +3257,7 @@ void EnKnight_FlyingHead(EnKnight* this, PlayState* play) { this->retreatTowards.z += this->actor.world.pos.z; this->actor.world.rot.x = KREG(39) * 0x1000 + 0x2000; this->timers[0] = 20; - sIgosInstance->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + sIgosInstance->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; player->focusActor = &this->actor; play->actorCtx.attention.fairyActor = &this->actor; play->actorCtx.attention.reticleActor = &this->actor; @@ -3452,7 +3452,7 @@ void EnKnight_FlyingHeadAttack(EnKnight* this, PlayState* play) { player->actor.parent = &this->actor; AudioSfx_PlaySfx(NA_SE_VO_LI_DAMAGE_S, &player->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->subAction = KNIGHT_SUB_ACTION_FLYING_HEAD_ATTACK_2; this->timers[0] = 80; } else { diff --git a/src/overlays/actors/ovl_En_Kujiya/z_en_kujiya.c b/src/overlays/actors/ovl_En_Kujiya/z_en_kujiya.c index 17977b8bcb..a46e4547fa 100644 --- a/src/overlays/actors/ovl_En_Kujiya/z_en_kujiya.c +++ b/src/overlays/actors/ovl_En_Kujiya/z_en_kujiya.c @@ -9,7 +9,7 @@ #include "z_en_kujiya.h" #include "assets/objects/object_kujiya/object_kujiya.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_LOCK_ON_DISABLED) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_LOCK_ON_DISABLED) #define THIS ((EnKujiya*)thisx) @@ -59,8 +59,8 @@ void EnKujiya_Init(Actor* thisx, PlayState* play) { Actor_SetScale(&this->actor, 0.1f); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; - this->actor.targetMode = TARGET_MODE_6; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; + this->actor.attentionRangeType = ATTENTION_RANGE_6; this->actor.focus.pos = this->actor.world.pos; this->actor.focus.pos.y += 30.0f; diff --git a/src/overlays/actors/ovl_En_Lift_Nuts/z_en_lift_nuts.c b/src/overlays/actors/ovl_En_Lift_Nuts/z_en_lift_nuts.c index b117da0382..32312c6a60 100644 --- a/src/overlays/actors/ovl_En_Lift_Nuts/z_en_lift_nuts.c +++ b/src/overlays/actors/ovl_En_Lift_Nuts/z_en_lift_nuts.c @@ -7,7 +7,7 @@ #include "z_en_lift_nuts.h" #include "overlays/actors/ovl_En_Gamelupy/z_en_gamelupy.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) #define THIS ((EnLiftNuts*)thisx) @@ -287,7 +287,7 @@ void EnLiftNuts_Init(Actor* thisx, PlayState* play) { this->actor.home.pos = bgActor->actor.world.pos; } } - this->actor.targetMode = TARGET_MODE_0; + this->actor.attentionRangeType = ATTENTION_RANGE_0; this->timer = 0; this->autotalk = false; this->isFirstTimeHiding = false; @@ -1069,7 +1069,7 @@ void EnLiftNuts_Update(Actor* thisx, PlayState* play) { EnLiftNuts_TryHide(this, play); if (EnLiftNuts_MinigameState(ENLIFTNUTS_MINIGAME_STATE_MODE_CHECK, ENLIFTNUTS_MINIGAME_STATE_RUNNING)) { - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } } diff --git a/src/overlays/actors/ovl_En_Look_Nuts/z_en_look_nuts.c b/src/overlays/actors/ovl_En_Look_Nuts/z_en_look_nuts.c index 3cbb5158f8..6170f20cbb 100644 --- a/src/overlays/actors/ovl_En_Look_Nuts/z_en_look_nuts.c +++ b/src/overlays/actors/ovl_En_Look_Nuts/z_en_look_nuts.c @@ -109,7 +109,7 @@ void EnLookNuts_Init(Actor* thisx, PlayState* play) { Actor_SetScale(&this->actor, 0.01f); this->actor.colChkInfo.damageTable = &sDamageTable; this->actor.colChkInfo.mass = MASS_IMMOVABLE; - this->actor.targetMode = TARGET_MODE_1; + this->actor.attentionRangeType = ATTENTION_RANGE_1; Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED; this->pathIndex = LOOKNUTS_GET_PATH_INDEX(&this->actor); @@ -368,7 +368,7 @@ void EnLookNuts_Update(Actor* thisx, PlayState* play) { Audio_PlaySfx(NA_SE_SY_FOUND); Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_26); D_80A6862C = true; - this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_10); + this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_10); this->actor.gravity = 0.0f; EnLookNuts_DetectedPlayer(this, play); } else { diff --git a/src/overlays/actors/ovl_En_Ma4/z_en_ma4.c b/src/overlays/actors/ovl_En_Ma4/z_en_ma4.c index 5dfb84d78a..9a30fc9f32 100644 --- a/src/overlays/actors/ovl_En_Ma4/z_en_ma4.c +++ b/src/overlays/actors/ovl_En_Ma4/z_en_ma4.c @@ -6,7 +6,7 @@ #include "z_en_ma4.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_2000000) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_2000000) #define THIS ((EnMa4*)thisx) @@ -218,7 +218,7 @@ void EnMa4_Init(Actor* thisx, PlayState* play) { Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_4); Actor_SetScale(&this->actor, 0.01f); - this->actor.targetMode = TARGET_MODE_0; + this->actor.attentionRangeType = ATTENTION_RANGE_0; this->interactInfo.talkState = NPC_TALK_STATE_IDLE; this->unk_334 = 0; this->hasBow = true; diff --git a/src/overlays/actors/ovl_En_Ma_Yto/z_en_ma_yto.c b/src/overlays/actors/ovl_En_Ma_Yto/z_en_ma_yto.c index c3101ff984..73f29cf491 100644 --- a/src/overlays/actors/ovl_En_Ma_Yto/z_en_ma_yto.c +++ b/src/overlays/actors/ovl_En_Ma_Yto/z_en_ma_yto.c @@ -8,7 +8,7 @@ #include "attributes.h" #include "overlays/actors/ovl_En_Ma_Yts/z_en_ma_yts.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_100000 | ACTOR_FLAG_2000000) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_100000 | ACTOR_FLAG_2000000) #define THIS ((EnMaYto*)thisx) @@ -177,7 +177,7 @@ void EnMaYto_Init(Actor* thisx, PlayState* play) { EnMaYto* this = THIS; s32 pad; - this->actor.targetMode = TARGET_MODE_0; + this->actor.attentionRangeType = ATTENTION_RANGE_0; this->unk200 = 0; this->unk310 = 0; this->unk320 = 0; @@ -298,7 +298,7 @@ void EnMaYto_ChooseAction(EnMaYto* this, PlayState* play) { break; case MA_YTO_TYPE_DINNER: - this->actor.targetMode = TARGET_MODE_6; + this->actor.attentionRangeType = ATTENTION_RANGE_6; EnMaYto_SetupDinnerWait(this); break; diff --git a/src/overlays/actors/ovl_En_Ma_Yts/z_en_ma_yts.c b/src/overlays/actors/ovl_En_Ma_Yts/z_en_ma_yts.c index d61db87e39..8ecae0821d 100644 --- a/src/overlays/actors/ovl_En_Ma_Yts/z_en_ma_yts.c +++ b/src/overlays/actors/ovl_En_Ma_Yts/z_en_ma_yts.c @@ -6,7 +6,7 @@ #include "z_en_ma_yts.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_100000 | ACTOR_FLAG_2000000) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_100000 | ACTOR_FLAG_2000000) #define THIS ((EnMaYts*)thisx) @@ -164,12 +164,12 @@ void func_80B8D12C(EnMaYts* this, PlayState* play) { void EnMaYts_InitAnimation(EnMaYts* this, PlayState* play) { switch (this->type) { case MA_YTS_TYPE_BARN: - this->actor.targetMode = TARGET_MODE_0; + this->actor.attentionRangeType = ATTENTION_RANGE_0; EnMaYts_ChangeAnim(this, ENMATYS_ANIM_0); break; case MA_YTS_TYPE_SITTING: - this->actor.targetMode = TARGET_MODE_6; + this->actor.attentionRangeType = ATTENTION_RANGE_6; // Day 1 or "Winning" the alien invasion if ((CURRENT_DAY == 1) || CHECK_WEEKEVENTREG(WEEKEVENTREG_DEFENDED_AGAINST_ALIENS)) { EnMaYts_ChangeAnim(this, ENMATYS_ANIM_14); @@ -179,13 +179,13 @@ void EnMaYts_InitAnimation(EnMaYts* this, PlayState* play) { break; case MA_YTS_TYPE_SLEEPING: - this->actor.targetMode = TARGET_MODE_0; + this->actor.attentionRangeType = ATTENTION_RANGE_0; this->actor.draw = EnMaYts_DrawSleeping; EnMaYts_ChangeAnim(this, ENMATYS_ANIM_0); break; case MA_YTS_TYPE_ENDCREDITS: - this->actor.targetMode = TARGET_MODE_0; + this->actor.attentionRangeType = ATTENTION_RANGE_0; EnMaYts_ChangeAnim(this, ENMATYS_ANIM_0); break; diff --git a/src/overlays/actors/ovl_En_Maruta/z_en_maruta.c b/src/overlays/actors/ovl_En_Maruta/z_en_maruta.c index 8d8a132489..4a4853408e 100644 --- a/src/overlays/actors/ovl_En_Maruta/z_en_maruta.c +++ b/src/overlays/actors/ovl_En_Maruta/z_en_maruta.c @@ -8,7 +8,7 @@ #include "overlays/actors/ovl_En_Kendo_Js/z_en_kendo_js.h" #include "assets/objects/object_maruta/object_maruta.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_10) #define THIS ((EnMaruta*)thisx) @@ -214,7 +214,7 @@ void EnMaruta_Init(Actor* thisx, PlayState* play) { Actor_SetScale(&this->actor, 0.1f); - this->actor.targetMode = TARGET_MODE_6; + this->actor.attentionRangeType = ATTENTION_RANGE_6; this->actor.focus.pos = this->actor.world.pos; this->actor.focus.pos.y += 50.0f; @@ -322,7 +322,7 @@ void func_80B37428(EnMaruta* this, PlayState* play) { } void func_80B374B8(EnMaruta* this) { - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; if (this->actionFunc != func_80B37428) { this->unk_21E = 0; this->actor.gravity = -2.0f; @@ -422,7 +422,7 @@ void func_80B37590(EnMaruta* this, PlayState* play) { this->unk_21A |= 0xFF; } - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = func_80B37950; } diff --git a/src/overlays/actors/ovl_En_Minideath/z_en_minideath.c b/src/overlays/actors/ovl_En_Minideath/z_en_minideath.c index c3d3fadf71..22d134ae3c 100644 --- a/src/overlays/actors/ovl_En_Minideath/z_en_minideath.c +++ b/src/overlays/actors/ovl_En_Minideath/z_en_minideath.c @@ -8,7 +8,7 @@ #include "overlays/actors/ovl_En_Death/z_en_death.h" #include "assets/objects/object_death/object_death.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10) #define THIS ((EnMinideath*)thisx) @@ -167,7 +167,7 @@ void EnMinideath_Init(Actor* thisx, PlayState* play) { thisx->shape.rot.y = thisx->parent->shape.rot.y; thisx->world.rot.y = thisx->parent->shape.rot.y; - thisx->flags &= ~ACTOR_FLAG_TARGETABLE; + thisx->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Collider_InitAndSetJntSph(play, &this->collider, thisx, &sJntSphInit, this->colliderElements); CollisionCheck_SetInfo(&thisx->colChkInfo, &sDamageTable, &sColChkInfoInit); diff --git a/src/overlays/actors/ovl_En_Minifrog/z_en_minifrog.c b/src/overlays/actors/ovl_En_Minifrog/z_en_minifrog.c index c4424cc099..98392df831 100644 --- a/src/overlays/actors/ovl_En_Minifrog/z_en_minifrog.c +++ b/src/overlays/actors/ovl_En_Minifrog/z_en_minifrog.c @@ -7,7 +7,7 @@ #include "z_en_minifrog.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnMinifrog*)thisx) @@ -133,7 +133,7 @@ void EnMinifrog_Init(Actor* thisx, PlayState* play) { this->frog = NULL; } else { this->frog = EnMinifrog_GetFrog(play); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; // Frog has been returned if (CHECK_WEEKEVENTREG(sIsFrogReturnedFlags[this->frogIndex])) { diff --git a/src/overlays/actors/ovl_En_Minislime/z_en_minislime.c b/src/overlays/actors/ovl_En_Minislime/z_en_minislime.c index c6c5beae0a..4ec86222fb 100644 --- a/src/overlays/actors/ovl_En_Minislime/z_en_minislime.c +++ b/src/overlays/actors/ovl_En_Minislime/z_en_minislime.c @@ -7,7 +7,7 @@ #include "z_en_minislime.h" #include "overlays/actors/ovl_En_Bigslime/z_en_bigslime.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_200) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_200) #define THIS ((EnMinislime*)thisx) @@ -121,7 +121,7 @@ static DamageTable sDamageTable = { void EnMinislime_Init(Actor* thisx, PlayState* play) { EnMinislime* this = THIS; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); CollisionCheck_SetInfo(&this->actor.colChkInfo, &sDamageTable, &sColChkInfoInit); this->id = this->actor.params; diff --git a/src/overlays/actors/ovl_En_Mk/z_en_mk.c b/src/overlays/actors/ovl_En_Mk/z_en_mk.c index b79937ff90..871844323c 100644 --- a/src/overlays/actors/ovl_En_Mk/z_en_mk.c +++ b/src/overlays/actors/ovl_En_Mk/z_en_mk.c @@ -6,7 +6,7 @@ #include "z_en_mk.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnMk*)thisx) @@ -108,7 +108,7 @@ void EnMk_Init(Actor* thisx, PlayState* play) { this->actionFunc = func_80959E18; this->unk_27A = 0; - this->actor.targetMode = TARGET_MODE_6; + this->actor.attentionRangeType = ATTENTION_RANGE_6; if (func_80959524(play) < 7) { this->unk_27A |= 2; diff --git a/src/overlays/actors/ovl_En_Mkk/z_en_mkk.c b/src/overlays/actors/ovl_En_Mkk/z_en_mkk.c index a2e01ea908..f2a1158506 100644 --- a/src/overlays/actors/ovl_En_Mkk/z_en_mkk.c +++ b/src/overlays/actors/ovl_En_Mkk/z_en_mkk.c @@ -7,7 +7,7 @@ #include "z_en_mkk.h" #include "assets/objects/object_mkk/object_mkk.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE) #define THIS ((EnMkk*)thisx) @@ -195,7 +195,7 @@ void EnMkk_Destroy(Actor* thisx, PlayState* play) { void func_80A4E0CC(EnMkk* this) { this->alpha = 0; this->unk_14B |= 3; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = func_80A4E100; } @@ -211,7 +211,7 @@ void func_80A4E100(EnMkk* this, PlayState* play) { this->primColorSelect = 3; this->collider.base.acFlags |= AC_ON; this->alpha = 255; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.shape.rot.y = this->actor.yawTowardsPlayer; this->unk_14B &= ~4; func_80A4E190(this); @@ -310,7 +310,7 @@ void func_80A4E60C(EnMkk* this, PlayState* play) { void func_80A4E67C(EnMkk* this) { this->unk_14B |= 1; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->collider.base.acFlags &= ~AC_ON; this->actor.flags |= ACTOR_FLAG_10; Actor_PlaySfx(&this->actor, NA_SE_EN_PO_DEAD); @@ -442,7 +442,7 @@ void EnMkk_Update(Actor* thisx, PlayState* play) { void func_80A4EDF0(EnMkk* this) { this->alpha = 0; this->unk_14B |= 3; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.draw = NULL; this->actor.update = func_80A4F16C; this->actor.gravity = -0.5f; diff --git a/src/overlays/actors/ovl_En_Mm3/z_en_mm3.c b/src/overlays/actors/ovl_En_Mm3/z_en_mm3.c index 5c847cf256..f6a4427aa9 100644 --- a/src/overlays/actors/ovl_En_Mm3/z_en_mm3.c +++ b/src/overlays/actors/ovl_En_Mm3/z_en_mm3.c @@ -6,7 +6,7 @@ #include "z_en_mm3.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnMm3*)thisx) @@ -105,7 +105,7 @@ void EnMm3_Init(Actor* thisx, PlayState* play) { CollisionCheck_SetInfo2(&this->actor.colChkInfo, NULL, &sColChkInfoInit); Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_4); this->actor.parent = NULL; - this->actor.targetMode = TARGET_MODE_0; + this->actor.attentionRangeType = ATTENTION_RANGE_0; this->unk_1DC = 1; this->unk_2B4 = 0; this->unk_2AE = 0; diff --git a/src/overlays/actors/ovl_En_Mnk/z_en_mnk.c b/src/overlays/actors/ovl_En_Mnk/z_en_mnk.c index 132d6a3e16..79af8dff4b 100644 --- a/src/overlays/actors/ovl_En_Mnk/z_en_mnk.c +++ b/src/overlays/actors/ovl_En_Mnk/z_en_mnk.c @@ -6,7 +6,7 @@ #include "z_en_mnk.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnMnk*)thisx) @@ -231,7 +231,7 @@ void EnMnk_Monkey_SetupWaitToRunAndWaitAtEachPoint(EnMnk* this, PlayState* play) void EnMnk_Monkey_StartInvisible(EnMnk* this, PlayState* play) { this->picto.actor.draw = NULL; - this->picto.actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->picto.actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->collider.dim.radius = 100; this->flags |= MONKEY_FLAGS_8; this->flags |= MONKEY_FLAGS_20; @@ -421,7 +421,7 @@ void EnMnk_Init(Actor* thisx, PlayState* play) { this->actionFunc = EnMnk_Monkey_WaitToFollowPath; this->unk_3C8 = 0; this->flags |= MONKEY_FLAGS_2; - this->picto.actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->picto.actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->picto.actor.velocity.y = 0.0f; this->picto.actor.terminalVelocity = 0.0f; this->picto.actor.gravity = 0.0f; @@ -1141,7 +1141,7 @@ void EnMnk_Monkey_SetupDrop(EnMnk* this) { this->actionFunc = EnMnk_Monkey_Drop; this->picto.actor.velocity.y = -10.0f; this->picto.actor.terminalVelocity = -10.0f; - this->picto.actor.flags |= ACTOR_FLAG_TARGETABLE; + this->picto.actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->picto.actor.draw = EnMnk_Draw; Animation_Change(&this->skelAnime, &object_mnk_Anim_008814, 1.0f, 10.0f, Animation_GetLastFrame(&object_mnk_Anim_008814), ANIMMODE_ONCE, 0.0f); diff --git a/src/overlays/actors/ovl_En_Ms/z_en_ms.c b/src/overlays/actors/ovl_En_Ms/z_en_ms.c index 9e42a72cb0..aa619b6711 100644 --- a/src/overlays/actors/ovl_En_Ms/z_en_ms.c +++ b/src/overlays/actors/ovl_En_Ms/z_en_ms.c @@ -6,7 +6,7 @@ #include "z_en_ms.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnMs*)thisx) @@ -52,7 +52,7 @@ static ColliderCylinderInitType1 sCylinderInit = { }; static InitChainEntry sInitChain[] = { - ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE), + ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_2, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 500, ICHAIN_STOP), }; diff --git a/src/overlays/actors/ovl_En_Muto/z_en_muto.c b/src/overlays/actors/ovl_En_Muto/z_en_muto.c index 091a4ab18f..7aa1d268e2 100644 --- a/src/overlays/actors/ovl_En_Muto/z_en_muto.c +++ b/src/overlays/actors/ovl_En_Muto/z_en_muto.c @@ -6,7 +6,7 @@ #include "z_en_muto.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnMuto*)thisx) @@ -84,7 +84,7 @@ void EnMuto_Init(Actor* thisx, PlayState* play) { } } - this->actor.targetMode = TARGET_MODE_6; + this->actor.attentionRangeType = ATTENTION_RANGE_6; this->actor.gravity = -3.0f; Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); EnMuto_SetupIdle(this); diff --git a/src/overlays/actors/ovl_En_Nb/z_en_nb.c b/src/overlays/actors/ovl_En_Nb/z_en_nb.c index 0474764660..bcdf0c322e 100644 --- a/src/overlays/actors/ovl_En_Nb/z_en_nb.c +++ b/src/overlays/actors/ovl_En_Nb/z_en_nb.c @@ -8,7 +8,7 @@ #include "attributes.h" #include "assets/objects/object_nb/object_nb.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnNb*)thisx) @@ -703,8 +703,8 @@ s32 func_80BC0C0C(EnNb* this, PlayState* play, ScheduleOutput* scheduleOutput) { s32 EnNb_ProcessScheduleOutput(EnNb* this, PlayState* play, ScheduleOutput* scheduleOutput) { s32 success; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; - this->actor.targetMode = TARGET_MODE_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; + this->actor.attentionRangeType = ATTENTION_RANGE_0; this->stateFlags = EN_NB_FLAG_NONE; this->unk_274 = 40.0f; @@ -748,16 +748,16 @@ void EnNb_FollowSchedule(EnNb* this, PlayState* play) { scheduleOutput.result = EN_NB_SCH_1; EnNb_ProcessScheduleOutput(this, play, &scheduleOutput); this->actor.shape.shadowDraw = ActorShadow_DrawCircle; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } else if (!Schedule_RunScript(play, sScheduleScript, &scheduleOutput) || ((this->scheduleResult != scheduleOutput.result) && !EnNb_ProcessScheduleOutput(this, play, &scheduleOutput))) { this->actor.shape.shadowDraw = NULL; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; scheduleOutput.result = EN_NB_SCH_NONE; } else { this->actor.shape.shadowDraw = ActorShadow_DrawCircle; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } this->scheduleResult = scheduleOutput.result; diff --git a/src/overlays/actors/ovl_En_Neo_Reeba/z_en_neo_reeba.c b/src/overlays/actors/ovl_En_Neo_Reeba/z_en_neo_reeba.c index 031fc51c51..37141aa630 100644 --- a/src/overlays/actors/ovl_En_Neo_Reeba/z_en_neo_reeba.c +++ b/src/overlays/actors/ovl_En_Neo_Reeba/z_en_neo_reeba.c @@ -8,7 +8,7 @@ #include "attributes.h" #include "assets/objects/object_rb/object_rb.