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Target -> Attention (System Rename) Part 2 (#1721)
* remaining attention rename * cleanup
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@@ -1275,7 +1275,8 @@ f32 Camera_CalcSlopeYAdj(Vec3f* floorNorm, s16 playerYRot, s16 eyeAtYaw, f32 adj
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}
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f32 func_800CD6CC(Actor* actor) {
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return sqrtf(gTargetRanges[actor->targetMode].rangeSq / gTargetRanges[actor->targetMode].leashScale);
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return sqrtf(gAttentionRanges[actor->attentionRangeType].rangeSq /
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gAttentionRanges[actor->attentionRangeType].leashScale);
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}
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/**
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