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_200) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_200) #define THIS ((EnNeoReeba*)thisx) @@ -134,7 +134,7 @@ void EnNeoReeba_Init(Actor* thisx, PlayState* play) { } this->actor.colChkInfo.damageTable = &sDamageTable; - this->actor.targetMode = TARGET_MODE_2; + this->actor.attentionRangeType = ATTENTION_RANGE_2; this->actor.hintId = TATL_HINT_ID_LEEVER; this->actor.gravity = -0.5f; @@ -161,7 +161,7 @@ void EnNeoReeba_Destroy(Actor* thisx, PlayState* play) { } void EnNeoReeba_SetupWaitUnderground(EnNeoReeba* this) { - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.draw = NULL; this->actionTimer = 10; this->actionFunc = EnNeoReeba_WaitUnderground; @@ -247,7 +247,7 @@ void EnNeoReeba_SetupRise(EnNeoReeba* this) { this->sinkRiseRate = 300.0f; this->skelAnime.playSpeed = 2.0f; Actor_PlaySfx(&this->actor, NA_SE_EN_STALKID_APPEAR); - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = EnNeoReeba_RiseOutOfGround; } @@ -447,7 +447,7 @@ void EnNeoReeba_SetupDeathEffects(EnNeoReeba* this) { this->rotationSpeed = 3640.0f; Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 25); this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Actor_PlaySfx(&this->actor, NA_SE_EN_RIVA_DEAD); this->actionFunc = EnNeoReeba_PlayDeathEffects; diff --git a/src/overlays/actors/ovl_En_Niw/z_en_niw.c b/src/overlays/actors/ovl_En_Niw/z_en_niw.c index 0829354216..fb2698a87a 100644 --- a/src/overlays/actors/ovl_En_Niw/z_en_niw.c +++ b/src/overlays/actors/ovl_En_Niw/z_en_niw.c @@ -84,7 +84,7 @@ static ColliderCylinderInit sCylinderInit = { void EnNiw_Init(Actor* thisx, PlayState* play) { static InitChainEntry sInitChain[] = { - ICHAIN_U8(targetMode, TARGET_MODE_6, ICHAIN_CONTINUE), + ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_6, ICHAIN_CONTINUE), ICHAIN_F32_DIV1000(gravity, -2000, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP), }; @@ -100,7 +100,7 @@ void EnNiw_Init(Actor* thisx, PlayState* play) { this->niwType = this->actor.params; Actor_ProcessInitChain(&this->actor, sInitChain); - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; ActorShape_Init(&thisx->shape, 0.0f, ActorShadow_DrawCircle, 25.0f); @@ -129,7 +129,7 @@ void EnNiw_Init(Actor* thisx, PlayState* play) { Actor_PlaySfx(&this->actor, NA_SE_EV_CHICKEN_CRY_M); this->sfxTimer1 = 30; this->heldTimer = 30; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->niwState = NIW_STATE_HELD; this->actionFunc = EnNiw_Held; this->actor.speed = 0.0f; @@ -345,7 +345,7 @@ void EnNiw_Idle(EnNiw* this, PlayState* play) { Actor_PlaySfx(&this->actor, NA_SE_EV_CHICKEN_CRY_M); // crow this->sfxTimer1 = 30; this->heldTimer = 30; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->niwState = NIW_STATE_HELD; this->actor.speed = 0.0f; this->actionFunc = EnNiw_Held; @@ -442,7 +442,7 @@ void EnNiw_Held(EnNiw* this, PlayState* play) { this->actor.shape.rot.z = 0; rotZ = this->actor.shape.rot.z; this->niwState = NIW_STATE_FALLING; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = EnNiw_Thrown; this->actor.shape.rot.y = rotZ; this->actor.shape.rot.x = rotZ; @@ -460,7 +460,7 @@ void EnNiw_Held(EnNiw* this, PlayState* play) { this->actor.shape.rot.x = rotZ; Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); Math_Vec3f_Copy(&this->unk2BC, &D_808934DC); - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = EnNiw_Thrown; } @@ -498,7 +498,7 @@ void EnNiw_Thrown(EnNiw* this, PlayState* play) { this->sfxTimer1 = 30; this->unk2EC = 0; this->heldTimer = 30; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->niwState = NIW_STATE_HELD; this->actionFunc = EnNiw_Held; this->actor.speed = 0.0f; @@ -604,7 +604,7 @@ void EnNiw_SetupCuccoStorm(EnNiw* this, PlayState* play) { if (this->cuccoStormTimer == 0) { this->cuccoStormTimer = 10; this->yawTowardsPlayer = this->actor.yawTowardsPlayer; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->niwState = NIW_STATE_ANGRY3; this->actionFunc = EnNiw_CuccoStorm; } diff --git a/src/overlays/actors/ovl_En_Nnh/z_en_nnh.c b/src/overlays/actors/ovl_En_Nnh/z_en_nnh.c index 049c90e379..78a12921f6 100644 --- a/src/overlays/actors/ovl_En_Nnh/z_en_nnh.c +++ b/src/overlays/actors/ovl_En_Nnh/z_en_nnh.c @@ -7,7 +7,7 @@ #include "z_en_nnh.h" #include "assets/objects/object_nnh/object_nnh.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnNnh*)thisx) @@ -59,7 +59,7 @@ void EnNnh_Init(Actor* thisx, PlayState* play) { Actor_SetScale(&this->actor, 0.01f); Collider_InitCylinder(play, &this->collider); Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit); - this->actor.targetMode = TARGET_MODE_1; + this->actor.attentionRangeType = ATTENTION_RANGE_1; this->actor.focus.pos = this->actor.world.pos; this->actor.focus.pos.y += 30.0f; EnNnh_SetupWaitForDialogue(this); diff --git a/src/overlays/actors/ovl_En_Okarina_Tag/z_en_okarina_tag.c b/src/overlays/actors/ovl_En_Okarina_Tag/z_en_okarina_tag.c index 0db5c9cfc6..2711e9577d 100644 --- a/src/overlays/actors/ovl_En_Okarina_Tag/z_en_okarina_tag.c +++ b/src/overlays/actors/ovl_En_Okarina_Tag/z_en_okarina_tag.c @@ -37,7 +37,7 @@ void EnOkarinaTag_Init(Actor* thisx, PlayState* play) { f32 zRot = 0.0f; s32 i = 0; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->unk148 = ENOKARINATAG_GET_F800(thisx); this->unk14A = ENOKARINATAG_GET_780(thisx); this->switchFlag = ENOKARINATAG_GET_SWITCH_FLAG(thisx); @@ -56,7 +56,7 @@ void EnOkarinaTag_Init(Actor* thisx, PlayState* play) { if (this->unk14A == 0xF) { this->unk14A = -1; } - this->actor.targetMode = TARGET_MODE_1; + this->actor.attentionRangeType = ATTENTION_RANGE_1; this->actionFunc = func_8093E518; } diff --git a/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c b/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c index 1ae7d845d1..52dd0446d5 100644 --- a/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c +++ b/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c @@ -13,7 +13,7 @@ #include "z_en_okuta.h" #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE) #define THIS ((EnOkuta*)thisx) @@ -181,11 +181,11 @@ void EnOkuta_Init(Actor* thisx, PlayState* play2) { this->collider.base.acFlags |= AC_HARD; } - thisx->targetMode = TARGET_MODE_5; + thisx->attentionRangeType = ATTENTION_RANGE_5; EnOkuta_SetupWaitToAppear(this); } else { ActorShape_Init(&thisx->shape, 1100.0f, ActorShadow_DrawCircle, 18.0f); - thisx->flags &= ~ACTOR_FLAG_TARGETABLE; + thisx->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; thisx->flags |= ACTOR_FLAG_10; Collider_InitAndSetCylinder(play, &this->collider, thisx, &sProjectileCylinderInit); Actor_ChangeCategory(play, &play->actorCtx, thisx, ACTORCAT_PROP); @@ -314,7 +314,7 @@ void EnOkuta_SpawnProjectile(EnOkuta* this, PlayState* play) { void EnOkuta_SetupWaitToAppear(EnOkuta* this) { this->actor.draw = NULL; this->actor.world.pos.y = this->actor.home.pos.y; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = EnOkuta_WaitToAppear; } @@ -337,7 +337,7 @@ void EnOkuta_WaitToAppear(EnOkuta* this, PlayState* play) { void EnOkuta_SetupAppear(EnOkuta* this, PlayState* play) { this->actor.draw = EnOkuta_Draw; this->actor.shape.rot.y = this->actor.yawTowardsPlayer; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; Animation_PlayOnce(&this->skelAnime, &gOctorokAppearAnim); EnOkuta_SpawnBubbles(this, play); this->actionFunc = EnOkuta_Appear; @@ -576,7 +576,7 @@ void EnOkuta_Damaged(EnOkuta* this, PlayState* play) { void EnOkuta_SetupDie(EnOkuta* this) { Animation_MorphToPlayOnce(&this->skelAnime, &gOctorokDieAnim, -3.0f); this->timer = 0; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = EnOkuta_Die; } @@ -656,7 +656,7 @@ void EnOkuta_SetupFrozen(EnOkuta* this, PlayState* play) { this->actor.world.pos.z, 0, this->actor.home.rot.y, 0, 3); if (this->actor.child != NULL) { - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.flags |= ACTOR_FLAG_10; this->actor.child->csId = this->actor.csId; this->actionFunc = EnOkuta_FrozenInIceBlock; @@ -681,7 +681,7 @@ void EnOkuta_FrozenInIceBlock(EnOkuta* this, PlayState* play) { this->actor.colorFilterTimer = 10; if ((this->actor.child == NULL) || (this->actor.child->update == NULL)) { - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; if (Math_StepToF(&this->actor.world.pos.y, this->actor.home.pos.y, 10.0f)) { this->actor.flags &= ~ACTOR_FLAG_10; diff --git a/src/overlays/actors/ovl_En_Onpuman/z_en_onpuman.c b/src/overlays/actors/ovl_En_Onpuman/z_en_onpuman.c index b4aeee2e33..72582e8a5e 100644 --- a/src/overlays/actors/ovl_En_Onpuman/z_en_onpuman.c +++ b/src/overlays/actors/ovl_En_Onpuman/z_en_onpuman.c @@ -6,7 +6,7 @@ #include "z_en_onpuman.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnOnpuman*)thisx) @@ -56,7 +56,7 @@ void EnOnpuman_Init(Actor* thisx, PlayState* play) { Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); this->actor.colChkInfo.mass = MASS_IMMOVABLE; Actor_SetScale(&this->actor, 0.01f); - this->actor.targetMode = TARGET_MODE_6; + this->actor.attentionRangeType = ATTENTION_RANGE_6; this->unk_2A4 = 0; this->unk_2A0 = NULL; this->actionFunc = func_80B121D8; diff --git a/src/overlays/actors/ovl_En_Osk/z_en_osk.c b/src/overlays/actors/ovl_En_Osk/z_en_osk.c index dead119475..3091fc35f0 100644 --- a/src/overlays/actors/ovl_En_Osk/z_en_osk.c +++ b/src/overlays/actors/ovl_En_Osk/z_en_osk.c @@ -7,7 +7,7 @@ #include "z_en_osk.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnOsk*)thisx) @@ -123,7 +123,7 @@ void EnOsk_Init(Actor* thisx, PlayState* play) { this->actionFunc = func_80BF5F60; this->animIndex = -1; this->cueId = -1; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; switch (ENOSK_GET_TYPE(&this->actor)) { case ENOSK_TYPE_1: diff --git a/src/overlays/actors/ovl_En_Osn/z_en_osn.c b/src/overlays/actors/ovl_En_Osn/z_en_osn.c index 658f271a9e..7a26d2cf14 100644 --- a/src/overlays/actors/ovl_En_Osn/z_en_osn.c +++ b/src/overlays/actors/ovl_En_Osn/z_en_osn.c @@ -7,7 +7,7 @@ #include "z_en_osn.h" #include "assets/objects/object_osn/object_osn.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnOsn*)thisx) @@ -177,7 +177,7 @@ static DamageTable sDamageTable = { }; static InitChainEntry sInitChain[] = { - ICHAIN_U8(targetMode, TARGET_MODE_0, ICHAIN_STOP), + ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_0, ICHAIN_STOP), }; void EnOsn_UpdateCollider(EnOsn* this, PlayState* play) { @@ -948,7 +948,7 @@ void EnOsn_Init(Actor* thisx, PlayState* play) { break; case OSN_TYPE_CUTSCENE: - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = EnOsn_HandleCutscene; break; @@ -976,12 +976,12 @@ void EnOsn_Update(Actor* thisx, PlayState* play) { if (ENOSN_GET_TYPE(&this->actor) == OSN_TYPE_CHOOSE) { if (isSwitchFlagSet) { - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; EnOsn_UpdateCollider(this, play); this->actor.draw = EnOsn_Draw; } else { this->actor.draw = NULL; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } } diff --git a/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c b/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c index 645d64024f..f468a8ca85 100644 --- a/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c +++ b/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c @@ -7,7 +7,7 @@ #include "z_en_ossan.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnOssan*)thisx) @@ -1578,7 +1578,7 @@ void EnOssan_InitShop(EnOssan* this, PlayState* play) { this->blinkTimer = 20; this->eyeTexIndex = 0; this->blinkFunc = EnOssan_WaitForBlink; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; EnOssan_SetupAction(this, EnOssan_Idle); } } diff --git a/src/overlays/actors/ovl_En_Ot/z_en_ot.c b/src/overlays/actors/ovl_En_Ot/z_en_ot.c index e04855c13a..c8da39a91f 100644 --- a/src/overlays/actors/ovl_En_Ot/z_en_ot.c +++ b/src/overlays/actors/ovl_En_Ot/z_en_ot.c @@ -8,7 +8,7 @@ #include "attributes.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnOt*)thisx) @@ -148,7 +148,7 @@ void EnOt_Init(Actor* thisx, PlayState* play) { if (this->type == SEAHORSE_TYPE_0) { D_80B5E880 = this; this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED; - this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); this->actor.update = func_80B5DB6C; this->actor.draw = NULL; return; @@ -278,7 +278,7 @@ void EnOt_Init(Actor* thisx, PlayState* play) { case SEAHORSE_TYPE_3: if (!CHECK_WEEKEVENTREG(WEEKEVENTREG_26_08)) { this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED; - this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); Actor_SetScale(&this->actor, 0.0064999997f); this->collider.dim.radius *= 0.5f; this->collider.dim.height *= 0.5f; @@ -434,9 +434,9 @@ void func_80B5C25C(EnOt* this, PlayState* play) { SubS_ChangeAnimationBySpeedInfo(&this->unk_360->skelAnime, sAnimationSpeedInfo, SEAHORSE_ANIM_2, &this->unk_360->animIndex); this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED; - this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); this->unk_360->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED; - this->unk_360->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->unk_360->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); func_80B5C9A8(this->unk_360, play); func_80B5C3B8(this, play); } @@ -928,7 +928,7 @@ void func_80B5D648(EnOt* this, PlayState* play) { this->actor.speed = 0.0f; SubS_ChangeAnimationBySpeedInfo(&this->skelAnime, sAnimationSpeedInfo, SEAHORSE_ANIM_1, &this->animIndex); this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED; - this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); Flags_SetSwitch(play, SEAHORSE_GET_SWITCH_FLAG(&this->actor)); this->actionFunc = func_80B5D750; } @@ -956,7 +956,7 @@ void func_80B5D750(EnOt* this, PlayState* play) { if ((this->unk_32C & 1) && (this->actor.xzDistToPlayer <= 180.0f)) { this->actor.flags &= ~ACTOR_FLAG_LOCK_ON_DISABLED; - this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); if (D_80B5E884 != NULL) { func_80B5C9A8(this, play); } else { diff --git a/src/overlays/actors/ovl_En_Owl/z_en_owl.c b/src/overlays/actors/ovl_En_Owl/z_en_owl.c index 8270c10576..3396e883c4 100644 --- a/src/overlays/actors/ovl_En_Owl/z_en_owl.c +++ b/src/overlays/actors/ovl_En_Owl/z_en_owl.c @@ -6,7 +6,7 @@ #include "z_en_owl.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnOwl*)thisx) @@ -119,7 +119,7 @@ void EnOwl_Init(Actor* thisx, PlayState* play) { Actor_SetScale(&this->actor, 0.1f); this->actor.update = func_8095CCF4; this->actor.draw = func_8095D074; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->unk_3D8 = 0; this->unk_3DA = 0x320; this->unk_3DC = 0x12C; diff --git a/src/overlays/actors/ovl_En_Pamera/z_en_pamera.c b/src/overlays/actors/ovl_En_Pamera/z_en_pamera.c index 39ec65a2c4..ab9478a8a9 100644 --- a/src/overlays/actors/ovl_En_Pamera/z_en_pamera.c +++ b/src/overlays/actors/ovl_En_Pamera/z_en_pamera.c @@ -8,7 +8,7 @@ #include "overlays/actors/ovl_En_Bom/z_en_bom.h" #include "overlays/actors/ovl_En_Door/z_en_door.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnPamera*)thisx) @@ -158,7 +158,7 @@ void EnPamera_Init(Actor* thisx, PlayState* play) { Collider_InitCylinder(play, &this->collider); Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit); CollisionCheck_SetInfo2(&this->actor.colChkInfo, NULL, &sColChkInfoInit2); - this->actor.targetMode = TARGET_MODE_6; + this->actor.attentionRangeType = ATTENTION_RANGE_6; this->unk_312 = 0; this->unk_310 = 0; this->unk_314 = 0; @@ -251,7 +251,7 @@ void EnPamera_Destroy(Actor* thisx, PlayState* play) { void func_80BD8700(EnPamera* this) { this->hideInisdeTimer = 0; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, PAMELA_ANIM_0); this->actionFunc = func_80BD8758; } @@ -293,7 +293,7 @@ void func_80BD8758(EnPamera* this, PlayState* play) { void func_80BD8908(EnPamera* this) { this->actor.draw = EnPamera_Draw; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, PAMELA_ANIM_1); this->actionFunc = func_80BD8964; } @@ -603,7 +603,7 @@ void func_80BD9840(EnPamera* this, PlayState* play) { } void func_80BD9904(EnPamera* this) { - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = func_80BD9928; } @@ -734,7 +734,7 @@ s32 func_80BD9CB8(EnPamera* this, PlayState* play) { case 2: if (this->actor.draw == NULL) { this->actor.draw = EnPamera_Draw; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } func_80BD9EE0(this); break; diff --git a/src/overlays/actors/ovl_En_Pametfrog/z_en_pametfrog.c b/src/overlays/actors/ovl_En_Pametfrog/z_en_pametfrog.c index 12e665a59f..bc9a0dfd56 100644 --- a/src/overlays/actors/ovl_En_Pametfrog/z_en_pametfrog.c +++ b/src/overlays/actors/ovl_En_Pametfrog/z_en_pametfrog.c @@ -11,7 +11,7 @@ #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" #include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnPametfrog*)thisx) @@ -169,7 +169,7 @@ static InitChainEntry sInitChain[] = { ICHAIN_F32_DIV1000(targetArrowOffset, -13221, ICHAIN_CONTINUE), ICHAIN_F32_DIV1000(gravity, -1000, ICHAIN_CONTINUE), ICHAIN_VEC3F_DIV1000(scale, 7, ICHAIN_CONTINUE), - ICHAIN_U8(targetMode, TARGET_MODE_10, ICHAIN_STOP), + ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_10, ICHAIN_STOP), }; static s32 sIsFrogReturnedFlags[] = { @@ -426,7 +426,7 @@ void EnPametfrog_SetupRearOnSnapper(EnPametfrog* this) { Animation_PlayOnce(&this->skelAnime, &gGekkoStandingIdleAnim); } - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.params = GEKKO_ON_SNAPPER; this->actionFunc = EnPametfrog_RearOnSnapper; } @@ -503,7 +503,7 @@ void EnPametfrog_SetupFallOffSnapper(EnPametfrog* this, PlayState* play) { this->actor.velocity.y = 15.0f; this->actor.world.rot.y = BINANG_ROT180(this->actor.child->world.rot.y); this->actor.shape.rot.y = this->actor.world.rot.y; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->timer = 30; this->collider.base.ocFlags1 |= OC1_ON; yaw = Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos); @@ -1173,7 +1173,7 @@ void EnPametfrog_SetupCallSnapper(EnPametfrog* this, PlayState* play) { Animation_MorphToPlayOnce(&this->skelAnime, &gGekkoCallAnim, 3.0f); Actor_PlaySfx(&this->actor, NA_SE_EN_FROG_GREET); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.colChkInfo.health = 6; this->actor.world.rot.y = Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos); yawDiff = this->actor.yawTowardsPlayer - this->actor.world.rot.y; @@ -1313,7 +1313,7 @@ void EnPametfrog_ApplyDamageEffect(EnPametfrog* this, PlayState* play) { this->collider.base.acFlags &= ~AC_ON; EnPametfrog_ApplyMagicArrowEffects(this, play); Enemy_StartFinishingBlow(play, &this->actor); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Audio_RestorePrevBgm(); EnPametfrog_SetupCutscene(this); } else if (this->actor.colChkInfo.damageEffect == GEKKO_DMGEFF_ZORA_BARRIER) { diff --git a/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c b/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c index e47d6ee196..6355de1ba3 100644 --- a/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c +++ b/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c @@ -9,7 +9,7 @@ #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" #include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10) #define THIS ((EnPeehat*)thisx) @@ -297,7 +297,7 @@ void func_80897498(EnPeehat* this) { void func_80897520(EnPeehat* this, PlayState* play) { if (!gSaveContext.save.isNight) { - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->colliderSphere.base.acFlags |= AC_ON; if (this->actor.xzDistToPlayer < 740.0f) { func_80897648(this); @@ -305,7 +305,7 @@ void func_80897520(EnPeehat* this, PlayState* play) { Math_StepToF(&this->actor.shape.yOffset, -1000.0f, 10.0f); } } else { - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->colliderSphere.base.acFlags &= ~AC_ON; Math_StepToF(&this->actor.shape.yOffset, -1000.0f, 50.0f); if (this->unk_2B0 != 0) { diff --git a/src/overlays/actors/ovl_En_Pm/z_en_pm.c b/src/overlays/actors/ovl_En_Pm/z_en_pm.c index b2eb2f129b..d1bb35b353 100644 --- a/src/overlays/actors/ovl_En_Pm/z_en_pm.c +++ b/src/overlays/actors/ovl_En_Pm/z_en_pm.c @@ -9,7 +9,7 @@ #include "overlays/actors/ovl_En_Door/z_en_door.h" #include "assets/objects/object_mm/object_mm.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnPm*)thisx) @@ -1081,7 +1081,7 @@ s32 func_80AF9008(EnPm* this, PlayState* play, ScheduleOutput* scheduleOutput) { this->unk_36C = scheduleOutput->time1 - scheduleOutput->time0; this->unk_36E = sp56 - scheduleOutput->time0; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; if (CHECK_WEEKEVENTREG(WEEKEVENTREG_90_08)) { this->unk_356 |= 0x800; } @@ -1317,7 +1317,7 @@ s32 func_80AF992C(EnPm* this, PlayState* play, ScheduleOutput* scheduleOutput) { Math_Vec3s_Copy(&this->actor.world.rot, &D_80AFB8F8); Math_Vec3s_Copy(&this->actor.shape.rot, &this->actor.world.rot); SubS_SetOfferMode(&this->unk_356, SUBS_OFFER_MODE_ONSCREEN, SUBS_OFFER_MODE_MASK); - this->actor.targetMode = TARGET_MODE_6; + this->actor.attentionRangeType = ATTENTION_RANGE_6; this->actor.gravity = -1.0f; this->unk_368 = 80.0f; if (scheduleOutput->result == 14) { @@ -1387,8 +1387,8 @@ s32 func_80AF9B54(EnPm* this, PlayState* play, ScheduleOutput* scheduleOutput) { s32 func_80AF9BF8(EnPm* this, PlayState* play, ScheduleOutput* scheduleOutput) { s32 ret; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; - this->actor.targetMode = TARGET_MODE_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; + this->actor.attentionRangeType = ATTENTION_RANGE_0; this->unk_394 = PLAYER_IA_NONE; this->unk_356 = 0; this->unk_368 = 40.0f; @@ -1820,11 +1820,11 @@ void func_80AFA4D0(EnPm* this, PlayState* play) { if (!Schedule_RunScript(play, D_80AFB900[this->unk_38C], &scheduleOutput) || ((this->scheduleResult != scheduleOutput.result) && !func_80AF9BF8(this, play, &scheduleOutput))) { this->actor.shape.shadowDraw = NULL; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; scheduleOutput.result = 0; } else { this->actor.shape.shadowDraw = ActorShadow_DrawCircle; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } this->scheduleResult = scheduleOutput.result; diff --git a/src/overlays/actors/ovl_En_Po_Composer/z_en_po_composer.c b/src/overlays/actors/ovl_En_Po_Composer/z_en_po_composer.c index cc11095b53..fb8b788723 100644 --- a/src/overlays/actors/ovl_En_Po_Composer/z_en_po_composer.c +++ b/src/overlays/actors/ovl_En_Po_Composer/z_en_po_composer.c @@ -6,7 +6,8 @@ #include "z_en_po_composer.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_100000 | ACTOR_FLAG_2000000) +#define FLAGS \ + (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_100000 | ACTOR_FLAG_2000000) #define THIS ((EnPoComposer*)thisx) @@ -194,7 +195,7 @@ void EnPoComposer_Init(Actor* thisx, PlayState* play) { this->lightNode = LightContext_InsertLight(play, &play->lightCtx, &this->lightInfo); Lights_PointGlowSetInfo(&this->lightInfo, this->actor.home.pos.x, this->actor.home.pos.y, this->actor.home.pos.z, 255, 255, 255, 0); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->lightColor = sLightColorInit; this->envColor = sEnvColorInit; this->cueId = POE_COMPOSER_CUEID_NONE; @@ -283,7 +284,7 @@ void EnPoComposer_StartedCutscene(EnPoComposer* this, PlayState* play) { void EnPoComposer_SetupPlayCurse(EnPoComposer* this) { this->actionTimer = 0; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, POE_COMPOSER_ANIM_PLAYING_CURSE); this->actionFunc = EnPoComposer_PlayCurse; } diff --git a/src/overlays/actors/ovl_En_Po_Fusen/z_en_po_fusen.c b/src/overlays/actors/ovl_En_Po_Fusen/z_en_po_fusen.c index f8517f065a..3259755b23 100644 --- a/src/overlays/actors/ovl_En_Po_Fusen/z_en_po_fusen.c +++ b/src/overlays/actors/ovl_En_Po_Fusen/z_en_po_fusen.c @@ -101,7 +101,7 @@ void EnPoFusen_Init(Actor* thisx, PlayState* play) { f32 flyingHeightMin; this->actor.scale.x = this->actor.scale.y = this->actor.scale.z = 0.007f; - this->actor.targetMode = TARGET_MODE_6; + this->actor.attentionRangeType = ATTENTION_RANGE_6; this->actor.colChkInfo.damageTable = &sDamageTable; Collider_InitSphere(play, &this->collider); diff --git a/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c b/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c index 9aa79a96c2..f276d36071 100644 --- a/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c +++ b/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c @@ -8,7 +8,8 @@ #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_4000) +#define FLAGS \ + (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_4000) #define THIS ((EnPoSisters*)thisx) @@ -184,7 +185,7 @@ void EnPoSisters_Init(Actor* thisx, PlayState* play) { this->fireCount = 1; this->poSisterFlags = POE_SISTERS_FLAG_UPDATE_FIRES; this->megDistToPlayer = 110.0f; - thisx->flags &= ~ACTOR_FLAG_TARGETABLE; + thisx->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; if (POE_SISTERS_GET_OBSERVER_FLAG(&this->actor)) { // "Flagged observer": non-enemy floating prop spawned by EnGb2 (Poe Hut Proprieter) for display @@ -658,7 +659,7 @@ void EnPoSisters_SetupDeathStage1(EnPoSisters* this) { this->actor.speed = 0.0f; this->actor.world.pos.y += 42.0f; this->actor.shape.yOffset = -6000.0f; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->poSisterFlags = 0; this->actionFunc = EnPoSisters_DeathStage1; } @@ -761,7 +762,7 @@ void EnPoSisters_MegCloneVanish(EnPoSisters* this, PlayState* play) { Vec3f pos; this->actor.draw = NULL; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->invisibleTimer = 100; // 5 seconds this->poSisterFlags = POE_SISTERS_FLAG_UPDATE_FIRES; this->collider.base.colMaterial = COL_MATERIAL_HIT3; @@ -808,7 +809,7 @@ void EnPoSisters_SetupMegSurroundPlayer(EnPoSisters* this) { this->megSurroundTimer = 300; // 15 seconds this->megClonesRemaining = 3; this->poSisterFlags |= (POE_SISTERS_FLAG_MATCH_PLAYER_HEIGHT | POE_SISTERS_FLAG_CHECK_AC); - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = EnPoSisters_MegSurroundPlayer; } @@ -886,7 +887,7 @@ void EnPoSisters_SetupSpawnPo(EnPoSisters* this) { void EnPoSisters_PoeSpawn(EnPoSisters* this, PlayState* play) { if (SkelAnime_Update(&this->skelAnime)) { this->color.a = 255; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->poSisterFlags |= (POE_SISTERS_FLAG_UPDATE_BGCHECK_INFO | POE_SISTERS_FLAG_MATCH_PLAYER_HEIGHT); if (this->type == POE_SISTERS_TYPE_MEG) { EnPoSisters_MegCloneVanish(this, play); diff --git a/src/overlays/actors/ovl_En_Poh/z_en_poh.c b/src/overlays/actors/ovl_En_Poh/z_en_poh.c index dfc1b08bad..015818451f 100644 --- a/src/overlays/actors/ovl_En_Poh/z_en_poh.c +++ b/src/overlays/actors/ovl_En_Poh/z_en_poh.c @@ -8,7 +8,7 @@ #include "z_en_poh.h" #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_200 | ACTOR_FLAG_IGNORE_QUAKE) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_200 | ACTOR_FLAG_IGNORE_QUAKE) #define THIS ((EnPoh*)thisx) @@ -363,7 +363,7 @@ void func_80B2D07C(EnPoh* this, PlayState* play) { void func_80B2D0E8(EnPoh* this) { this->unk_197 = 0; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Animation_PlayOnceSetSpeed(&this->skelAnime, &gPoeAppearAnim, 0.0f); this->actionFunc = func_80B2D140; } @@ -372,7 +372,7 @@ void func_80B2D140(EnPoh* this, PlayState* play) { if (SkelAnime_Update(&this->skelAnime)) { this->unk_197 = 255; this->unk_190 = Rand_S16Offset(700, 300); - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; func_80B2CB60(this); } else if (this->skelAnime.curFrame > 10.0f) { this->unk_197 = (this->skelAnime.curFrame - 10.0f) * 0.05f * 255.0f; @@ -389,7 +389,7 @@ void func_80B2D2C0(EnPoh* this) { this->actor.world.rot.y = this->actor.shape.rot.y; this->unk_18E = 0; this->actor.hintId = TATL_HINT_ID_NONE; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = func_80B2D300; } @@ -577,7 +577,7 @@ void func_80B2DC50(EnPoh* this, PlayState* play) { this->actor.world.pos.y -= 15.0f; this->actor.shape.rot.x = -0x8000; Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_MISC); - this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); this->actionFunc = func_80B2DD2C; } @@ -646,7 +646,7 @@ void func_80B2E1D8(EnPoh* this) { Actor_SetFocus(&this->actor, -10.0f); this->unk_18E = 200; this->unk_18D = 32; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = func_80B2E230; } diff --git a/src/overlays/actors/ovl_En_Pp/z_en_pp.c b/src/overlays/actors/ovl_En_Pp/z_en_pp.c index 01c3002908..bd979e65dd 100644 --- a/src/overlays/actors/ovl_En_Pp/z_en_pp.c +++ b/src/overlays/actors/ovl_En_Pp/z_en_pp.c @@ -8,7 +8,7 @@ #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE) #define THIS ((EnPp*)thisx) @@ -210,7 +210,7 @@ void EnPp_Init(Actor* thisx, PlayState* play) { EnPp* this = THIS; EffectBlureInit1 blureInit; - this->actor.targetMode = TARGET_MODE_4; + this->actor.attentionRangeType = ATTENTION_RANGE_4; this->actor.colChkInfo.mass = 60; this->actor.colChkInfo.health = 3; this->actor.colChkInfo.damageTable = &sDamageTable; @@ -1013,7 +1013,7 @@ void EnPp_SetupDead(EnPp* this, PlayState* play) { Enemy_StartFinishingBlow(play, &this->actor); SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 30, NA_SE_EN_HIPLOOP_DEAD); this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->action = EN_PP_ACTION_DEAD; this->actionFunc = EnPp_Dead; } @@ -1108,7 +1108,7 @@ void EnPp_Mask_SetupDetach(EnPp* this, PlayState* play) { this->actor.gravity = 0.0f; this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionVar.maskDetachState = EN_PP_MASK_DETACH_STATE_START; EnPp_ChangeAnim(this, EN_PP_ANIM_IDLE); SkelAnime_Update(&this->skelAnime); diff --git a/src/overlays/actors/ovl_En_Pr/z_en_pr.c b/src/overlays/actors/ovl_En_Pr/z_en_pr.c index b6c6c29985..1a1f1a96e1 100644 --- a/src/overlays/actors/ovl_En_Pr/z_en_pr.c +++ b/src/overlays/actors/ovl_En_Pr/z_en_pr.c @@ -8,7 +8,7 @@ #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" #include "overlays/actors/ovl_En_Prz/z_en_prz.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10) #define THIS ((EnPr*)thisx) @@ -149,7 +149,7 @@ void EnPr_Init(Actor* thisx, PlayState* play2) { Actor_SetScale(&this->actor, 0.01f); - this->actor.targetMode = TARGET_MODE_3; + this->actor.attentionRangeType = ATTENTION_RANGE_3; this->unk_2B8 = this->actor.world.pos.y; this->actor.shape.yOffset = 1500.0f; this->actor.colChkInfo.damageTable = &sDamageTable; diff --git a/src/overlays/actors/ovl_En_Pr2/z_en_pr2.c b/src/overlays/actors/ovl_En_Pr2/z_en_pr2.c index 6e4cd9093f..2df2a4c76d 100644 --- a/src/overlays/actors/ovl_En_Pr2/z_en_pr2.c +++ b/src/overlays/actors/ovl_En_Pr2/z_en_pr2.c @@ -7,7 +7,7 @@ #include "z_en_pr2.h" #include "overlays/actors/ovl_En_Encount1/z_en_encount1.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10) #define THIS ((EnPr2*)thisx) @@ -118,7 +118,7 @@ s16 D_80A75C3C[] = { void EnPr2_Init(Actor* thisx, PlayState* play) { EnPr2* this = THIS; - this->actor.targetMode = TARGET_MODE_3; + this->actor.attentionRangeType = ATTENTION_RANGE_3; this->actor.hintId = TATL_HINT_ID_SKULLFISH; this->unk_1EC = 255; this->actor.colChkInfo.health = 1; @@ -533,7 +533,7 @@ void func_80A74E90(EnPr2* this, PlayState* play) { void func_80A751B4(EnPr2* this) { this->unk_1EC = 0; this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; if (this->unk_1E0 < 10) { EnPr2_ChangeAnim(this, ENPR2_ANIM_2); } else { diff --git a/src/overlays/actors/ovl_En_Prz/z_en_prz.c b/src/overlays/actors/ovl_En_Prz/z_en_prz.c index 833d0c6660..6aeaa6c71f 100644 --- a/src/overlays/actors/ovl_En_Prz/z_en_prz.c +++ b/src/overlays/actors/ovl_En_Prz/z_en_prz.c @@ -7,7 +7,7 @@ #include "z_en_prz.h" #include "overlays/actors/ovl_En_Pr/z_en_pr.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10) #define THIS ((EnPrz*)thisx) @@ -107,7 +107,7 @@ void EnPrz_Init(Actor* thisx, PlayState* play) { Actor_SetScale(&this->actor, 0.01f); - this->actor.targetMode = TARGET_MODE_3; + this->actor.attentionRangeType = ATTENTION_RANGE_3; this->unk_1E8 = 255; this->actor.hintId = TATL_HINT_ID_SKULLFISH; this->actor.colChkInfo.damageTable = &sDamageTable; @@ -119,7 +119,7 @@ void EnPrz_Init(Actor* thisx, PlayState* play) { this->unk_1E6 = ENPRZ_GET(&this->actor); this->actor.shape.yOffset = 500.0f; this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); Math_Vec3f_Copy(&this->unk_1D8, &this->actor.world.pos); @@ -377,7 +377,7 @@ void func_80A767A8(EnPrz* this, PlayState* play) { void func_80A76A1C(EnPrz* this) { this->unk_1E8 = 0; this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLEWALK_DEAD); diff --git a/src/overlays/actors/ovl_En_Pst/z_en_pst.c b/src/overlays/actors/ovl_En_Pst/z_en_pst.c index b958524df3..3a75115061 100644 --- a/src/overlays/actors/ovl_En_Pst/z_en_pst.c +++ b/src/overlays/actors/ovl_En_Pst/z_en_pst.c @@ -6,7 +6,7 @@ #include "z_en_pst.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED) #define THIS ((EnPst*)thisx) @@ -618,11 +618,11 @@ void EnPst_FollowSchedule(EnPst* this, PlayState* play) { ((this->scheduleResult != scheduleOutput.result) && !EnPst_ProcessScheduleOutput(this, play, &scheduleOutput))) { this->actor.shape.shadowDraw = NULL; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; scheduleOutput.result = POSTBOX_SCH_NONE; } else { this->actor.shape.shadowDraw = ActorShadow_DrawCircle; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } this->scheduleResult = scheduleOutput.result; EnPst_HandleSchedule(this, play); @@ -666,7 +666,7 @@ void EnPst_Init(Actor* thisx, PlayState* play) { CollisionCheck_SetInfo2(&this->actor.colChkInfo, DamageTable_Get(0x16), &sColChkInfoInit); SubS_SetOfferMode(&this->stateFlags, SUBS_OFFER_MODE_ONSCREEN, SUBS_OFFER_MODE_MASK); SubS_ChangeAnimationByInfoS(&this->skelAnime, sAnimationInfo, POSTBOX_ANIM_IDLE); - this->actor.targetMode = TARGET_MODE_0; + this->actor.attentionRangeType = ATTENTION_RANGE_0; Actor_SetScale(&this->actor, 0.02f); this->actionFunc = EnPst_FollowSchedule; Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_4); diff --git a/src/overlays/actors/ovl_En_Raf/z_en_raf.c b/src/overlays/actors/ovl_En_Raf/z_en_raf.c index 57c87e24b5..d23e412929 100644 --- a/src/overlays/actors/ovl_En_Raf/z_en_raf.c +++ b/src/overlays/actors/ovl_En_Raf/z_en_raf.c @@ -201,7 +201,7 @@ void EnRaf_Init(Actor* thisx, PlayState* play) { CollisionHeader_GetVirtual(&gCarnivorousLilyPadCol, &colHeader); this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader); Collider_InitAndSetCylinder(play, &this->collider, &this->dyna.actor, &sCylinderInit); - this->dyna.actor.targetMode = TARGET_MODE_3; + this->dyna.actor.attentionRangeType = ATTENTION_RANGE_3; this->dyna.actor.colChkInfo.mass = MASS_IMMOVABLE; SkelAnime_InitFlex(play, &this->skelAnime, &gCarnivorousLilyPadSkel, &gCarnivorousLilyPadSpitAnim, this->jointTable, this->morphTable, CARNIVOROUS_LILY_PAD_LIMB_MAX); @@ -553,7 +553,7 @@ void EnRaf_Explode(EnRaf* this, PlayState* play) { this->timer = 5; if (this->grabTarget == CARNIVOROUS_LILY_GRAB_TARGET_EXPLOSIVE) { Actor_ChangeCategory(play, &play->actorCtx, &this->dyna.actor, ACTORCAT_ENEMY); - this->dyna.actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE); + this->dyna.actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); } this->actionFunc = EnRaf_PostDetonation; @@ -567,7 +567,7 @@ void EnRaf_PostDetonation(EnRaf* this, PlayState* play) { this->collider.dim.radius = 50; this->collider.dim.height = 10; Actor_ChangeCategory(play, &play->actorCtx, &this->dyna.actor, ACTORCAT_PROP); - this->dyna.actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE); + this->dyna.actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); EnRaf_SetupDormant(this); } else if (this->grabTarget == CARNIVOROUS_LILY_GRAB_TARGET_EXPLOSIVE) { this->collider.dim.radius = 80; diff --git a/src/overlays/actors/ovl_En_Rail_Skb/z_en_rail_skb.c b/src/overlays/actors/ovl_En_Rail_Skb/z_en_rail_skb.c index bffa9fec3b..1158c4156d 100644 --- a/src/overlays/actors/ovl_En_Rail_Skb/z_en_rail_skb.c +++ b/src/overlays/actors/ovl_En_Rail_Skb/z_en_rail_skb.c @@ -9,7 +9,7 @@ #include "overlays/actors/ovl_En_Part/z_en_part.h" #include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10) #define THIS ((EnRailSkb*)thisx) @@ -447,7 +447,7 @@ void func_80B713A4(EnRailSkb* this, PlayState* play) { void func_80B71488(EnRailSkb* this) { this->unk_402 |= 0x40; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; if (this->unk_2E0 != 0) { this->unk_2E4 = this->unk_2E0 - 1; } else { @@ -470,7 +470,7 @@ void func_80B7151C(EnRailSkb* this) { this->actor.shape.yOffset = -5000.0f; this->actor.colChkInfo.health = 2; this->unk_402 = 0; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; Actor_PlaySfx(&this->actor, NA_SE_EN_STALKID_APPEAR); this->actor.draw = EnRailSkb_Draw; this->actor.shape.shadowAlpha = 0; @@ -688,7 +688,7 @@ void func_80B71DF0(EnRailSkb* this) { this->actor.shape.yOffset = -5000.0f; this->actor.colChkInfo.health = 2; this->unk_402 = 0; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.draw = EnRailSkb_Draw; this->actor.shape.shadowAlpha = 0; this->actor.shape.rot.y = this->actor.world.rot.y; @@ -847,8 +847,8 @@ void func_80B72190(EnRailSkb* this, PlayState* play) { } void func_80B723F8(EnRailSkb* this) { - this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE); - this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); + this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); this->actor.flags |= ACTOR_FLAG_100000; this->actor.hintId = TATL_HINT_ID_NONE; this->actor.textId = 0; @@ -948,17 +948,17 @@ void func_80B72880(EnRailSkb* this, PlayState* play) { if ((this->actionFunc == func_80B70FF8) || (this->actionFunc == func_80B716A8)) { if (this->actionFunc != func_80B716A8) { if (Player_GetMask(play) == PLAYER_MASK_CAPTAIN) { - this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE); - this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); + this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); this->actor.flags |= ACTOR_FLAG_100000; this->actor.hintId = TATL_HINT_ID_NONE; this->actor.textId = 0; func_80B71650(this); } } else if (Player_GetMask(play) != PLAYER_MASK_CAPTAIN) { - this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); this->actor.flags &= ~ACTOR_FLAG_100000; - this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE); + this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); this->actor.hintId = TATL_HINT_ID_STALCHILD; this->actor.textId = 0; func_80B70FA0(this); diff --git a/src/overlays/actors/ovl_En_Railgibud/z_en_railgibud.c b/src/overlays/actors/ovl_En_Railgibud/z_en_railgibud.c index 26f09d7c53..5a08d6e5c4 100644 --- a/src/overlays/actors/ovl_En_Railgibud/z_en_railgibud.c +++ b/src/overlays/actors/ovl_En_Railgibud/z_en_railgibud.c @@ -8,7 +8,7 @@ #include "z64rumble.h" #include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_400) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_400) #define THIS ((EnRailgibud*)thisx) @@ -247,7 +247,7 @@ void EnRailgibud_Init(Actor* thisx, PlayState* play) { s32 pad; Actor_ProcessInitChain(&this->actor, sInitChain); - this->actor.targetMode = TARGET_MODE_0; + this->actor.attentionRangeType = ATTENTION_RANGE_0; this->actor.hintId = TATL_HINT_ID_GIBDO; this->actor.textId = 0; if (ENRAILGIBUD_IS_CUTSCENE_TYPE(&this->actor)) { @@ -420,7 +420,7 @@ void EnRailgibud_WalkToPlayer(EnRailgibud* this, PlayState* play) { void EnRailgibud_SetupGrab(EnRailgibud* this) { Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, EN_RAILGIBUD_ANIM_GRAB_START); this->grabDamageTimer = 0; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->grabState = EN_RAILGIBUD_GRAB_START; this->actionFunc = EnRailgibud_Grab; } @@ -438,7 +438,7 @@ void EnRailgibud_Grab(EnRailgibud* this, PlayState* play) { Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, EN_RAILGIBUD_ANIM_GRAB_ATTACK); } else if (!(player->stateFlags2 & PLAYER_STATE2_80)) { Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, EN_RAILGIBUD_ANIM_GRAB_END); - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->grabState = EN_RAILGIBUD_GRAB_RELEASE; this->grabDamageTimer = 0; } @@ -467,7 +467,7 @@ void EnRailgibud_Grab(EnRailgibud* this, PlayState* play) { } Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, EN_RAILGIBUD_ANIM_GRAB_END); - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->grabState = EN_RAILGIBUD_GRAB_RELEASE; this->grabDamageTimer = 0; } @@ -620,7 +620,7 @@ void EnRailgibud_Stunned(EnRailgibud* this, PlayState* play) { void EnRailgibud_SetupDead(EnRailgibud* this) { Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, EN_RAILGIBUD_ANIM_DEATH); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Actor_PlaySfx(&this->actor, NA_SE_EN_REDEAD_DEAD); this->deathTimer = 0; this->actionFunc = EnRailgibud_Dead; @@ -637,7 +637,7 @@ void EnRailgibud_Dead(EnRailgibud* this, PlayState* play) { // stop drawing it, and make its Update function only check to see if // the Gibdos should move forward. this->actor.draw = NULL; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.update = EnRailgibud_MainGibdo_DeadUpdate; } } else { @@ -936,10 +936,10 @@ void EnRailgibud_CheckForGibdoMask(EnRailgibud* this, PlayState* play) { if ((this->actionFunc != EnRailgibud_Grab) && (this->actionFunc != EnRailgibud_Damage) && (this->actionFunc != EnRailgibud_GrabFail) && (this->actionFunc != EnRailgibud_TurnAwayAndShakeHead) && (this->actionFunc != EnRailgibud_Dead)) { - if (CHECK_FLAG_ALL(this->actor.flags, (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE))) { + if (CHECK_FLAG_ALL(this->actor.flags, (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE))) { if (Player_GetMask(play) == PLAYER_MASK_GIBDO) { - this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE); - this->actor.flags |= (ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_TARGETABLE); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); + this->actor.flags |= (ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_ATTENTION_ENABLED); this->actor.hintId = TATL_HINT_ID_NONE; this->actor.textId = 0; if ((this->actionFunc != EnRailgibud_WalkInCircles) && (this->actionFunc != EnRailgibud_WalkToHome)) { @@ -947,8 +947,8 @@ void EnRailgibud_CheckForGibdoMask(EnRailgibud* this, PlayState* play) { } } } else if (Player_GetMask(play) != PLAYER_MASK_GIBDO) { - this->actor.flags &= ~(ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_TARGETABLE); - this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE); + this->actor.flags &= ~(ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_ATTENTION_ENABLED); + this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); if (this->type == EN_RAILGIBUD_TYPE_REDEAD) { this->actor.hintId = TATL_HINT_ID_REDEAD; } else { @@ -969,7 +969,7 @@ void EnRailgibud_CheckIfTalkingToPlayer(EnRailgibud* this, PlayState* play) { this->textId = 0x13B2; Actor_PlaySfx(&this->actor, NA_SE_EN_REDEAD_AIM); this->actor.speed = 0.0f; - } else if (CHECK_FLAG_ALL(this->actor.flags, (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY)) && + } else if (CHECK_FLAG_ALL(this->actor.flags, (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)) && !(this->collider.base.acFlags & AC_HIT)) { Actor_OfferTalk(&this->actor, play, 100.0f); } diff --git a/src/overlays/actors/ovl_En_Rat/z_en_rat.c b/src/overlays/actors/ovl_En_Rat/z_en_rat.c index 2211911ab6..6b1a1d64e2 100644 --- a/src/overlays/actors/ovl_En_Rat/z_en_rat.c +++ b/src/overlays/actors/ovl_En_Rat/z_en_rat.c @@ -8,7 +8,7 @@ #include "assets/objects/gameplay_keep/gameplay_keep.h" #include "overlays/actors/ovl_En_Bom/z_en_bom.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_200) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_200) #define THIS ((EnRat*)thisx) @@ -546,7 +546,7 @@ void EnRat_SetupRevive(EnRat* this) { this->actor.shape.rot.z = this->actor.home.rot.z; EnRat_InitializeAxes(this); EnRat_UpdateRotation(this); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.speed = 0.0f; Animation_PlayLoopSetSpeed(&this->skelAnime, &gRealBombchuSpotAnim, 0.0f); this->revivePosY = 2666.6667f; @@ -563,7 +563,7 @@ void EnRat_Revive(EnRat* this, PlayState* play) { if (this->timer > 0) { this->timer--; if (this->timer == 0) { - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.draw = EnRat_Draw; this->skelAnime.playSpeed = 1.0f; } diff --git a/src/overlays/actors/ovl_En_Rd/z_en_rd.c b/src/overlays/actors/ovl_En_Rd/z_en_rd.c index 2392be8c2c..9ec85d1b6b 100644 --- a/src/overlays/actors/ovl_En_Rd/z_en_rd.c +++ b/src/overlays/actors/ovl_En_Rd/z_en_rd.c @@ -28,7 +28,7 @@ #include "assets/objects/object_rd/object_rd.h" #include "overlays/actors/ovl_Obj_Ice_Poly/z_obj_ice_poly.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_400) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_400) #define THIS ((EnRd*)thisx) @@ -190,7 +190,7 @@ void EnRd_Init(Actor* thisx, PlayState* play) { s32 pad; Actor_ProcessInitChain(&this->actor, sInitChain); - this->actor.targetMode = TARGET_MODE_0; + this->actor.attentionRangeType = ATTENTION_RANGE_0; this->actor.colChkInfo.damageTable = &sDamageTable; ActorShape_Init(&this->actor.shape, 0.0f, NULL, 0.0f); this->torsoRotY = this->headRotY = 0; @@ -690,7 +690,7 @@ void EnRd_WalkToPlayer(EnRd* this, PlayState* play) { EnRd_SetupWalkToHome(this, play); } } else if (play->grabPlayer(play, player)) { - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; EnRd_SetupGrab(this); } } else if (EN_RD_GET_TYPE(&this->actor) > EN_RD_TYPE_DOES_NOT_MOURN_IF_WALKING) { @@ -743,7 +743,7 @@ void EnRd_WalkToHome(EnRd* this, PlayState* play) { !(player->stateFlags2 & (PLAYER_STATE2_80 | PLAYER_STATE2_4000)) && (player->transformation != PLAYER_FORM_GORON) && (player->transformation != PLAYER_FORM_DEKU) && (Actor_WorldDistXYZToPoint(&player->actor, &this->actor.home.pos) < 150.0f)) { - this->actor.targetMode = TARGET_MODE_0; + this->actor.attentionRangeType = ATTENTION_RANGE_0; EnRd_SetupWalkToPlayer(this, play); } else if (EN_RD_GET_TYPE(&this->actor) > EN_RD_TYPE_DOES_NOT_MOURN_IF_WALKING) { if (this->actor.parent != NULL) { @@ -899,8 +899,8 @@ void EnRd_Grab(EnRd* this, PlayState* play) { if (player->transformation != PLAYER_FORM_FIERCE_DEITY) { Math_SmoothStepToF(&this->actor.shape.yOffset, 0.0f, 1.0f, 400.0f, 0.0f); } - this->actor.targetMode = TARGET_MODE_0; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.attentionRangeType = ATTENTION_RANGE_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->playerStunWaitTimer = 10; this->grabWaitTimer = 15; EnRd_SetupWalkToPlayer(this, play); @@ -1014,7 +1014,7 @@ void EnRd_SetupDamage(EnRd* this) { this->actor.speed = -2.0f; } - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; Actor_PlaySfx(&this->actor, NA_SE_EN_REDEAD_DAMAGE); this->action = EN_RD_ACTION_DAMAGE; this->actionFunc = EnRd_Damage; @@ -1048,7 +1048,7 @@ void EnRd_SetupDead(EnRd* this) { Animation_MorphToPlayOnce(&this->skelAnime, &gGibdoRedeadDeathAnim, -1.0f); this->action = EN_RD_ACTION_DEAD; this->deathTimer = 300; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.speed = 0.0f; Actor_PlaySfx(&this->actor, NA_SE_EN_REDEAD_DEAD); this->actionFunc = EnRd_Dead; diff --git a/src/overlays/actors/ovl_En_Recepgirl/z_en_recepgirl.c b/src/overlays/actors/ovl_En_Recepgirl/z_en_recepgirl.c index a3f05a7fc8..f6c133abb0 100644 --- a/src/overlays/actors/ovl_En_Recepgirl/z_en_recepgirl.c +++ b/src/overlays/actors/ovl_En_Recepgirl/z_en_recepgirl.c @@ -6,7 +6,7 @@ #include "z_en_recepgirl.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnRecepgirl*)thisx) @@ -40,7 +40,7 @@ static TexturePtr sEyeTextures[] = { }; static InitChainEntry sInitChain[] = { - ICHAIN_U8(targetMode, TARGET_MODE_6, ICHAIN_CONTINUE), + ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_6, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 1000, ICHAIN_STOP), }; diff --git a/src/overlays/actors/ovl_En_Rg/z_en_rg.c b/src/overlays/actors/ovl_En_Rg/z_en_rg.c index f5af45f425..661a830c05 100644 --- a/src/overlays/actors/ovl_En_Rg/z_en_rg.c +++ b/src/overlays/actors/ovl_En_Rg/z_en_rg.c @@ -750,7 +750,7 @@ void EnRg_Init(Actor* thisx, PlayState* play) { this->unk_33C = 1; } - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->unk_310 = 8; this->actor.gravity = -1.0f; diff --git a/src/overlays/actors/ovl_En_Rr/z_en_rr.c b/src/overlays/actors/ovl_En_Rr/z_en_rr.c index bfaba18adf..c74a493475 100644 --- a/src/overlays/actors/ovl_En_Rr/z_en_rr.c +++ b/src/overlays/actors/ovl_En_Rr/z_en_rr.c @@ -9,7 +9,7 @@ #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" #include "assets/objects/object_rr/object_rr.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_400) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_400) #define THIS ((EnRr*)thisx) @@ -120,7 +120,7 @@ static CollisionCheckInfoInit sColChkInfoInit = { 3, 45, 60, 250 }; static InitChainEntry sInitChain[] = { ICHAIN_S8(hintId, TATL_HINT_ID_LIKE_LIKE, ICHAIN_CONTINUE), - ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE), + ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_2, ICHAIN_CONTINUE), ICHAIN_F32_DIV1000(gravity, -400, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneForward, 2000, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP), @@ -269,7 +269,7 @@ void func_808FA3F8(EnRr* this, Player* player) { this->unk_1EA = 100; this->unk_1FC = 20; this->collider1.base.ocFlags1 &= ~OC1_TYPE_PLAYER; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->unk_1F0 = 8; this->unk_1E1 = 0; this->actor.speed = 0.0f; @@ -300,7 +300,7 @@ void func_808FA4F4(EnRr* this, PlayState* play) { if (player->stateFlags2 & PLAYER_STATE2_80) { player->actor.parent = NULL; player->av2.actionVar2 = 100; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->unk_1F0 = 110; this->unk_1F6 = 2500; this->unk_210 = 0.0f; @@ -417,7 +417,7 @@ void func_808FA910(EnRr* this) { this->actionFunc = func_808FB42C; Actor_PlaySfx(&this->actor, NA_SE_EN_LIKE_DEAD); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } void func_808FA9CC(EnRr* this) { diff --git a/src/overlays/actors/ovl_En_Rsn/z_en_rsn.c b/src/overlays/actors/ovl_En_Rsn/z_en_rsn.c index 4b08ad49e7..943749c2fe 100644 --- a/src/overlays/actors/ovl_En_Rsn/z_en_rsn.c +++ b/src/overlays/actors/ovl_En_Rsn/z_en_rsn.c @@ -7,7 +7,7 @@ #include "z_en_rsn.h" #include "assets/objects/object_rsn/object_rsn.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) #define THIS ((EnRsn*)thisx) @@ -52,7 +52,7 @@ void EnRsn_Init(Actor* thisx, PlayState* play) { ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 20.0f); SkelAnime_InitFlex(play, &this->skelAnime, &gBombShopkeeperSkel, &gBombShopkeeperWalkAnim, NULL, NULL, 0); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; func_80C25D40(this); } diff --git a/src/overlays/actors/ovl_En_Ru/z_en_ru.c b/src/overlays/actors/ovl_En_Ru/z_en_ru.c index ea3bca6e81..edee859e22 100644 --- a/src/overlays/actors/ovl_En_Ru/z_en_ru.c +++ b/src/overlays/actors/ovl_En_Ru/z_en_ru.c @@ -6,7 +6,7 @@ #include "z_en_ru.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnRu*)thisx) diff --git a/src/overlays/actors/ovl_En_Ruppecrow/z_en_ruppecrow.c b/src/overlays/actors/ovl_En_Ruppecrow/z_en_ruppecrow.c index 75b21433ec..823d2d2989 100644 --- a/src/overlays/actors/ovl_En_Ruppecrow/z_en_ruppecrow.c +++ b/src/overlays/actors/ovl_En_Ruppecrow/z_en_ruppecrow.c @@ -480,7 +480,7 @@ void EnRuppecrow_UpdateDamage(EnRuppecrow* this, PlayState* play) { if (this->actor.colChkInfo.damageEffect != 0x1) { this->actor.colChkInfo.health = 0; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Enemy_StartFinishingBlow(play, &this->actor); EnRuppecrow_HandleDeath(this); } diff --git a/src/overlays/actors/ovl_En_Rz/z_en_rz.c b/src/overlays/actors/ovl_En_Rz/z_en_rz.c index 8ce74ba25d..b3ab1c5c46 100644 --- a/src/overlays/actors/ovl_En_Rz/z_en_rz.c +++ b/src/overlays/actors/ovl_En_Rz/z_en_rz.c @@ -7,7 +7,7 @@ #include "z_en_rz.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnRz*)thisx) @@ -113,7 +113,7 @@ void EnRz_Init(Actor* thisx, PlayState* play) { this->actionFunc = func_80BFC058; EnRz_SetupPath(this, play); this->animIndex = EN_RZ_ANIM_MAX; - this->actor.targetMode = TARGET_MODE_0; + this->actor.attentionRangeType = ATTENTION_RANGE_0; this->actor.terminalVelocity = -9.0f; this->actor.gravity = -1.0f; diff --git a/src/overlays/actors/ovl_En_S_Goro/z_en_s_goro.c b/src/overlays/actors/ovl_En_S_Goro/z_en_s_goro.c index c4b37d2c4f..ebd4b6e793 100644 --- a/src/overlays/actors/ovl_En_S_Goro/z_en_s_goro.c +++ b/src/overlays/actors/ovl_En_S_Goro/z_en_s_goro.c @@ -36,7 +36,7 @@ Week Event Flags: #include "overlays/actors/ovl_En_Jg/z_en_jg.h" // Goron Elder #include "assets/objects/object_taisou/object_taisou.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnSGoro*)thisx) #define EN_S_GORO_ROLLEDUP_YOFFSET 14.0f @@ -1029,7 +1029,7 @@ void EnSGoro_SetupAction(EnSGoro* this, PlayState* play) { this->actor.gravity = -1.0f; this->actor.flags |= ACTOR_FLAG_10; this->actor.flags |= ACTOR_FLAG_2000000; - this->actor.targetMode = TARGET_MODE_1; + this->actor.attentionRangeType = ATTENTION_RANGE_1; switch (EN_S_GORO_GET_MAIN_TYPE(&this->actor)) { case EN_S_GORO_TYPE_SHRINE_WINTER_A: diff --git a/src/overlays/actors/ovl_En_Sb/z_en_sb.c b/src/overlays/actors/ovl_En_Sb/z_en_sb.c index 47136ff529..4e4edf8af8 100644 --- a/src/overlays/actors/ovl_En_Sb/z_en_sb.c +++ b/src/overlays/actors/ovl_En_Sb/z_en_sb.c @@ -7,7 +7,7 @@ #include "z_en_sb.h" #include "overlays/actors/ovl_En_Part/z_en_part.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE) #define THIS ((EnSb*)thisx) @@ -93,7 +93,7 @@ static DamageTable sDamageTable = { static InitChainEntry sInitChain[] = { ICHAIN_S8(hintId, TATL_HINT_ID_SHELLBLADE, ICHAIN_CONTINUE), - ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE), + ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_2, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP), }; diff --git a/src/overlays/actors/ovl_En_Scopenuts/z_en_scopenuts.c b/src/overlays/actors/ovl_En_Scopenuts/z_en_scopenuts.c index 1d9f01ff42..1d9c986b62 100644 --- a/src/overlays/actors/ovl_En_Scopenuts/z_en_scopenuts.c +++ b/src/overlays/actors/ovl_En_Scopenuts/z_en_scopenuts.c @@ -7,7 +7,7 @@ #include "z_en_scopenuts.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnScopenuts*)thisx) @@ -122,7 +122,7 @@ Gfx* D_80BCCCDC[] = { gKakeraLeafMiddleDL, gKakeraLeafTipDL }; Vec3f D_80BCCCE4 = { 0.0f, -0.5f, 0.0f }; static InitChainEntry sInitChain[] = { - ICHAIN_U8(targetMode, TARGET_MODE_0, ICHAIN_CONTINUE), + ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_0, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP), }; @@ -353,7 +353,7 @@ void func_80BCB6D0(EnScopenuts* this, PlayState* play) { this->unk_328 &= ~1; play->msgCtx.msgMode = MSGMODE_TEXT_CLOSING; play->msgCtx.stateTimer = 4; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->unk_328 &= ~4; this->animIndex = ENSCOPENUTS_ANIM_8; SubS_ChangeAnimationByInfoS(&this->skelAnime, sAnimationInfo, ENSCOPENUTS_ANIM_8); diff --git a/src/overlays/actors/ovl_En_Sekihi/z_en_sekihi.c b/src/overlays/actors/ovl_En_Sekihi/z_en_sekihi.c index a814c692c0..c55cf0e9f0 100644 --- a/src/overlays/actors/ovl_En_Sekihi/z_en_sekihi.c +++ b/src/overlays/actors/ovl_En_Sekihi/z_en_sekihi.c @@ -11,7 +11,7 @@ #include "assets/objects/object_sekihiz/object_sekihiz.h" #include "assets/objects/object_zog/object_zog.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnSekihi*)thisx) diff --git a/src/overlays/actors/ovl_En_Sellnuts/z_en_sellnuts.c b/src/overlays/actors/ovl_En_Sellnuts/z_en_sellnuts.c index 84364305d3..97adee078c 100644 --- a/src/overlays/actors/ovl_En_Sellnuts/z_en_sellnuts.c +++ b/src/overlays/actors/ovl_En_Sellnuts/z_en_sellnuts.c @@ -6,7 +6,7 @@ #include "z_en_sellnuts.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnSellnuts*)thisx) @@ -134,7 +134,7 @@ static AnimationInfoS sAnimationInfo[ENSELLNUTS_ANIM_MAX] = { }; static InitChainEntry sInitChain[] = { - ICHAIN_U8(targetMode, TARGET_MODE_0, ICHAIN_CONTINUE), + ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_0, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP), }; @@ -556,7 +556,7 @@ void func_80ADBD64(EnSellnuts* this, PlayState* play) { play->msgCtx.msgMode = MSGMODE_TEXT_CLOSING; play->msgCtx.stateTimer = 4; this->unk_338 &= ~2; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->animIndex = ENSELLNUTS_ANIM_8; SubS_ChangeAnimationByInfoS(&this->skelAnime, sAnimationInfo, ENSELLNUTS_ANIM_8); this->actionFunc = func_80ADBE80; @@ -913,7 +913,7 @@ void func_80ADCD3C(EnSellnuts* this, PlayState* play) { this->unk_338 |= 2; this->unk_338 |= 1; this->unk_340 = 0x626; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.gravity = -1.0f; this->actor.draw = EnSellnuts_Draw; this->unk_34A = 50; @@ -1042,7 +1042,7 @@ void EnSellnuts_Init(Actor* thisx, PlayState* play) { this->actor.gravity = 0.0f; this->actor.draw = NULL; this->animIndex = ENSELLNUTS_ANIM_20; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->unk_35C = 1.0f; this->unk_358 = 1.0f; this->unk_354 = 1.0f; @@ -1052,7 +1052,7 @@ void EnSellnuts_Init(Actor* thisx, PlayState* play) { } else { this->unk_338 |= 2; this->unk_338 &= ~1; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.gravity = 0.0f; this->actor.draw = NULL; this->animIndex = ENSELLNUTS_ANIM_4; diff --git a/src/overlays/actors/ovl_En_Shn/z_en_shn.c b/src/overlays/actors/ovl_En_Shn/z_en_shn.c index bb8a1119c5..5720ed8e90 100644 --- a/src/overlays/actors/ovl_En_Shn/z_en_shn.c +++ b/src/overlays/actors/ovl_En_Shn/z_en_shn.c @@ -8,7 +8,7 @@ #include "z_en_shn.h" #include "z64snap.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnShn*)thisx) @@ -713,7 +713,7 @@ void EnShn_Init(Actor* thisx, PlayState* play) { EnShn_ChangeAnim(this, ENSHN_ANIM_2); } - this->actor.targetMode = TARGET_MODE_6; + this->actor.attentionRangeType = ATTENTION_RANGE_6; Actor_SetScale(&this->actor, 0.01f); this->unk_2E0 = 0; this->msgScriptCallback = NULL; diff --git a/src/overlays/actors/ovl_En_Si/z_en_si.c b/src/overlays/actors/ovl_En_Si/z_en_si.c index 28ea483a44..5d363124aa 100644 --- a/src/overlays/actors/ovl_En_Si/z_en_si.c +++ b/src/overlays/actors/ovl_En_Si/z_en_si.c @@ -6,7 +6,7 @@ #include "z_en_si.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_200) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_200) #define THIS ((EnSi*)thisx) diff --git a/src/overlays/actors/ovl_En_Skb/z_en_skb.c b/src/overlays/actors/ovl_En_Skb/z_en_skb.c index 78ebda6429..8e01f177ee 100644 --- a/src/overlays/actors/ovl_En_Skb/z_en_skb.c +++ b/src/overlays/actors/ovl_En_Skb/z_en_skb.c @@ -10,7 +10,7 @@ #include "overlays/actors/ovl_En_Part/z_en_part.h" #include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE) #define THIS ((EnSkb*)thisx) @@ -306,7 +306,7 @@ void func_80994DA8(EnSkb* this, PlayState* play) { void func_80994E2C(EnSkb* this) { Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, STALCHILD_ANIM_1); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Actor_PlaySfx(&this->actor, NA_SE_EN_STALKID_APPEAR); this->unk_3D0 = 0; this->unk_3DE = 0; @@ -318,7 +318,7 @@ void func_80994E94(EnSkb* this, PlayState* play) { this->actor.world.rot.y = this->actor.yawTowardsPlayer; this->actor.shape.rot.y = this->actor.yawTowardsPlayer; } else { - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } Math_ApproachZeroF(&this->actor.shape.yOffset, 1.0f, 800.0f); @@ -369,8 +369,8 @@ void func_80995068(EnSkb* this, PlayState* play) { this->actionFunc = func_80995190; this->actor.speed = 0.0f; } else if (Player_GetMask(play) != PLAYER_MASK_CAPTAIN) { - this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE); - this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); this->actor.hintId = TATL_HINT_ID_STALCHILD; this->actor.colChkInfo.mass = MASS_HEAVY; func_80995A30(this); @@ -406,8 +406,8 @@ void func_80995190(EnSkb* this, PlayState* play) { } void func_80995244(EnSkb* this, PlayState* play) { - this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); - this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); + this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); this->unk_3E2 = 0; switch (this->unk_3DE) { @@ -441,8 +441,8 @@ void func_809952D8(EnSkb* this) { void func_8099533C(EnSkb* this, PlayState* play) { if (Player_GetMask(play) == PLAYER_MASK_CAPTAIN) { - this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE); - this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); + this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); func_80994F7C(this, play); } else if (Actor_IsFacingPlayer(&this->actor, 0x2AAA) && (this->actor.xzDistToPlayer < 200.0f)) { this->actor.hintId = TATL_HINT_ID_STALCHILD; @@ -463,8 +463,8 @@ void func_809953E8(EnSkb* this) { void func_8099544C(EnSkb* this, PlayState* play) { if (Player_GetMask(play) == PLAYER_MASK_CAPTAIN) { - this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE); - this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); + this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); func_80994F7C(this, play); } else if (Actor_IsFacingPlayer(&this->actor, 0x2AAA) && (this->actor.xzDistToPlayer < 200.0f)) { this->actor.hintId = TATL_HINT_ID_STALCHILD; @@ -500,8 +500,8 @@ void func_8099556C(EnSkb* this, PlayState* play) { this->actor.shape.rot.x = Math_SinS(this->unk_3D4 * sp26) * 0x4E20; if (Player_GetMask(play) == PLAYER_MASK_CAPTAIN) { - this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE); - this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); + this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); func_80994F7C(this, play); } else if (Actor_IsFacingPlayer(&this->actor, 0x2AAA) && (this->actor.xzDistToPlayer < 200.0f) && (this->skelAnime.curFrame > 24.0f) && (this->skelAnime.curFrame < 28.0f)) { @@ -556,7 +556,7 @@ void func_809958F4(EnSkb* this) { Animation_Change(&this->skelAnime, &gStalchildStandUpAnim, -1.0f, Animation_GetLastFrame(&gStalchildStandUpAnim), 0.0f, ANIMMODE_ONCE, -4.0f); this->unk_3E4 = 0; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.speed = 0.0f; Actor_PlaySfx(&this->actor, NA_SE_EN_AKINDONUTS_HIDE); this->unk_3DE = 1; @@ -587,8 +587,8 @@ void func_80995A30(EnSkb* this) { void func_80995A8C(EnSkb* this, PlayState* play) { if (Player_GetMask(play) == PLAYER_MASK_CAPTAIN) { - this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE); - this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); + this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); this->actor.hintId = TATL_HINT_ID_NONE; this->actor.colChkInfo.mass = MASS_HEAVY; Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, STALCHILD_ANIM_12); @@ -753,7 +753,7 @@ void func_809961E4(EnSkb* this, PlayState* play) { this->actor.speed = -6.0f; } this->unk_3E4 = 0; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 40, NA_SE_EN_STALKID_DEAD); this->unk_3DE = 7; this->actionFunc = func_80996284; @@ -813,7 +813,7 @@ void func_809963D8(EnSkb* this, PlayState* play) { void func_80996474(EnSkb* this) { this->unk_3D0 = 0; this->actor.draw = NULL; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = func_809964A0; } diff --git a/src/overlays/actors/ovl_En_Slime/z_en_slime.c b/src/overlays/actors/ovl_En_Slime/z_en_slime.c index 8ead2f266e..eba351a790 100644 --- a/src/overlays/actors/ovl_En_Slime/z_en_slime.c +++ b/src/overlays/actors/ovl_En_Slime/z_en_slime.c @@ -7,7 +7,7 @@ #include "z_en_slime.h" #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_200) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_200) #define THIS ((EnSlime*)thisx) @@ -794,7 +794,7 @@ f32 EnSlime_SnapIceBlockPosition(f32 currentPosition, f32 homePosition) { */ void EnSlime_SetupSpawnIceBlock(EnSlime* this) { this->collider.base.acFlags &= ~AC_ON; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->drawDmgEffAlpha = 0.0f; this->actor.speed = 0.0f; this->actor.velocity.y = 0.0f; @@ -831,7 +831,7 @@ void EnSlime_SpawnIceBlock(EnSlime* this, PlayState* play) { this->actor.colorFilterTimer = 0; this->collider.base.acFlags |= AC_ON; this->iceBlockTimer = ICE_BLOCK_UNUSED; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.gravity = -2.0f; EnSlime_SetupIdle(this); } @@ -915,7 +915,7 @@ void EnSlime_IceBlockThaw(EnSlime* this, PlayState* play) { if (this->iceBlockTimer == ICE_BLOCK_UNUSED) { this->collider.base.acFlags |= AC_ON; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.flags &= ~ACTOR_FLAG_10; EnSlime_SetupIdle(this); } @@ -977,7 +977,7 @@ void EnSlime_Revive(EnSlime* this, PlayState* play) { this->timer++; if (this->timer == 28) { this->actor.flags &= ~ACTOR_FLAG_10; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->collider.base.acFlags |= AC_ON; this->actor.shape.rot.y = this->actor.home.rot.y; EnSlime_SetupMoveInDirection(this); @@ -1039,7 +1039,7 @@ void EnSlime_UpdateDamage(EnSlime* this, PlayState* play) { if (Actor_ApplyDamage(&this->actor) == 0) { Actor_SetDropFlag(&this->actor, &this->collider.elem); Enemy_StartFinishingBlow(play, &this->actor); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } if (this->actor.colChkInfo.damageEffect == EN_SLIME_DMGEFF_BLUNT) { diff --git a/src/overlays/actors/ovl_En_Snowman/z_en_snowman.c b/src/overlays/actors/ovl_En_Snowman/z_en_snowman.c index 7f00e4117c..71822d789d 100644 --- a/src/overlays/actors/ovl_En_Snowman/z_en_snowman.c +++ b/src/overlays/actors/ovl_En_Snowman/z_en_snowman.c @@ -7,7 +7,7 @@ #include "z_en_snowman.h" #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE) #define THIS ((EnSnowman*)thisx) @@ -244,7 +244,7 @@ void EnSnowman_Init(Actor* thisx, PlayState* play) { } else { Player* player = GET_PLAYER(play); - thisx->flags &= ~ACTOR_FLAG_TARGETABLE; + thisx->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Collider_InitAndSetCylinder(play, &this->collider, thisx, &sSnowballCylinderInit); thisx->world.rot.y = Actor_WorldYawTowardActor(thisx, &player->actor); thisx->velocity.y = (Actor_WorldDistXZToActor(thisx, &player->actor) * 0.035f) + -5.0f; @@ -606,7 +606,7 @@ void EnSnowman_SetupMelt(EnSnowman* this) { Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 50); this->collider.base.acFlags &= ~AC_ON; this->work.timer = 50; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.flags |= ACTOR_FLAG_10; this->actor.scale.y = this->actor.scale.x; this->actor.speed = 0.0f; @@ -790,7 +790,7 @@ void EnSnowman_SetupSplitDoNothing(EnSnowman* this) { this->combineState = EN_SNOWMAN_COMBINE_STATE_NO_ABSORPTION; } - this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_10); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_10); if ((this->actor.parent != NULL) && (((EnSnowman*)this->actor.parent)->actionFunc == EnSnowman_SplitDoNothing)) { if ((this->actor.child != NULL) && (((EnSnowman*)this->actor.child)->actionFunc == EnSnowman_SplitDoNothing)) { EnSnowman_SetupKill((EnSnowman*)this->actor.parent); @@ -825,7 +825,7 @@ void EnSnowman_Kill(EnSnowman* this, PlayState* play) { * Creates a small split Eeno with a certain Y-rotation and at a certain offset from basePos. */ void EnSnowman_CreateSplitEeno(EnSnowman* this, Vec3f* basePos, s32 yRot) { - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; Actor_SetScale(&this->actor, 0.01f); this->actor.shape.rot.y = yRot; this->actor.world.rot.y = this->actor.shape.rot.y; diff --git a/src/overlays/actors/ovl_En_Sob1/z_en_sob1.c b/src/overlays/actors/ovl_En_Sob1/z_en_sob1.c index 7573cbf5e8..9cb36decd9 100644 --- a/src/overlays/actors/ovl_En_Sob1/z_en_sob1.c +++ b/src/overlays/actors/ovl_En_Sob1/z_en_sob1.c @@ -9,7 +9,7 @@ #include "assets/objects/object_masterzoora/object_masterzoora.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnSob1*)thisx) @@ -1488,7 +1488,7 @@ void EnSob1_InitShop(EnSob1* this, PlayState* play) { this->blinkTimer = 20; this->eyeTexIndex = 0; this->blinkFunc = EnSob1_WaitForBlink; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } } diff --git a/src/overlays/actors/ovl_En_Ssh/z_en_ssh.c b/src/overlays/actors/ovl_En_Ssh/z_en_ssh.c index cd8b95a548..d4dcabcb42 100644 --- a/src/overlays/actors/ovl_En_Ssh/z_en_ssh.c +++ b/src/overlays/actors/ovl_En_Ssh/z_en_ssh.c @@ -7,7 +7,7 @@ #include "z_en_ssh.h" #include "assets/objects/object_st/object_st.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnSsh*)thisx) diff --git a/src/overlays/actors/ovl_En_St/z_en_st.c b/src/overlays/actors/ovl_En_St/z_en_st.c index 2582b60b70..6e1782aa70 100644 --- a/src/overlays/actors/ovl_En_St/z_en_st.c +++ b/src/overlays/actors/ovl_En_St/z_en_st.c @@ -8,8 +8,9 @@ #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS \ - (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_4000 | ACTOR_FLAG_1000000) +#define FLAGS \ + (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_4000 | \ + ACTOR_FLAG_1000000) #define THIS ((EnSt*)thisx) @@ -634,7 +635,7 @@ s32 func_808A6580(EnSt* this, PlayState* play) { SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 40, NA_SE_EN_STALTU_DEAD); Enemy_StartFinishingBlow(play, &this->actor); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; switch (this->actor.colChkInfo.damageEffect) { case 4: diff --git a/src/overlays/actors/ovl_En_Sth/z_en_sth.c b/src/overlays/actors/ovl_En_Sth/z_en_sth.c index 027f98ae03..000cc5c54a 100644 --- a/src/overlays/actors/ovl_En_Sth/z_en_sth.c +++ b/src/overlays/actors/ovl_En_Sth/z_en_sth.c @@ -10,7 +10,7 @@ #include "z_en_sth.h" #include "attributes.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnSth*)thisx) @@ -169,7 +169,7 @@ void EnSth_Init(Actor* thisx, PlayState* play) { this->actionFunc = EnSth_MoonLookingIdle; this->sthFlags |= STH_FLAG_DISABLE_HEAD_TRACK; - this->actor.targetMode = TARGET_MODE_3; + this->actor.attentionRangeType = ATTENTION_RANGE_3; this->actor.uncullZoneForward = 800.0f; break; @@ -615,7 +615,7 @@ void EnSth_UpdateOceansideSpiderHouseWaitForTokens(Actor* thisx, PlayState* play if (Inventory_GetSkullTokenCount(play->sceneId) >= SPIDER_HOUSE_TOKENS_REQUIRED) { this->actor.update = EnSth_Update; this->actor.draw = EnSth_Draw; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } } @@ -673,7 +673,7 @@ void EnSth_UpdateWaitForObject(Actor* thisx, PlayState* play) { (Inventory_GetSkullTokenCount(play->sceneId) < SPIDER_HOUSE_TOKENS_REQUIRED)) { this->actor.update = EnSth_UpdateOceansideSpiderHouseWaitForTokens; this->actor.draw = NULL; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } } } diff --git a/src/overlays/actors/ovl_En_Sth2/z_en_sth2.c b/src/overlays/actors/ovl_En_Sth2/z_en_sth2.c index d873f98a34..970b634d64 100644 --- a/src/overlays/actors/ovl_En_Sth2/z_en_sth2.c +++ b/src/overlays/actors/ovl_En_Sth2/z_en_sth2.c @@ -6,7 +6,7 @@ #include "z_en_sth2.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnSth2*)thisx) diff --git a/src/overlays/actors/ovl_En_Stone_heishi/z_en_stone_heishi.c b/src/overlays/actors/ovl_En_Stone_heishi/z_en_stone_heishi.c index 25ad464e56..f6e1dc5550 100644 --- a/src/overlays/actors/ovl_En_Stone_heishi/z_en_stone_heishi.c +++ b/src/overlays/actors/ovl_En_Stone_heishi/z_en_stone_heishi.c @@ -6,7 +6,7 @@ #include "z_en_stone_heishi.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_REACT_TO_LENS) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_REACT_TO_LENS) #define THIS ((EnStoneheishi*)thisx) @@ -123,7 +123,7 @@ void EnStoneheishi_Init(Actor* thisx, PlayState* play) { SOLDIER_LIMB_MAX); this->actor.colChkInfo.mass = MASS_IMMOVABLE; - this->actor.targetMode = TARGET_MODE_6; + this->actor.attentionRangeType = ATTENTION_RANGE_6; this->actor.gravity = -3.0f; Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); diff --git a/src/overlays/actors/ovl_En_Stop_heishi/z_en_stop_heishi.c b/src/overlays/actors/ovl_En_Stop_heishi/z_en_stop_heishi.c index 266502a599..5d1326ef05 100644 --- a/src/overlays/actors/ovl_En_Stop_heishi/z_en_stop_heishi.c +++ b/src/overlays/actors/ovl_En_Stop_heishi/z_en_stop_heishi.c @@ -7,7 +7,7 @@ #include "z_en_stop_heishi.h" #include "z64quake.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnStopheishi*)thisx) @@ -114,7 +114,7 @@ void EnStopheishi_Init(Actor* thisx, PlayState* play) { Actor_Kill(&this->actor); return; } - this->actor.targetMode = TARGET_MODE_0; + this->actor.attentionRangeType = ATTENTION_RANGE_0; this->actor.gravity = -3.0f; Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); this->rotYTarget = this->actor.world.rot.y; diff --git a/src/overlays/actors/ovl_En_Suttari/z_en_suttari.c b/src/overlays/actors/ovl_En_Suttari/z_en_suttari.c index 180be5d66b..0035c10e35 100644 --- a/src/overlays/actors/ovl_En_Suttari/z_en_suttari.c +++ b/src/overlays/actors/ovl_En_Suttari/z_en_suttari.c @@ -10,7 +10,7 @@ #include "overlays/actors/ovl_En_Elf/z_en_elf.h" #include "overlays/effects/ovl_Effect_Ss_Solder_Srch_Ball/z_eff_ss_solder_srch_ball.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnSuttari*)thisx) @@ -968,7 +968,7 @@ void func_80BAC6E8(EnSuttari* this, PlayState* play) { SkelAnime_InitFlex(play, &this->skelAnime, &object_boj_Skel_00C240, &object_boj_Anim_00071C, this->jointTable, this->morphTable, OBJECT_BOJ_LIMB_MAX); this->actor.draw = EnSuttari_Draw; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; if (play->sceneId == SCENE_IKANA) { this->flags1 |= 1; if ((gSaveContext.save.day == 1) || (gSaveContext.save.day == 2)) { @@ -1132,10 +1132,10 @@ void func_80BACEE0(EnSuttari* this, PlayState* play) { this->timePathTimeSpeed = R_TIME_SPEED + ((void)0, gSaveContext.save.timeSpeedOffset); if (!Schedule_RunScript(play, D_80BAE820, &scheduleOutput) || ((this->scheduleResult != scheduleOutput.result) && !func_80BABF64(this, play, &scheduleOutput))) { - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; scheduleOutput.result = 0; } else { - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } this->scheduleResult = scheduleOutput.result; func_80BAC2FC(this, play); @@ -1156,10 +1156,10 @@ void func_80BAD004(EnSuttari* this, PlayState* play) { this->timePathTimeSpeed = R_TIME_SPEED + ((void)0, gSaveContext.save.timeSpeedOffset); if (!Schedule_RunScript(play, D_80BAE820, &scheduleOutput) || ((this->scheduleResult != scheduleOutput.result) && !func_80BABF64(this, play, &scheduleOutput))) { - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; scheduleOutput.result = 0; } else { - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } this->scheduleResult = scheduleOutput.result; @@ -1286,10 +1286,10 @@ void func_80BAD5F8(EnSuttari* this, PlayState* play) { this->timePathTimeSpeed = R_TIME_SPEED + ((void)0, gSaveContext.save.timeSpeedOffset); if (!Schedule_RunScript(play, D_80BAE820, &scheduleOutput) || ((this->scheduleResult != scheduleOutput.result) && !func_80BABF64(this, play, &scheduleOutput))) { - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; scheduleOutput.result = 0; } else { - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } this->scheduleResult = scheduleOutput.result; func_80BAC2FC(this, play); @@ -1324,10 +1324,10 @@ void func_80BAD7F8(EnSuttari* this, PlayState* play) { this->timePathTimeSpeed = R_TIME_SPEED + ((void)0, gSaveContext.save.timeSpeedOffset); if (!Schedule_RunScript(play, D_80BAE820, &scheduleOutput) || ((this->scheduleResult != scheduleOutput.result) && !func_80BABF64(this, play, &scheduleOutput))) { - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; scheduleOutput.result = 0; } else { - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } this->scheduleResult = scheduleOutput.result; func_80BAC2FC(this, play); @@ -1486,7 +1486,7 @@ void EnSuttari_Init(Actor* thisx, PlayState* play) { Collider_InitCylinder(play, &this->collider); Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); CollisionCheck_SetInfo2(&this->actor.colChkInfo, &sDamageTable, &sColChkInfoInit2); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; EnSuttari_GetPaths(this, play); Actor_SetScale(&this->actor, 0.01f); this->actionFunc = func_80BAC6E8; diff --git a/src/overlays/actors/ovl_En_Sw/z_en_sw.c b/src/overlays/actors/ovl_En_Sw/z_en_sw.c index 17047839c0..bdd0ac2693 100644 --- a/src/overlays/actors/ovl_En_Sw/z_en_sw.c +++ b/src/overlays/actors/ovl_En_Sw/z_en_sw.c @@ -7,7 +7,7 @@ #include "z_en_sw.h" #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE) #define THIS ((EnSw*)thisx) @@ -683,7 +683,7 @@ s32 func_808DA08C(EnSw* this, PlayState* play) { } else if (!func_808D90C4(this)) { SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 40, NA_SE_EN_STALTU_DEAD); Enemy_StartFinishingBlow(play, &this->actor); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; if (!ENSW_GET_3(&this->actor)) { SubS_ChangeAnimationByInfoS(&this->skelAnime, sAnimationInfo, ENSW_ANIM_3); } @@ -1175,7 +1175,7 @@ void EnSw_Init(Actor* thisx, PlayState* play) { break; case 1: - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.flags |= ACTOR_FLAG_10; this->unk_460 = ABS_ALT(thisx->world.rot.z); @@ -1192,7 +1192,7 @@ void EnSw_Init(Actor* thisx, PlayState* play) { case 2: case 3: - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.flags |= ACTOR_FLAG_10; this->unk_460 = ABS_ALT(thisx->world.rot.z); diff --git a/src/overlays/actors/ovl_En_Syateki_Man/z_en_syateki_man.c b/src/overlays/actors/ovl_En_Syateki_Man/z_en_syateki_man.c index 7a7080bc4e..b5aa69c3d7 100644 --- a/src/overlays/actors/ovl_En_Syateki_Man/z_en_syateki_man.c +++ b/src/overlays/actors/ovl_En_Syateki_Man/z_en_syateki_man.c @@ -14,7 +14,7 @@ #include "overlays/actors/ovl_En_Syateki_Okuta/z_en_syateki_okuta.h" #include "overlays/actors/ovl_En_Syateki_Wf/z_en_syateki_wf.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_LOCK_ON_DISABLED) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_LOCK_ON_DISABLED) #define THIS ((EnSyatekiMan*)thisx) @@ -207,7 +207,7 @@ void EnSyatekiMan_Init(Actor* thisx, PlayState* play) { Path* path = &play->setupPathList[SG_MAN_GET_PATH_INDEX(&this->actor)]; s32 actorListLength = sSwampTargetActorListLengths[this->swampTargetActorListIndex]; - this->actor.targetMode = TARGET_MODE_1; + this->actor.attentionRangeType = ATTENTION_RANGE_1; Actor_SetScale(&this->actor, 0.01f); if (play->sceneId == SCENE_SYATEKI_MORI) { SkelAnime_InitFlex(play, &this->skelAnime, &gBurlyGuySkel, &gBurlyGuyHeadScratchLoopAnim, this->jointTable, diff --git a/src/overlays/actors/ovl_En_Tab/z_en_tab.c b/src/overlays/actors/ovl_En_Tab/z_en_tab.c index 0f33e8f245..5b52b91f27 100644 --- a/src/overlays/actors/ovl_En_Tab/z_en_tab.c +++ b/src/overlays/actors/ovl_En_Tab/z_en_tab.c @@ -8,7 +8,7 @@ #include "assets/objects/gameplay_keep/gameplay_keep.h" #include "assets/objects/object_tab/object_tab.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnTab*)thisx) @@ -522,7 +522,7 @@ s32 func_80BE0F04(EnTab* this, PlayState* play, ScheduleOutput* scheduleOutput) Math_Vec3f_Copy(&this->actor.world.pos, &D_80BE1AF0); Math_Vec3s_Copy(&this->actor.world.rot, &D_80BE1AFC); Math_Vec3s_Copy(&this->actor.shape.rot, &this->actor.world.rot); - this->actor.targetMode = TARGET_MODE_0; + this->actor.attentionRangeType = ATTENTION_RANGE_0; SubS_SetOfferMode(&this->unk_2FC, SUBS_OFFER_MODE_ONSCREEN, SUBS_OFFER_MODE_MASK); this->unk_2FC |= (0x40 | 0x20); this->unk_30C = 30; @@ -539,7 +539,7 @@ s32 func_80BE0FC4(EnTab* this, PlayState* play, ScheduleOutput* scheduleOutput) Math_Vec3f_Copy(&this->actor.world.pos, &D_80BE1B04); Math_Vec3s_Copy(&this->actor.world.rot, &D_80BE1B10); Math_Vec3s_Copy(&this->actor.shape.rot, &this->actor.world.rot); - this->actor.targetMode = TARGET_MODE_6; + this->actor.attentionRangeType = ATTENTION_RANGE_6; SubS_SetOfferMode(&this->unk_2FC, SUBS_OFFER_MODE_ONSCREEN, SUBS_OFFER_MODE_MASK); this->unk_2FC |= (0x40 | 0x20); this->unk_30C = 0x50; @@ -626,11 +626,11 @@ void func_80BE127C(EnTab* this, PlayState* play) { if (!Schedule_RunScript(play, D_80BE18D0, &scheduleOutput) || ((this->scheduleResult != scheduleOutput.result) && !func_80BE1060(this, play, &scheduleOutput))) { this->actor.shape.shadowDraw = NULL; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; scheduleOutput.result = 0; } else { this->actor.shape.shadowDraw = ActorShadow_DrawCircle; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } this->scheduleResult = scheduleOutput.result; func_80BE1224(this, play); diff --git a/src/overlays/actors/ovl_En_Takaraya/z_en_takaraya.c b/src/overlays/actors/ovl_En_Takaraya/z_en_takaraya.c index e75f2d27be..26363ccb71 100644 --- a/src/overlays/actors/ovl_En_Takaraya/z_en_takaraya.c +++ b/src/overlays/actors/ovl_En_Takaraya/z_en_takaraya.c @@ -7,7 +7,7 @@ #include "z_en_takaraya.h" #include "overlays/actors/ovl_En_Box/z_en_box.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnTakaraya*)thisx) @@ -58,7 +58,7 @@ TexturePtr sEyesDownTextures[] = { }; static InitChainEntry sInitChain[] = { - ICHAIN_U8(targetMode, TARGET_MODE_6, ICHAIN_CONTINUE), + ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_6, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 1000, ICHAIN_STOP), }; diff --git a/src/overlays/actors/ovl_En_Talk/z_en_talk.c b/src/overlays/actors/ovl_En_Talk/z_en_talk.c index 3f8f2d5bcb..7a129a0ffa 100644 --- a/src/overlays/actors/ovl_En_Talk/z_en_talk.c +++ b/src/overlays/actors/ovl_En_Talk/z_en_talk.c @@ -6,7 +6,7 @@ #include "z_en_talk.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnTalk*)thisx) @@ -30,10 +30,10 @@ ActorProfile En_Talk_Profile = { void EnTalk_Init(Actor* thisx, PlayState* play) { EnTalk* this = THIS; - s8 targetMode = ENTALK_GET_TARGET_MODE(&this->actor); + s8 attentionRangeType = ENTALK_GET_TARGET_MODE(&this->actor); - if ((targetMode >= TARGET_MODE_0) && (targetMode < TARGET_MODE_7)) { - this->actor.targetMode = targetMode; + if ((attentionRangeType >= ATTENTION_RANGE_0) && (attentionRangeType < ATTENTION_RANGE_7)) { + this->actor.attentionRangeType = attentionRangeType; } Actor_SetScale(&this->actor, 1.0f); diff --git a/src/overlays/actors/ovl_En_Talk_Gibud/z_en_talk_gibud.c b/src/overlays/actors/ovl_En_Talk_Gibud/z_en_talk_gibud.c index 6a7699a7fa..6824a94a8f 100644 --- a/src/overlays/actors/ovl_En_Talk_Gibud/z_en_talk_gibud.c +++ b/src/overlays/actors/ovl_En_Talk_Gibud/z_en_talk_gibud.c @@ -7,7 +7,7 @@ #include "z_en_talk_gibud.h" #include "z64rumble.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_400) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_400) #define THIS ((EnTalkGibud*)thisx) @@ -229,7 +229,7 @@ void EnTalkGibud_Init(Actor* thisx, PlayState* play) { s32 i; Actor_ProcessInitChain(&this->actor, sInitChain); - this->actor.targetMode = TARGET_MODE_0; + this->actor.attentionRangeType = ATTENTION_RANGE_0; this->actor.hintId = TATL_HINT_ID_GIBDO; this->actor.textId = 0; @@ -384,7 +384,7 @@ void EnTalkGibud_WalkToPlayer(EnTalkGibud* this, PlayState* play) { void EnTalkGibud_SetupGrab(EnTalkGibud* this) { Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, EN_TALK_GIBUD_ANIM_GRAB_START); this->grabDamageTimer = 0; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->grabState = EN_TALK_GIBUD_GRAB_START; this->actionFunc = EnTalkGibud_Grab; } @@ -426,7 +426,7 @@ void EnTalkGibud_Grab(EnTalkGibud* this, PlayState* play) { } Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, EN_TALK_GIBUD_ANIM_GRAB_END); - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->grabState = EN_TALK_GIBUD_GRAB_RELEASE; this->grabDamageTimer = 0; } @@ -569,8 +569,8 @@ void EnTalkGibud_Damage(EnTalkGibud* this, PlayState* play) { if ((this->drawDmgEffTimer > 0) && (this->drawDmgEffType == ACTOR_DRAW_DMGEFF_FIRE) && (this->type == EN_TALK_GIBUD_TYPE_GIBDO)) { this->actor.hintId = TATL_HINT_ID_REDEAD; - this->actor.flags &= ~(ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_TARGETABLE); - this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE); + this->actor.flags &= ~(ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_ATTENTION_ENABLED); + this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); SkelAnime_InitFlex(play, &this->skelAnime, &gRedeadSkel, NULL, this->jointTable, this->morphTable, GIBDO_LIMB_MAX); this->type = EN_TALK_GIBUD_TYPE_REDEAD; @@ -586,7 +586,7 @@ void EnTalkGibud_Damage(EnTalkGibud* this, PlayState* play) { void EnTalkGibud_SetupDead(EnTalkGibud* this) { Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, EN_TALK_GIBUD_ANIM_DEATH); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Actor_PlaySfx(&this->actor, NA_SE_EN_REDEAD_DEAD); this->deathTimer = 0; this->actionFunc = EnTalkGibud_Dead; @@ -612,7 +612,7 @@ void EnTalkGibud_Dead(EnTalkGibud* this, PlayState* play) { void EnTalkGibud_SetupRevive(EnTalkGibud* this) { Animation_Change(&this->skelAnime, &gGibdoRedeadDeathAnim, -1.0f, Animation_GetLastFrame(&gGibdoRedeadDeathAnim), 0.0f, ANIMMODE_ONCE, -8.0f); - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; Actor_PlaySfx(&this->actor, NA_SE_EN_REDEAD_REVERSE); this->deathTimer = 0; this->actor.world.rot.y = this->actor.shape.rot.y; @@ -852,7 +852,7 @@ void EnTalkGibud_Talk(EnTalkGibud* this, PlayState* play) { void EnTalkGibud_SetupDisappear(EnTalkGibud* this) { Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, EN_TALK_GIBUD_ANIM_IDLE); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->disappearanceTimer = 40; this->actionFunc = EnTalkGibud_Disappear; } @@ -934,15 +934,15 @@ void EnTalkGibud_CheckForGibdoMask(EnTalkGibud* this, PlayState* play) { (this->actionFunc != EnTalkGibud_Damage) && (this->actionFunc != EnTalkGibud_Talk)) { if (this->actionFunc != EnTalkGibud_PassiveIdle) { if (Player_GetMask(play) == PLAYER_MASK_GIBDO) { - this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE); - this->actor.flags |= (ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_TARGETABLE); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); + this->actor.flags |= (ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_ATTENTION_ENABLED); this->actor.hintId = TATL_HINT_ID_NONE; this->actor.textId = 0; EnTalkGibud_SetupPassiveIdle(this); } } else if (Player_GetMask(play) != PLAYER_MASK_GIBDO) { - this->actor.flags &= ~(ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_TARGETABLE); - this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE); + this->actor.flags &= ~(ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_ATTENTION_ENABLED); + this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); if (this->type == EN_TALK_GIBUD_TYPE_REDEAD) { this->actor.hintId = TATL_HINT_ID_REDEAD; } else { diff --git a/src/overlays/actors/ovl_En_Tanron1/z_en_tanron1.c b/src/overlays/actors/ovl_En_Tanron1/z_en_tanron1.c index 21953ac10b..33e6dc2ee4 100644 --- a/src/overlays/actors/ovl_En_Tanron1/z_en_tanron1.c +++ b/src/overlays/actors/ovl_En_Tanron1/z_en_tanron1.c @@ -6,7 +6,7 @@ #include "z_en_tanron1.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnTanron1*)thisx) @@ -37,7 +37,7 @@ static s32 sPad = 0; void EnTanron1_Init(Actor* thisx, PlayState* play) { EnTanron1* this = THIS; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; if (!ENTANRON1_GET_100(&this->actor)) { this->unk_144 = 0; } else { diff --git a/src/overlays/actors/ovl_En_Tanron2/z_en_tanron2.c b/src/overlays/actors/ovl_En_Tanron2/z_en_tanron2.c index 42d18b3964..4c3c40c3ce 100644 --- a/src/overlays/actors/ovl_En_Tanron2/z_en_tanron2.c +++ b/src/overlays/actors/ovl_En_Tanron2/z_en_tanron2.c @@ -10,7 +10,7 @@ #include "assets/objects/gameplay_keep/gameplay_keep.h" #include "assets/objects/object_boss04/object_boss04.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnTanron2*)thisx) @@ -122,7 +122,7 @@ void EnTanron2_Init(Actor* thisx, PlayState* play) { EnTanron2* this = THIS; D_80BB8450 = (Boss04*)this->actor.parent; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; if (this->actor.params == 100) { this->actor.update = func_80BB7B90; @@ -136,7 +136,7 @@ void EnTanron2_Init(Actor* thisx, PlayState* play) { this->actor.draw = NULL; this->actor.colChkInfo.health = 1; this->actor.colChkInfo.damageTable = &sDamageTable; - this->actor.targetMode = TARGET_MODE_5; + this->actor.attentionRangeType = ATTENTION_RANGE_5; Collider_InitAndSetCylinder(play, &this->collider1, &this->actor, &sCylinderInit1); Collider_InitAndSetCylinder(play, &this->collider2, &this->actor, &sCylinderInit2); @@ -205,7 +205,7 @@ void func_80BB6B80(EnTanron2* this) { this->actor.velocity.x = 0.0f; this->unk_158 = 0; this->unk_159 = 1; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->collider1.dim.radius = 30; this->collider1.dim.height = 50; this->collider1.dim.yShift = -25; @@ -551,10 +551,10 @@ void EnTanron2_Update(Actor* thisx, PlayState* play) { if (ABS_ALT(BINANG_SUB(D_80BB8450->actor.yawTowardsPlayer, atan)) > 0x3000) { this->unk_159 = 0; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } else { this->unk_159 = 1; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } } } diff --git a/src/overlays/actors/ovl_En_Tanron3/z_en_tanron3.c b/src/overlays/actors/ovl_En_Tanron3/z_en_tanron3.c index 88203780f1..bf8eb1f112 100644 --- a/src/overlays/actors/ovl_En_Tanron3/z_en_tanron3.c +++ b/src/overlays/actors/ovl_En_Tanron3/z_en_tanron3.c @@ -8,7 +8,7 @@ #include "overlays/actors/ovl_Boss_03/z_boss_03.h" #include "assets/objects/object_boss03/object_boss03.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnTanron3*)thisx) @@ -117,7 +117,7 @@ void EnTanron3_Init(Actor* thisx, PlayState* play) { this->morphTable, GYORG_SMALL_FISH_LIMB_MAX); Actor_SetScale(&this->actor, 0.02f); EnTanron3_SetupLive(this, play); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->currentRotationAngle = Rand_ZeroFloat(500000.0f); this->waterSurfaceYPos = 430.0f; sGyorg = (Boss03*)this->actor.parent; diff --git a/src/overlays/actors/ovl_En_Tanron4/z_en_tanron4.c b/src/overlays/actors/ovl_En_Tanron4/z_en_tanron4.c index 6893506068..eb34745c12 100644 --- a/src/overlays/actors/ovl_En_Tanron4/z_en_tanron4.c +++ b/src/overlays/actors/ovl_En_Tanron4/z_en_tanron4.c @@ -50,7 +50,7 @@ void EnTanron4_Init(Actor* thisx, PlayState* play2) { SkelAnime_InitFlex(play, &this->skelAnime, &gSeagullSkel, &gSeagullFlapAnim, this->jointTable, this->morphTable, SEAGULL_LIMB_RIGHT_WING_MAX); - thisx->flags &= ~ACTOR_FLAG_TARGETABLE; + thisx->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; thisx->speed = 3.0f + KREG(48); thisx->uncullZoneForward = 10000.0f + KREG(70); this->randRollTimer = Rand_ZeroFloat(10.0f); diff --git a/src/overlays/actors/ovl_En_Tanron6/z_en_tanron6.c b/src/overlays/actors/ovl_En_Tanron6/z_en_tanron6.c index f75fb5a3b2..f2361a2390 100644 --- a/src/overlays/actors/ovl_En_Tanron6/z_en_tanron6.c +++ b/src/overlays/actors/ovl_En_Tanron6/z_en_tanron6.c @@ -6,7 +6,7 @@ #include "z_en_tanron6.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE) #define THIS ((EnTanron6*)thisx) @@ -72,7 +72,7 @@ void EnTanron6_Init(Actor* thisx, PlayState* play) { ActorShape_Init(&this->actor.shape, 0, ActorShadow_DrawCircle, 19.0f); this->actor.colChkInfo.health = 1; this->actor.colChkInfo.damageTable = &sDamageTable; - this->actor.targetMode = TARGET_MODE_6; + this->actor.attentionRangeType = ATTENTION_RANGE_6; EnTanron6_DoNothing(this); } diff --git a/src/overlays/actors/ovl_En_Test3/z_en_test3.c b/src/overlays/actors/ovl_En_Test3/z_en_test3.c index fd7d2f40ce..ef7eb01f1b 100644 --- a/src/overlays/actors/ovl_En_Test3/z_en_test3.c +++ b/src/overlays/actors/ovl_En_Test3/z_en_test3.c @@ -651,7 +651,7 @@ s32 func_80A3F73C(EnTest3* this, PlayState* play) { func_80A3F5A4(this, play); } this->player.actor.textId = this->unk_D78->textId; - this->player.actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->player.actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); } return false; } @@ -1000,7 +1000,7 @@ void func_80A40908(EnTest3* this, PlayState* play) { Actor_OfferTalkExchange(&this->player.actor, play, 9999.9f, 9999.9f, PLAYER_IA_MINUS1); this->unk_D78 = &D_80A41854[6]; this->player.actor.textId = this->unk_D78->textId; - this->player.actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->player.actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); } } @@ -1030,7 +1030,7 @@ void EnTest3_Update(Actor* thisx, PlayState* play2) { play->actorCtx.flags &= ~ACTORCTX_FLAG_7; this->player.actor.draw = EnTest3_Draw; D_80A41D48 = false; - this->player.actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->player.actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); if (Cutscene_IsCueInChannel(play, CS_CMD_ACTOR_CUE_506) && !((this->player.actor.category == ACTORCAT_PLAYER) && diff --git a/src/overlays/actors/ovl_En_Tg/z_en_tg.c b/src/overlays/actors/ovl_En_Tg/z_en_tg.c index f3ca664c9a..365c126834 100644 --- a/src/overlays/actors/ovl_En_Tg/z_en_tg.c +++ b/src/overlays/actors/ovl_En_Tg/z_en_tg.c @@ -7,7 +7,7 @@ #include "z_en_tg.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnTg*)thisx) diff --git a/src/overlays/actors/ovl_En_Thiefbird/z_en_thiefbird.c b/src/overlays/actors/ovl_En_Thiefbird/z_en_thiefbird.c index 6a91a09113..4076f8547f 100644 --- a/src/overlays/actors/ovl_En_Thiefbird/z_en_thiefbird.c +++ b/src/overlays/actors/ovl_En_Thiefbird/z_en_thiefbird.c @@ -8,7 +8,7 @@ #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" #define FLAGS \ - (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_200 | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_80000000) + (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_200 | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_80000000) #define THIS ((EnThiefbird*)thisx) @@ -642,7 +642,7 @@ void func_80C11D14(EnThiefbird* this, PlayState* play) { } void func_80C11DC0(EnThiefbird* this) { - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = func_80C11DF0; this->actor.gravity = -0.5f; } @@ -837,7 +837,7 @@ void func_80C124B0(EnThiefbird* this, PlayState* play) { } void func_80C126A8(EnThiefbird* this) { - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->collider.base.acFlags &= ~AC_ON; this->actionFunc = func_80C126D8; } diff --git a/src/overlays/actors/ovl_En_Time_Tag/z_en_time_tag.c b/src/overlays/actors/ovl_En_Time_Tag/z_en_time_tag.c index e98772a797..ddfc7e7687 100644 --- a/src/overlays/actors/ovl_En_Time_Tag/z_en_time_tag.c +++ b/src/overlays/actors/ovl_En_Time_Tag/z_en_time_tag.c @@ -163,7 +163,7 @@ void EnTimeTag_SoaringEngraving_Wait(EnTimeTag* this, PlayState* play) { } else if ((this->actor.xzDistToPlayer < 100.0f) && Player_IsFacingActor(&this->actor, 0x3000, play) && (Flags_GetSwitch(play, TIMETAG_SOARING_GET_SWITCH_FLAG(&this->actor)) || CHECK_QUEST_ITEM(QUEST_SONG_SOARING))) { - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; Actor_OfferTalk(&this->actor, play, 110.0f); } } diff --git a/src/overlays/actors/ovl_En_Tite/z_en_tite.c b/src/overlays/actors/ovl_En_Tite/z_en_tite.c index c79eb1068b..769f0c7c14 100644 --- a/src/overlays/actors/ovl_En_Tite/z_en_tite.c +++ b/src/overlays/actors/ovl_En_Tite/z_en_tite.c @@ -7,7 +7,7 @@ #include "z_en_tite.h" #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_200) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_200) #define THIS ((EnTite*)thisx) @@ -160,7 +160,7 @@ void EnTite_Init(Actor* thisx, PlayState* play) { if (this->actor.params == ENTITE_MINUS_3) { this->actor.params = ENTITE_MINUS_2; this->unk_2BE = 240; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.shape.yOffset = -3000.0f; this->actor.shape.shadowDraw = NULL; func_80895A10(this); @@ -351,7 +351,7 @@ void func_8089408C(EnTite* this, PlayState* play) { this->actor.shape.rot.y = this->actor.yawTowardsPlayer; this->actor.world.rot.y = this->actor.shape.rot.y; this->actor.shape.shadowDraw = ActorShadow_DrawCircle; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.velocity.y = 10.0f; } else { this->actor.velocity.y = 8.0f; @@ -638,7 +638,7 @@ void func_80895020(EnTite* this, PlayState* play) { this->collider.base.acFlags &= ~AC_ON; this->actor.colorFilterTimer = 0; SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 40, NA_SE_EN_TEKU_DEAD); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.flags |= ACTOR_FLAG_10; this->unk_2BA = 1; Item_DropCollectibleRandom(play, &this->actor, &this->actor.world.pos, this->unk_2BE); @@ -927,7 +927,7 @@ void func_80895E28(EnTite* this, PlayState* play) { func_800B0DE0(play, &sp44, &sp38, &D_80896B44, &D_80896B3C, &D_80896B40, 500, 50); if (Math_StepToF(&this->actor.shape.yOffset, 0.0f, 200.0f)) { - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.world.rot.y = this->actor.shape.rot.y; this->collider.base.acFlags |= AC_ON; func_808945EC(this); @@ -1020,7 +1020,7 @@ void func_80895FF8(EnTite* this, PlayState* play) { } else if ((this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) && (this->collider.base.acFlags & AC_ON) && (this->actor.colChkInfo.health != 0) && (play->actorCtx.unk2 != 0) && (this->actor.xyzDistToPlayerSq < SQ(200.0f))) { - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; if (this->actor.shape.yOffset < 0.0f) { this->actor.shape.yOffset = 0.0f; this->actor.shape.shadowDraw = ActorShadow_DrawCircle; diff --git a/src/overlays/actors/ovl_En_Tk/z_en_tk.c b/src/overlays/actors/ovl_En_Tk/z_en_tk.c index 74297d2e0e..7e6433f8be 100644 --- a/src/overlays/actors/ovl_En_Tk/z_en_tk.c +++ b/src/overlays/actors/ovl_En_Tk/z_en_tk.c @@ -9,7 +9,7 @@ #include "overlays/actors/ovl_Bg_Danpei_Movebg/z_bg_danpei_movebg.h" #include "overlays/actors/ovl_En_Door/z_en_door.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnTk*)thisx) @@ -230,7 +230,7 @@ void EnTk_Init(Actor* thisx, PlayState* play) { } if ((this->unk_2B0 == 1) || (this->unk_2B0 == 3)) { - this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); this->actor.update = func_80AEF2C8; this->actor.draw = NULL; return; @@ -244,7 +244,7 @@ void EnTk_Init(Actor* thisx, PlayState* play) { this->unk_318 = 0; this->animIndex = ENTK_ANIM_NONE; Actor_SetScale(&this->actor, 0.01f); - this->actor.targetMode = TARGET_MODE_1; + this->actor.attentionRangeType = ATTENTION_RANGE_1; this->actor.colChkInfo.mass = MASS_IMMOVABLE; if (this->unk_2B0 == 2) { @@ -371,9 +371,9 @@ void func_80AECB6C(EnTk* this, PlayState* play) { if (!scheduleResult && (this->scheduleResult != 0)) { this->actor.draw = NULL; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } else if (scheduleResult && (this->scheduleResult == 0)) { - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.draw = EnTk_Draw; } @@ -381,7 +381,7 @@ void func_80AECB6C(EnTk* this, PlayState* play) { func_80AECE0C(this, play); if (this->unk_3CE & 8) { - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.draw = NULL; } } diff --git a/src/overlays/actors/ovl_En_Toto/z_en_toto.c b/src/overlays/actors/ovl_En_Toto/z_en_toto.c index 2337ccfcac..619c0bdc96 100644 --- a/src/overlays/actors/ovl_En_Toto/z_en_toto.c +++ b/src/overlays/actors/ovl_En_Toto/z_en_toto.c @@ -6,7 +6,7 @@ #include "z_en_toto.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnToto*)thisx) @@ -88,7 +88,7 @@ static EnTotoActionFunc D_80BA501C[] = { }; static InitChainEntry sInitChain[] = { - ICHAIN_U8(targetMode, TARGET_MODE_1, ICHAIN_STOP), + ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_1, ICHAIN_STOP), }; static EnTotoText D_80BA502C[] = { diff --git a/src/overlays/actors/ovl_En_Trt/z_en_trt.c b/src/overlays/actors/ovl_En_Trt/z_en_trt.c index 75383ee9b9..7903fb3853 100644 --- a/src/overlays/actors/ovl_En_Trt/z_en_trt.c +++ b/src/overlays/actors/ovl_En_Trt/z_en_trt.c @@ -8,7 +8,7 @@ #include "assets/objects/object_trt/object_trt.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnTrt*)thisx) @@ -1581,7 +1581,7 @@ void EnTrt_InitShop(EnTrt* this, PlayState* play) { this->flags |= ENTRT_GIVEN_MUSHROOM; } - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } void EnTrt_GetCutscenes(EnTrt* this, PlayState* play) { diff --git a/src/overlays/actors/ovl_En_Trt2/z_en_trt2.c b/src/overlays/actors/ovl_En_Trt2/z_en_trt2.c index bc7f71068f..82b7bb756d 100644 --- a/src/overlays/actors/ovl_En_Trt2/z_en_trt2.c +++ b/src/overlays/actors/ovl_En_Trt2/z_en_trt2.c @@ -7,7 +7,7 @@ #include "z_en_trt2.h" #include "assets/objects/object_trt/object_trt.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnTrt2*)thisx) @@ -241,7 +241,7 @@ void func_80AD381C(EnTrt2* this, PlayState* play) { this->actor.world.pos.y -= 50.0f; this->unk_3D9 = 0; this->unk_3B2 = 0; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.flags |= ACTOR_FLAG_10; } } else { @@ -800,7 +800,7 @@ void func_80AD4FE4(EnTrt2* this, PlayState* play) { } static InitChainEntry sInitChain[] = { - ICHAIN_U8(targetMode, TARGET_MODE_3, ICHAIN_CONTINUE), + ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_3, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 500, ICHAIN_STOP), }; diff --git a/src/overlays/actors/ovl_En_Tru/z_en_tru.c b/src/overlays/actors/ovl_En_Tru/z_en_tru.c index b4fd01a07c..5ae1c9ff94 100644 --- a/src/overlays/actors/ovl_En_Tru/z_en_tru.c +++ b/src/overlays/actors/ovl_En_Tru/z_en_tru.c @@ -8,7 +8,7 @@ #include "attributes.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnTru*)thisx) @@ -1107,7 +1107,7 @@ s32 func_80A87DC0(Actor* thisx, PlayState* play) { } if (ret == true) { - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.draw = NULL; this->msgScriptCallback = NULL; this->unk_34E = 0; @@ -1205,7 +1205,7 @@ void EnTru_Init(Actor* thisx, PlayState* play) { this->unk_384 = 1; } - this->actor.targetMode = TARGET_MODE_0; + this->actor.attentionRangeType = ATTENTION_RANGE_0; Actor_SetScale(&this->actor, 0.008f); this->unk_34E = 0; diff --git a/src/overlays/actors/ovl_En_Tru_Mt/z_en_tru_mt.c b/src/overlays/actors/ovl_En_Tru_Mt/z_en_tru_mt.c index 484b1a5c8f..a5f22567b7 100644 --- a/src/overlays/actors/ovl_En_Tru_Mt/z_en_tru_mt.c +++ b/src/overlays/actors/ovl_En_Tru_Mt/z_en_tru_mt.c @@ -7,7 +7,7 @@ #include "z_en_tru_mt.h" #include "overlays/actors/ovl_En_Jc_Mato/z_en_jc_mato.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnTruMt*)thisx) @@ -428,7 +428,7 @@ void EnTruMt_Init(Actor* thisx, PlayState* play) { this->collider.dim.worldSphere.radius = 22; this->actor.colChkInfo.damageTable = &sDamageTable; this->path = SubS_GetPathByIndex(play, ENTRUMT_GET_FF(&this->actor), ENTRUMT_PATH_INDEX_NONE); - this->actor.targetMode = TARGET_MODE_0; + this->actor.attentionRangeType = ATTENTION_RANGE_0; Actor_SetScale(&this->actor, 0.008f); Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_4); diff --git a/src/overlays/actors/ovl_En_Tsn/z_en_tsn.c b/src/overlays/actors/ovl_En_Tsn/z_en_tsn.c index 3e42e8547d..c8e1d1d77c 100644 --- a/src/overlays/actors/ovl_En_Tsn/z_en_tsn.c +++ b/src/overlays/actors/ovl_En_Tsn/z_en_tsn.c @@ -8,7 +8,7 @@ #include "z64snap.h" #include "assets/objects/object_tsn/object_tsn.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) #define THIS ((EnTsn*)thisx) @@ -79,7 +79,7 @@ void func_80ADFCEC(EnTsn* this, PlayState* play) { this->actor.update = func_80AE0F84; this->actor.destroy = NULL; this->actor.draw = NULL; - this->actor.targetMode = TARGET_MODE_7; + this->actor.attentionRangeType = ATTENTION_RANGE_7; switch (ENTSN_GET_F(&this->actor)) { case ENTSN_F_0: diff --git a/src/overlays/actors/ovl_En_Tubo_Trap/z_en_tubo_trap.c b/src/overlays/actors/ovl_En_Tubo_Trap/z_en_tubo_trap.c index b8802de3f7..c219eb96cc 100644 --- a/src/overlays/actors/ovl_En_Tubo_Trap/z_en_tubo_trap.c +++ b/src/overlays/actors/ovl_En_Tubo_Trap/z_en_tubo_trap.c @@ -238,7 +238,7 @@ void EnTuboTrap_Idle(EnTuboTrap* this, PlayState* play) { if ((startingRotation == 0) || (this->actor.playerHeightRel <= (startingRotation * 10.0f))) { Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_ENEMY); currentHeight = this->actor.world.pos.y; - this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_10); // always update and can target + this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_10); // always update and can target transformationHeight = sTransformationHeight[player->transformation]; diff --git a/src/overlays/actors/ovl_En_Vm/z_en_vm.c b/src/overlays/actors/ovl_En_Vm/z_en_vm.c index 1fd43b8c03..b9393a394e 100644 --- a/src/overlays/actors/ovl_En_Vm/z_en_vm.c +++ b/src/overlays/actors/ovl_En_Vm/z_en_vm.c @@ -9,7 +9,7 @@ #include "assets/objects/gameplay_keep/gameplay_keep.h" #include "assets/objects/object_vm/object_vm.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_400) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_400) #define THIS ((EnVm*)thisx) diff --git a/src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.c b/src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.c index 3a5f1247d5..e1ab9d15a6 100644 --- a/src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.c +++ b/src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.c @@ -10,7 +10,7 @@ #include "overlays/actors/ovl_Obj_Ice_Poly/z_obj_ice_poly.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_400) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_400) #define THIS ((EnWallmas*)thisx) @@ -221,7 +221,7 @@ void EnWallmas_ThawIfFrozen(EnWallmas* this, PlayState* play) { void EnWallmas_TimerInit(EnWallmas* this, PlayState* play) { Player* player = GET_PLAYER(play); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.flags |= ACTOR_FLAG_20; this->timer = 130; this->actor.velocity.y = 0.0f; @@ -272,7 +272,7 @@ void EnWallmas_SetupDrop(EnWallmas* this, PlayState* play) { this->actor.shape.rot.y = player->actor.shape.rot.y + 0x8000; this->actor.world.rot.y = this->actor.shape.rot.y; this->actor.floorHeight = player->actor.floorHeight; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.flags &= ~ACTOR_FLAG_20; this->actionFunc = EnWallmas_Drop; } @@ -506,7 +506,7 @@ void EnWallmas_TakePlayer(EnWallmas* this, PlayState* play) { void EnWallmas_ProximityOrSwitchInit(EnWallmas* this) { this->timer = 0; this->actor.draw = NULL; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; if (WALLMASTER_GET_TYPE(&this->actor) == WALLMASTER_TYPE_PROXIMITY) { this->actionFunc = EnWallmas_WaitForProximity; } else { @@ -565,7 +565,7 @@ void EnWallmas_UpdateDamage(EnWallmas* this, PlayState* play) { if (Actor_ApplyDamage(&this->actor) == 0) { Enemy_StartFinishingBlow(play, &this->actor); Actor_PlaySfx(&this->actor, NA_SE_EN_DAIOCTA_REVERSE); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } else if (this->actor.colChkInfo.damage != 0) { Actor_PlaySfx(&this->actor, NA_SE_EN_FALL_DAMAGE); } diff --git a/src/overlays/actors/ovl_En_Warp_Uzu/z_en_warp_uzu.c b/src/overlays/actors/ovl_En_Warp_Uzu/z_en_warp_uzu.c index ba21a8314c..9e3fe1ade8 100644 --- a/src/overlays/actors/ovl_En_Warp_Uzu/z_en_warp_uzu.c +++ b/src/overlays/actors/ovl_En_Warp_Uzu/z_en_warp_uzu.c @@ -7,7 +7,7 @@ #include "z_en_warp_uzu.h" #include "assets/objects/object_warp_uzu/object_warp_uzu.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnWarpUzu*)thisx) @@ -65,7 +65,7 @@ void EnWarpUzu_Init(Actor* thisx, PlayState* play) { Actor_ProcessInitChain(&this->actor, sInitChain); Collider_InitAndSetCylinder(play, &this->collider, thisx, &sCylinderInit); - thisx->targetMode = TARGET_MODE_0; + thisx->attentionRangeType = ATTENTION_RANGE_0; func_80A66208(this, play); } diff --git a/src/overlays/actors/ovl_En_Warp_tag/z_en_warp_tag.c b/src/overlays/actors/ovl_En_Warp_tag/z_en_warp_tag.c index d92736625a..dda5f9822f 100644 --- a/src/overlays/actors/ovl_En_Warp_tag/z_en_warp_tag.c +++ b/src/overlays/actors/ovl_En_Warp_tag/z_en_warp_tag.c @@ -8,7 +8,7 @@ #include "z_en_warp_tag.h" #include "assets/objects/gameplay_dangeon_keep/gameplay_dangeon_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_10 | ACTOR_FLAG_2000000 | ACTOR_FLAG_LOCK_ON_DISABLED) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_10 | ACTOR_FLAG_2000000 | ACTOR_FLAG_LOCK_ON_DISABLED) #define THIS ((EnWarptag*)thisx) @@ -54,7 +54,7 @@ void EnWarptag_Init(Actor* thisx, PlayState* play) { Actor_SetFocus(&this->dyna.actor, 0.0f); if (WARPTAG_GET_3C0_MAX(thisx) == WARPTAG_3C0_MAX) { - this->dyna.actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->dyna.actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; if (WARPTAG_GET_INVISIBLE(&this->dyna.actor)) { this->actionFunc = EnWarpTag_WaitForPlayer; diff --git a/src/overlays/actors/ovl_En_Water_Effect/z_en_water_effect.c b/src/overlays/actors/ovl_En_Water_Effect/z_en_water_effect.c index cd06ecfdcb..8d88c6e33b 100644 --- a/src/overlays/actors/ovl_En_Water_Effect/z_en_water_effect.c +++ b/src/overlays/actors/ovl_En_Water_Effect/z_en_water_effect.c @@ -17,7 +17,7 @@ #include "assets/objects/object_water_effect/object_water_effect.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnWaterEffect*)thisx) @@ -90,7 +90,7 @@ void EnWaterEffect_Init(Actor* thisx, PlayState* play) { s32 pad; EnWaterEffect* this = THIS; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->unk_DC4 = Rand_ZeroFloat(100.0f); if (this->actor.params == ENWATEREFFECT_TYPE_FALLING_ROCK_SPAWNER) { diff --git a/src/overlays/actors/ovl_En_Wdhand/z_en_wdhand.c b/src/overlays/actors/ovl_En_Wdhand/z_en_wdhand.c index 7282a4b8aa..84bc0077f4 100644 --- a/src/overlays/actors/ovl_En_Wdhand/z_en_wdhand.c +++ b/src/overlays/actors/ovl_En_Wdhand/z_en_wdhand.c @@ -6,7 +6,7 @@ #include "z_en_wdhand.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE) #define THIS ((EnWdhand*)thisx) @@ -596,7 +596,7 @@ s32 EnWdhand_ShrinkLimb(EnWdhand* this, s32 limbIndex) { void EnWdhand_SetupDie(EnWdhand* this) { s32 i; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.flags |= ACTOR_FLAG_10; // Finds the particular collider that was hit diff --git a/src/overlays/actors/ovl_En_Weather_Tag/z_en_weather_tag.c b/src/overlays/actors/ovl_En_Weather_Tag/z_en_weather_tag.c index a8d59cba3b..c595cb3adf 100644 --- a/src/overlays/actors/ovl_En_Weather_Tag/z_en_weather_tag.c +++ b/src/overlays/actors/ovl_En_Weather_Tag/z_en_weather_tag.c @@ -61,7 +61,7 @@ void EnWeatherTag_Init(Actor* thisx, PlayState* play) { s32 pathIndex; // flag: is targetable. Should do nothing as not set by default above - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; switch (WEATHER_TAG_TYPE(&this->actor)) { case WEATHERTAG_TYPE_UNK0: diff --git a/src/overlays/actors/ovl_En_Wf/z_en_wf.c b/src/overlays/actors/ovl_En_Wf/z_en_wf.c index 9edd7e5b9b..49ff543f21 100644 --- a/src/overlays/actors/ovl_En_Wf/z_en_wf.c +++ b/src/overlays/actors/ovl_En_Wf/z_en_wf.c @@ -9,7 +9,7 @@ #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" #include "overlays/actors/ovl_Obj_Ice_Poly/z_obj_ice_poly.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_400) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_400) #define THIS ((EnWf*)thisx) @@ -523,7 +523,7 @@ void func_80990F0C(EnWf* this) { this->collider2.base.acFlags &= ~AC_ON; this->actor.shape.shadowScale = 0.0f; this->actor.scale.y = 0.0f; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->unk_2A0 = 60; this->actionFunc = func_80990F50; } @@ -549,7 +549,7 @@ void func_80990F50(EnWf* this, PlayState* play) { void func_80990FC8(EnWf* this) { Animation_Change(&this->skelAnime, &gWolfosRearUpFallOverAnim, 0.5f, 0.0f, 7.0f, ANIMMODE_ONCE_INTERP, 0.0f); this->unk_2A0 = 5; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = func_80991040; } @@ -1167,7 +1167,7 @@ void func_80992D6C(EnWf* this) { if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) { this->actor.speed = -6.0f; } - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->unk_2A0 = 25; Actor_PlaySfx(&this->actor, NA_SE_EN_WOLFOS_DEAD); this->actionFunc = func_80992E0C; diff --git a/src/overlays/actors/ovl_En_Wiz/z_en_wiz.c b/src/overlays/actors/ovl_En_Wiz/z_en_wiz.c index 0c3c108f47..3f31ba0dfc 100644 --- a/src/overlays/actors/ovl_En_Wiz/z_en_wiz.c +++ b/src/overlays/actors/ovl_En_Wiz/z_en_wiz.c @@ -9,8 +9,8 @@ #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" #include "overlays/actors/ovl_En_Wiz_Brock/z_en_wiz_brock.h" -#define FLAGS \ - (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_IGNORE_QUAKE | \ +#define FLAGS \ + (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_IGNORE_QUAKE | \ ACTOR_FLAG_100000 | ACTOR_FLAG_LOCK_ON_DISABLED | ACTOR_FLAG_80000000) #define THIS ((EnWiz*)thisx) @@ -330,7 +330,7 @@ void EnWiz_Init(Actor* thisx, PlayState* play) { this->platformLightAlpha = 0; this->alpha = 255; this->actor.colChkInfo.mass = MASS_IMMOVABLE; - this->actor.targetMode = TARGET_MODE_3; + this->actor.attentionRangeType = ATTENTION_RANGE_3; this->unk_450 = 1.0f; this->actor.shape.yOffset = 700.0f; Collider_InitAndSetJntSph(play, &this->ghostColliders, &this->actor, &sJntSphInit, this->ghostColliderElements); @@ -1012,7 +1012,7 @@ void EnWiz_SetupDisappear(EnWiz* this) { Actor_PlaySfx(&this->actor, NA_SE_EN_WIZ_DISAPPEAR); Math_SmoothStepToS(&this->angularVelocity, 0x1388, 0x64, 0x3E8, 0x3E8); this->actor.world.rot.y += this->angularVelocity; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = EnWiz_Disappear; } @@ -1052,7 +1052,7 @@ void EnWiz_Disappear(EnWiz* this, PlayState* play) { this->ghostColliders.elements[0].base.acDmgInfo.dmgFlags = 0x1000202; } - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = EnWiz_SetupAppear; } } @@ -1067,7 +1067,7 @@ void EnWiz_SetupDamaged(EnWiz* this, PlayState* play) { Enemy_StartFinishingBlow(play, &this->actor); Actor_PlaySfx(&this->actor, NA_SE_EN_WIZ_DEAD); this->timer = 0; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } else { Actor_PlaySfx(&this->actor, NA_SE_EN_WIZ_DAMAGE); } diff --git a/src/overlays/actors/ovl_En_Wiz_Fire/z_en_wiz_fire.c b/src/overlays/actors/ovl_En_Wiz_Fire/z_en_wiz_fire.c index af70ccefcf..a5ca4a023a 100644 --- a/src/overlays/actors/ovl_En_Wiz_Fire/z_en_wiz_fire.c +++ b/src/overlays/actors/ovl_En_Wiz_Fire/z_en_wiz_fire.c @@ -9,7 +9,7 @@ #include "overlays/actors/ovl_En_Wiz/z_en_wiz.h" #include "assets/objects/object_wiz/object_wiz.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_LOCK_ON_DISABLED) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_LOCK_ON_DISABLED) #define THIS ((EnWizFire*)thisx) @@ -75,10 +75,10 @@ void EnWizFire_Init(Actor* thisx, PlayState* play) { Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); this->type = EN_WIZ_FIRE_GET_TYPE(&this->actor); - this->actor.targetMode = TARGET_MODE_3; + this->actor.attentionRangeType = ATTENTION_RANGE_3; this->wallCheckTimer = 10; this->alpha = 255.0f; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; if (!Player_HasMirrorShieldEquipped(play)) { this->collider.elem.atDmgInfo.dmgFlags = 0x20000000; diff --git a/src/overlays/actors/ovl_En_Yb/z_en_yb.c b/src/overlays/actors/ovl_En_Yb/z_en_yb.c index 3793177dcf..34280d3c49 100644 --- a/src/overlays/actors/ovl_En_Yb/z_en_yb.c +++ b/src/overlays/actors/ovl_En_Yb/z_en_yb.c @@ -7,7 +7,7 @@ #include "z_en_yb.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) #define THIS ((EnYb*)thisx) @@ -121,7 +121,7 @@ void EnYb_Init(Actor* thisx, PlayState* play) { } else { // else (night 6pm to midnight): wait to appear this->alpha = 0; this->actionFunc = EnYb_WaitForMidnight; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } if (CHECK_WEEKEVENTREG(WEEKEVENTREG_82_04)) { @@ -397,7 +397,7 @@ void EnYb_WaitForMidnight(EnYb* this, PlayState* play) { this->alpha += 5; if (this->alpha > 250) { this->alpha = 255; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = EnYb_Idle; } EnYb_EnableProximityMusic(this); @@ -408,11 +408,11 @@ void EnYb_Update(Actor* thisx, PlayState* play) { s32 pad; EnYb* this = THIS; - if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_TARGETABLE)) { + if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_ATTENTION_ENABLED)) { Collider_UpdateCylinder(&this->actor, &this->collider); CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base); } - if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_TARGETABLE)) { + if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_ATTENTION_ENABLED)) { Actor_MoveWithGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 40.0f, 25.0f, 40.0f, UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4); } diff --git a/src/overlays/actors/ovl_En_Zl1/z_en_zl1.c b/src/overlays/actors/ovl_En_Zl1/z_en_zl1.c index 673d452b0b..2b02a9c140 100644 --- a/src/overlays/actors/ovl_En_Zl1/z_en_zl1.c +++ b/src/overlays/actors/ovl_En_Zl1/z_en_zl1.c @@ -6,7 +6,7 @@ #include "z_en_zl1.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnZl1*)thisx) diff --git a/src/overlays/actors/ovl_En_Zo/z_en_zo.c b/src/overlays/actors/ovl_En_Zo/z_en_zo.c index 18cb8f2340..7f5faaeef5 100644 --- a/src/overlays/actors/ovl_En_Zo/z_en_zo.c +++ b/src/overlays/actors/ovl_En_Zo/z_en_zo.c @@ -6,7 +6,7 @@ #include "z_en_zo.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnZo*)thisx) diff --git a/src/overlays/actors/ovl_En_Zob/z_en_zob.c b/src/overlays/actors/ovl_En_Zob/z_en_zob.c index 60f362524b..89ecf8ddb3 100644 --- a/src/overlays/actors/ovl_En_Zob/z_en_zob.c +++ b/src/overlays/actors/ovl_En_Zob/z_en_zob.c @@ -7,7 +7,7 @@ #include "z_en_zob.h" #include "assets/objects/object_zob/object_zob.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnZob*)thisx) diff --git a/src/overlays/actors/ovl_En_Zod/z_en_zod.c b/src/overlays/actors/ovl_En_Zod/z_en_zod.c index af479f128a..fb5aa0376c 100644 --- a/src/overlays/actors/ovl_En_Zod/z_en_zod.c +++ b/src/overlays/actors/ovl_En_Zod/z_en_zod.c @@ -6,7 +6,7 @@ #include "z_en_zod.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnZod*)thisx) diff --git a/src/overlays/actors/ovl_En_Zog/z_en_zog.c b/src/overlays/actors/ovl_En_Zog/z_en_zog.c index 2eeafb3a3b..432a528dca 100644 --- a/src/overlays/actors/ovl_En_Zog/z_en_zog.c +++ b/src/overlays/actors/ovl_En_Zog/z_en_zog.c @@ -7,7 +7,7 @@ #include "z_en_zog.h" #include "assets/objects/object_zog/object_zog.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnZog*)thisx) diff --git a/src/overlays/actors/ovl_En_Zoraegg/z_en_zoraegg.c b/src/overlays/actors/ovl_En_Zoraegg/z_en_zoraegg.c index 1d8a4877b6..eaf778aa26 100644 --- a/src/overlays/actors/ovl_En_Zoraegg/z_en_zoraegg.c +++ b/src/overlays/actors/ovl_En_Zoraegg/z_en_zoraegg.c @@ -143,8 +143,8 @@ void EnZoraegg_Init(Actor* thisx, PlayState* play) { switch (ZORA_EGG_GET_TYPE(&this->actor)) { case ZORA_EGG_TYPE_00: this->actionFunc = func_80B320E0; - this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); - this->actor.targetMode = TARGET_MODE_3; + this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); + this->actor.attentionRangeType = ATTENTION_RANGE_3; break; case ZORA_EGG_TYPE_01: @@ -348,8 +348,8 @@ void func_80B320E0(EnZoraegg* this, PlayState* play) { } } - this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); - this->actor.targetMode = TARGET_MODE_3; + this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); + this->actor.attentionRangeType = ATTENTION_RANGE_3; func_80B31C40(this, play); } diff --git a/src/overlays/actors/ovl_En_Zos/z_en_zos.c b/src/overlays/actors/ovl_En_Zos/z_en_zos.c index 6a11799923..b8d71c7e50 100644 --- a/src/overlays/actors/ovl_En_Zos/z_en_zos.c +++ b/src/overlays/actors/ovl_En_Zos/z_en_zos.c @@ -7,7 +7,7 @@ #include "z_en_zos.h" #include "attributes.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_2000000) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_2000000) #define THIS ((EnZos*)thisx) diff --git a/src/overlays/actors/ovl_En_Zot/z_en_zot.c b/src/overlays/actors/ovl_En_Zot/z_en_zot.c index dcf11d960e..0f68ba1ed9 100644 --- a/src/overlays/actors/ovl_En_Zot/z_en_zot.c +++ b/src/overlays/actors/ovl_En_Zot/z_en_zot.c @@ -9,7 +9,7 @@ #include "attributes.h" #include "assets/objects/object_zo/object_zo.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnZot*)thisx) @@ -97,7 +97,7 @@ void EnZot_Init(Actor* thisx, PlayState* play2) { this->unk_2F4 = 0; this->actor.colChkInfo.mass = MASS_IMMOVABLE; this->actor.world.rot.z = this->actor.shape.rot.z = 0; - this->actor.targetMode = TARGET_MODE_6; + this->actor.attentionRangeType = ATTENTION_RANGE_6; this->actor.terminalVelocity = -4.0f; this->actor.gravity = -4.0f; diff --git a/src/overlays/actors/ovl_En_Zov/z_en_zov.c b/src/overlays/actors/ovl_En_Zov/z_en_zov.c index 8aaaa3cfb0..5f4e220f0d 100644 --- a/src/overlays/actors/ovl_En_Zov/z_en_zov.c +++ b/src/overlays/actors/ovl_En_Zov/z_en_zov.c @@ -7,7 +7,7 @@ #include "z_en_zov.h" #include "overlays/actors/ovl_En_Elf/z_en_elf.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((EnZov*)thisx) diff --git a/src/overlays/actors/ovl_En_Zow/z_en_zow.c b/src/overlays/actors/ovl_En_Zow/z_en_zow.c index cf7fb201c5..c19d1e9d8a 100644 --- a/src/overlays/actors/ovl_En_Zow/z_en_zow.c +++ b/src/overlays/actors/ovl_En_Zow/z_en_zow.c @@ -7,7 +7,7 @@ #include "z_en_zow.h" #include "assets/objects/object_zo/object_zo.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnZow*)thisx) @@ -324,7 +324,7 @@ void EnZow_Init(Actor* thisx, PlayState* play) { this->actor.colChkInfo.mass = MASS_IMMOVABLE; this->actor.textId = 0; this->actor.world.rot.z = this->actor.shape.rot.z; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } void EnZow_Destroy(Actor* thisx, PlayState* play) { @@ -410,7 +410,7 @@ void func_80BDD350(EnZow* this, PlayState* play) { if (this->unk_2CA & 2) { Actor_PlaySfx(&this->actor, NA_SE_EV_DIVE_WATER); func_80BDCDA8(this, this->unk_2D0); - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->skelAnime.playSpeed = 0.0f; this->actor.velocity.y = -4.0f; } @@ -517,7 +517,7 @@ void func_80BDD6BC(EnZow* this, PlayState* play) { Actor_PlaySfx(&this->actor, NA_SE_EV_OUT_OF_WATER); func_80BDCDA8(this, this->unk_2D0); func_80BDD04C(this, 1, ANIMMODE_ONCE); - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.velocity.y = 0.0f; this->actionFunc = func_80BDD634; } else if (this->actor.depthInWater < 80.0f) { diff --git a/src/overlays/actors/ovl_Item_Inbox/z_item_inbox.c b/src/overlays/actors/ovl_Item_Inbox/z_item_inbox.c index b94b18e436..08573259e2 100644 --- a/src/overlays/actors/ovl_Item_Inbox/z_item_inbox.c +++ b/src/overlays/actors/ovl_Item_Inbox/z_item_inbox.c @@ -6,7 +6,7 @@ #include "z_item_inbox.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((ItemInbox*)thisx) diff --git a/src/overlays/actors/ovl_Obj_Etcetera/z_obj_etcetera.c b/src/overlays/actors/ovl_Obj_Etcetera/z_obj_etcetera.c index 7d9a39ea3d..87a51686f3 100644 --- a/src/overlays/actors/ovl_Obj_Etcetera/z_obj_etcetera.c +++ b/src/overlays/actors/ovl_Obj_Etcetera/z_obj_etcetera.c @@ -298,7 +298,7 @@ void ObjEtcetera_Setup(ObjEtcetera* this, PlayState* play) { Actor_SetScale(&this->dyna.actor, 0.01f); this->dyna.actor.scale.y = 0.02f; this->dyna.actor.focus.pos.y = this->dyna.actor.home.pos.y + 10.0f; - this->dyna.actor.targetMode = TARGET_MODE_3; + this->dyna.actor.attentionRangeType = ATTENTION_RANGE_3; break; case DEKU_FLOWER_TYPE_PINK_WITH_INITIAL_BOUNCE: @@ -311,7 +311,7 @@ void ObjEtcetera_Setup(ObjEtcetera* this, PlayState* play) { this->oscillationTimer = 30; this->bounceOscillationScale = 0.0f; this->dyna.actor.focus.pos.y = this->dyna.actor.home.pos.y + 10.0f; - this->dyna.actor.targetMode = TARGET_MODE_3; + this->dyna.actor.attentionRangeType = ATTENTION_RANGE_3; break; default: diff --git a/src/overlays/actors/ovl_Obj_Ghaka/z_obj_ghaka.c b/src/overlays/actors/ovl_Obj_Ghaka/z_obj_ghaka.c index 64a611710e..9d8b164231 100644 --- a/src/overlays/actors/ovl_Obj_Ghaka/z_obj_ghaka.c +++ b/src/overlays/actors/ovl_Obj_Ghaka/z_obj_ghaka.c @@ -7,7 +7,7 @@ #include "z_obj_ghaka.h" #include "assets/objects/object_ghaka/object_ghaka.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_20) #define THIS ((ObjGhaka*)thisx) @@ -39,7 +39,7 @@ ActorProfile Obj_Ghaka_Profile = { static Vec3f D_80B3C960 = { 0.0f, 0.0f, 0.0f }; static InitChainEntry D_80B3C96C[] = { - ICHAIN_U8(targetMode, TARGET_MODE_0, ICHAIN_CONTINUE), + ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_0, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP), }; diff --git a/src/overlays/actors/ovl_Obj_Hakaisi/z_obj_hakaisi.c b/src/overlays/actors/ovl_Obj_Hakaisi/z_obj_hakaisi.c index 290d9bf4ea..14a94608e7 100644 --- a/src/overlays/actors/ovl_Obj_Hakaisi/z_obj_hakaisi.c +++ b/src/overlays/actors/ovl_Obj_Hakaisi/z_obj_hakaisi.c @@ -7,7 +7,7 @@ #include "z_obj_hakaisi.h" #include "assets/objects/object_hakaisi/object_hakaisi.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_20) #define THIS ((ObjHakaisi*)thisx) @@ -88,7 +88,7 @@ void ObjHakaisi_Init(Actor* thisx, PlayState* play) { } Actor_SetScale(&this->dyna.actor, 1.0f); - this->dyna.actor.targetMode = TARGET_MODE_0; + this->dyna.actor.attentionRangeType = ATTENTION_RANGE_0; this->dyna.actor.colChkInfo.health = 30; if (OBJHAKAISI_GET_FF(&this->dyna.actor) == 3) { this->dyna.actor.draw = NULL; @@ -198,7 +198,7 @@ void func_80B1456C(ObjHakaisi* this, PlayState* play) { void func_80B145F4(ObjHakaisi* this) { this->unk_19A = 0; this->dyna.actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED; - this->dyna.actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->dyna.actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_WALL_BROKEN); this->actionFunc = func_80B14648; } @@ -367,7 +367,7 @@ void func_80B151E0(ObjHakaisi* this, PlayState* play) { this->dyna.actor.destroy = func_80B15254; Actor_SetScale(&this->dyna.actor, 0.1f); this->dyna.actor.shape.yOffset = 100.0f; - this->dyna.actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->dyna.actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; func_80B15264(this); } diff --git a/src/overlays/actors/ovl_Obj_Kinoko/z_obj_kinoko.c b/src/overlays/actors/ovl_Obj_Kinoko/z_obj_kinoko.c index ccf3608f07..3c0dd137c1 100644 --- a/src/overlays/actors/ovl_Obj_Kinoko/z_obj_kinoko.c +++ b/src/overlays/actors/ovl_Obj_Kinoko/z_obj_kinoko.c @@ -42,11 +42,11 @@ void ObjKinoko_Update(Actor* thisx, PlayState* play) { if (player->currentMask != PLAYER_MASK_SCENTS) { thisx->draw = NULL; thisx->hintId = TATL_HINT_ID_NONE; - thisx->flags &= ~ACTOR_FLAG_TARGETABLE; + thisx->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } else { thisx->draw = ObjKinoko_Draw; thisx->hintId = TATL_HINT_ID_MUSHROOM; - thisx->flags |= ACTOR_FLAG_TARGETABLE; + thisx->flags |= ACTOR_FLAG_ATTENTION_ENABLED; if (Actor_HasParent(thisx, play)) { Flags_SetCollectible(play, OBJ_KINOKO_GET_FLAG(thisx)); Actor_Kill(thisx); diff --git a/src/overlays/actors/ovl_Obj_Moon_Stone/z_obj_moon_stone.c b/src/overlays/actors/ovl_Obj_Moon_Stone/z_obj_moon_stone.c index bf50368865..5e858a5c92 100644 --- a/src/overlays/actors/ovl_Obj_Moon_Stone/z_obj_moon_stone.c +++ b/src/overlays/actors/ovl_Obj_Moon_Stone/z_obj_moon_stone.c @@ -42,19 +42,19 @@ void ObjMoonStone_Init(Actor* thisx, PlayState* play) { Actor_SetScale(&this->actor, 0.3f); this->unk194 = (this->actor.params & 0xF000) >> 0xC; - this->actor.targetMode = TARGET_MODE_0; + this->actor.attentionRangeType = ATTENTION_RANGE_0; this->actor.shape.yOffset = 25.0f; this->actor.focus.pos.y += 10.0f; if (this->unk194 == 0) { this->actor.colChkInfo.health = 0; - this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); func_80C0662C(this); } else if (!CHECK_WEEKEVENTREG(WEEKEVENTREG_74_40)) { if (CHECK_WEEKEVENTREG(WEEKEVENTREG_74_80)) { Actor_Spawn(&play->actorCtx, play, 1, this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, -1); } - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; func_80C0673C(this); } else { Actor_Kill(&this->actor); diff --git a/src/overlays/actors/ovl_Obj_Mu_Pict/z_obj_mu_pict.c b/src/overlays/actors/ovl_Obj_Mu_Pict/z_obj_mu_pict.c index aa0cbc0e58..e8ee2f30b8 100644 --- a/src/overlays/actors/ovl_Obj_Mu_Pict/z_obj_mu_pict.c +++ b/src/overlays/actors/ovl_Obj_Mu_Pict/z_obj_mu_pict.c @@ -6,7 +6,7 @@ #include "z_obj_mu_pict.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((ObjMuPict*)thisx) @@ -46,7 +46,7 @@ void ObjMuPict_Init(Actor* thisx, PlayState* play) { func_80C06D90(this, play); this->unk14A = OBJMUPICT_GET_F000(&this->actor); - this->actor.targetMode = TARGET_MODE_6; + this->actor.attentionRangeType = ATTENTION_RANGE_6; this->actor.focus.pos = this->actor.world.pos; this->actor.focus.pos.y += 30.0f; this->unk148 = 0; diff --git a/src/overlays/actors/ovl_Obj_Nozoki/z_obj_nozoki.c b/src/overlays/actors/ovl_Obj_Nozoki/z_obj_nozoki.c index 180f738dd7..325771cf01 100644 --- a/src/overlays/actors/ovl_Obj_Nozoki/z_obj_nozoki.c +++ b/src/overlays/actors/ovl_Obj_Nozoki/z_obj_nozoki.c @@ -46,7 +46,7 @@ ActorProfile Obj_Nozoki_Profile = { static InitChainEntry sInitChain[] = { ICHAIN_VEC3F(scale, 1, ICHAIN_CONTINUE), - ICHAIN_U8(targetMode, TARGET_MODE_0, ICHAIN_STOP), + ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_0, ICHAIN_STOP), }; static s16 sObjectIds[] = { OBJECT_SECOM_OBJ, OBJECT_GI_MSSA, OBJECT_SECOM_OBJ, OBJECT_SECOM_OBJ }; @@ -413,10 +413,10 @@ void func_80BA3230(ObjNozoki* this, PlayState* play) { if ((test3 != NULL) && (test3->draw != NULL)) { if ((play->curSpawn == 3) && !CHECK_WEEKEVENTREG(WEEKEVENTREG_64_40)) { - this->dyna.actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10000); + this->dyna.actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10000); this->dyna.actor.textId = 0x297A; } else { - this->dyna.actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->dyna.actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); if (CHECK_WEEKEVENTREG(WEEKEVENTREG_64_40)) { this->dyna.actor.textId = 0; } else { diff --git a/src/overlays/actors/ovl_Obj_Ocarinalift/z_obj_ocarinalift.c b/src/overlays/actors/ovl_Obj_Ocarinalift/z_obj_ocarinalift.c index 4c03dac740..8fa31a7737 100644 --- a/src/overlays/actors/ovl_Obj_Ocarinalift/z_obj_ocarinalift.c +++ b/src/overlays/actors/ovl_Obj_Ocarinalift/z_obj_ocarinalift.c @@ -44,8 +44,10 @@ ActorProfile Obj_Ocarinalift_Profile = { }; static InitChainEntry sInitChain[] = { - ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneForward, 4000, ICHAIN_CONTINUE), - ICHAIN_F32(uncullZoneScale, 200, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneDownward, 300, ICHAIN_CONTINUE), + ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_2, ICHAIN_CONTINUE), + ICHAIN_F32(uncullZoneForward, 4000, ICHAIN_CONTINUE), + ICHAIN_F32(uncullZoneScale, 200, ICHAIN_CONTINUE), + ICHAIN_F32(uncullZoneDownward, 300, ICHAIN_CONTINUE), ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_STOP), }; @@ -197,7 +199,7 @@ void func_80AC9A7C(ObjOcarinalift* this, PlayState* play) { } void func_80AC9AB8(ObjOcarinalift* this) { - this->dyna.actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_2000000 | ACTOR_FLAG_LOCK_ON_DISABLED); + this->dyna.actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_2000000 | ACTOR_FLAG_LOCK_ON_DISABLED); this->actionFunc = func_80AC9AE0; } @@ -234,7 +236,7 @@ void func_80AC9B5C(ObjOcarinalift* this, PlayState* play) { } void func_80AC9C20(ObjOcarinalift* this) { - this->dyna.actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_2000000 | ACTOR_FLAG_LOCK_ON_DISABLED); + this->dyna.actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_2000000 | ACTOR_FLAG_LOCK_ON_DISABLED); this->actionFunc = func_80AC9C48; } diff --git a/src/overlays/actors/ovl_Obj_Snowball/z_obj_snowball.c b/src/overlays/actors/ovl_Obj_Snowball/z_obj_snowball.c index 00be2b0f86..fa5e540b44 100644 --- a/src/overlays/actors/ovl_Obj_Snowball/z_obj_snowball.c +++ b/src/overlays/actors/ovl_Obj_Snowball/z_obj_snowball.c @@ -478,10 +478,10 @@ void ObjSnowball_Init(Actor* thisx, PlayState* play) { if (sp34) { this->actor.textId = 0x238; - this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.targetArrowOffset = 1400.0f / 3.0f; Actor_SetFocus(&this->actor, 24.0f); - this->actor.targetMode = TARGET_MODE_3; + this->actor.attentionRangeType = ATTENTION_RANGE_3; } Collider_InitJntSph(play, &this->collider); @@ -537,7 +537,7 @@ void func_80B04350(ObjSnowball* this, PlayState* play) { (0x80000000 | 0x4000 | 0x800 | 0x400 | 0x100 | 0x8))) { this->actor.flags |= ACTOR_FLAG_10; if (this->actor.home.rot.y == 1) { - this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); } if (this->collider.elements[0].base.acHitElem->atDmgInfo.dmgFlags & 0x4000) { diff --git a/src/overlays/actors/ovl_Obj_Switch/z_obj_switch.c b/src/overlays/actors/ovl_Obj_Switch/z_obj_switch.c index a5c08709d7..ee1df231ce 100644 --- a/src/overlays/actors/ovl_Obj_Switch/z_obj_switch.c +++ b/src/overlays/actors/ovl_Obj_Switch/z_obj_switch.c @@ -384,7 +384,7 @@ void ObjSwitch_Init(Actor* thisx, PlayState* play) { ObjSwitch_InitJntSphCollider(this, play, &sJntSphInit); } if (type == OBJSWITCH_TYPE_CRYSTAL_TARGETABLE) { - this->dyna.actor.targetMode = TARGET_MODE_4; + this->dyna.actor.attentionRangeType = ATTENTION_RANGE_4; this->dyna.actor.flags |= 1; } this->dyna.actor.colChkInfo.mass = MASS_IMMOVABLE; diff --git a/src/overlays/actors/ovl_Obj_Um/z_obj_um.c b/src/overlays/actors/ovl_Obj_Um/z_obj_um.c index a5d5e3c529..2bad8900b1 100644 --- a/src/overlays/actors/ovl_Obj_Um/z_obj_um.c +++ b/src/overlays/actors/ovl_Obj_Um/z_obj_um.c @@ -10,7 +10,7 @@ #include "overlays/effects/ovl_Effect_Ss_Hitmark/z_eff_ss_hitmark.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((ObjUm*)thisx) @@ -705,7 +705,7 @@ void ObjUm_Init(Actor* thisx, PlayState* play) { return; } - this->dyna.actor.targetMode = TARGET_MODE_6; + this->dyna.actor.attentionRangeType = ATTENTION_RANGE_6; this->unk_2B4 = 0; ObjUm_SetupAction(this, ObjUm_RanchWait); } @@ -992,7 +992,7 @@ s32 func_80B79A24(s32 arg0) { void ObjUm_RanchWait(ObjUm* this, PlayState* play) { Player* player = GET_PLAYER(play); - this->dyna.actor.flags |= ACTOR_FLAG_TARGETABLE; + this->dyna.actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; SkelAnime_Update(&this->skelAnime); ObjUm_ChangeAnim(this, play, OBJ_UM_ANIM_IDLE); this->flags |= OBJ_UM_FLAG_WAITING; diff --git a/src/overlays/actors/ovl_Obj_Warpstone/z_obj_warpstone.c b/src/overlays/actors/ovl_Obj_Warpstone/z_obj_warpstone.c index 698509c65d..872e24a99b 100644 --- a/src/overlays/actors/ovl_Obj_Warpstone/z_obj_warpstone.c +++ b/src/overlays/actors/ovl_Obj_Warpstone/z_obj_warpstone.c @@ -8,7 +8,7 @@ #include "assets/objects/object_sek/object_sek.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((ObjWarpstone*)thisx) @@ -55,7 +55,7 @@ static ColliderCylinderInit sCylinderInit = { }; static InitChainEntry sInitChain[] = { - ICHAIN_U8(targetMode, TARGET_MODE_1, ICHAIN_STOP), + ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_1, ICHAIN_STOP), }; static Gfx* sOwlStatueDLs[] = { gOwlStatueClosedDL, gOwlStatueOpenedDL }; diff --git a/src/overlays/actors/ovl_Shot_Sun/z_shot_sun.c b/src/overlays/actors/ovl_Shot_Sun/z_shot_sun.c index 32199db775..dc9a6828c6 100644 --- a/src/overlays/actors/ovl_Shot_Sun/z_shot_sun.c +++ b/src/overlays/actors/ovl_Shot_Sun/z_shot_sun.c @@ -8,7 +8,7 @@ #include "overlays/actors/ovl_Item_Etcetera/z_item_etcetera.h" #include "overlays/actors/ovl_En_Elf/z_en_elf.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY) #define THIS ((ShotSun*)thisx) @@ -66,7 +66,7 @@ void ShotSun_Init(Actor* thisx, PlayState* play) { Collider_InitCylinder(play, &this->collider); Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit); this->actionFunc = ShotSun_UpdateHyliaSun; - this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } } diff --git a/src/overlays/actors/ovl_player_actor/z_player.c b/src/overlays/actors/ovl_player_actor/z_player.c index bedd840133..8c0fc2bb8e 100644 --- a/src/overlays/actors/ovl_player_actor/z_player.c +++ b/src/overlays/actors/ovl_player_actor/z_player.c @@ -3589,7 +3589,7 @@ void func_8082FA5C(PlayState* play, Player* this, PlayerMeleeWeaponState meleeWe */ s32 Player_UpdateHostileLockOn(Player* this) { if ((this->focusActor != NULL) && - CHECK_FLAG_ALL(this->focusActor->flags, ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)) { + CHECK_FLAG_ALL(this->focusActor->flags, ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE)) { this->stateFlags3 |= PLAYER_STATE3_HOSTILE_LOCK_ON; return true; } @@ -4840,7 +4840,7 @@ void func_80832888(Player* this, PlayState* play) { if ((this->focusActor != NULL) && !(this->stateFlags3 & (PLAYER_STATE3_200 | PLAYER_STATE3_2000))) { this->stateFlags1 &= ~(PLAYER_STATE1_FRIENDLY_ACTOR_FOCUS | PLAYER_STATE1_20000); if ((this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) || - !CHECK_FLAG_ALL(this->focusActor->flags, ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)) { + !CHECK_FLAG_ALL(this->focusActor->flags, ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE)) { this->stateFlags1 |= PLAYER_STATE1_FRIENDLY_ACTOR_FOCUS; } } else if (this->stateFlags1 & PLAYER_STATE1_20000) { @@ -7757,7 +7757,7 @@ s32 Player_ActionHandler_4(Player* this, PlayState* play) { if (this->tatlActor != NULL) { var_t2 = (lockOnActor != NULL) && - (CHECK_FLAG_ALL(lockOnActor->flags, ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_40000) || + (CHECK_FLAG_ALL(lockOnActor->flags, ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_40000) || (lockOnActor->hintId != TATL_HINT_ID_NONE)); if (var_t2 || (this->tatlTextId != 0)) { @@ -7838,7 +7838,7 @@ s32 Player_ActionHandler_0(Player* this, PlayState* play) { Player_ActionHandler_13(this, play); return true; } else if ((this->focusActor != NULL) && - (CHECK_FLAG_ALL(this->focusActor->flags, ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_40000) || + (CHECK_FLAG_ALL(this->focusActor->flags, ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_40000) || (this->focusActor->hintId != TATL_HINT_ID_NONE))) { this->stateFlags2 |= PLAYER_STATE2_200000; } else if ((this->tatlTextId == 0) && !Player_CheckHostileLockOn(this) && @@ -15658,7 +15658,7 @@ void Player_Action_44(Player* this, PlayState* play) { Player_UpdateUpperBody(this, play); if (Message_GetState(&play->msgCtx) == TEXT_STATE_CLOSING) { this->actor.flags &= ~ACTOR_FLAG_TALK; - if (!CHECK_FLAG_ALL(this->talkActor->flags, ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)) { + if (!CHECK_FLAG_ALL(this->talkActor->flags, ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE)) { this->stateFlags2 &= ~PLAYER_STATE2_LOCK_ON_WITH_SWITCH; } @@ -20697,7 +20697,7 @@ void Player_TalkWithPlayer(PlayState* play, Actor* actor) { func_808323C0(player, CS_ID_GLOBAL_TALK); if ((player->talkActor != NULL) || (actor == player->tatlActor) || - CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_40000)) { + CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_40000)) { actor->flags |= ACTOR_FLAG_TALK; } diff --git a/tools/disasm/variables.txt b/tools/disasm/variables.txt index 3e962eee8a..77bc31d35b 100644 --- a/tools/disasm/variables.txt +++ b/tools/disasm/variables.txt @@ -421,7 +421,7 @@ 0x801AEC80:("D_801AEC80","Color_RGBA8","",0x4), 0x801AEC84:("sTatlColorList","TatlColor","[13]",0x68), 0x801AECEC:("sActorMovementScale","f32","",0x4), - 0x801AECF0:("gTargetRanges","f32","[]",0x58), + 0x801AECF0:("gAttentionRanges","f32","[]",0x58), 0x801AED48:("D_801AED48","s16","[8]",0x10), 0x801AED58:("sCategoryFreezeMasks","UNK_TYPE4","",0x4), 0x801AED88:("actorDefaultHitColor","Color_RGBA8","",0x4), diff --git a/tools/namefixer.py b/tools/namefixer.py index 769e209fba..c97e24df57 100755 --- a/tools/namefixer.py +++ b/tools/namefixer.py @@ -1389,7 +1389,7 @@ wordReplace = { "ACTORCTX_FLAG_1": "ACTORCTX_FLAG_TELESCOPE_ON", "ACTORCTX_FLAG_2": "ACTORCTX_FLAG_PICTO_BOX_ON", - "ACTOR_FLAG_1": "ACTOR_FLAG_TARGETABLE", + "ACTOR_FLAG_1": "ACTOR_FLAG_ATTENTION_ENABLED", "ACTOR_FLAG_4": "ACTOR_FLAG_HOSTILE", "ACTOR_FLAG_8": "ACTOR_FLAG_FRIENDLY", "ACTOR_FLAG_100": "ACTOR_FLAG_TALK",