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Target -> Attention (System Rename) Part 2 (#1721)
* remaining attention rename * cleanup
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@@ -231,7 +231,7 @@ s32 func_800F0DD4(EnHy* enHy, PlayState* play, s16 arg2, s16 arg3) {
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enHy->actor.shape.rot.y = Math_Vec3f_Yaw(&enHy->actor.world.pos, &door->knobDoor.dyna.actor.world.pos);
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enHy->actor.world.rot.y = enHy->actor.shape.rot.y;
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enHy->actor.gravity = 0.0f;
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enHy->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
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enHy->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
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}
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}
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return ret;
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@@ -239,7 +239,7 @@ s32 func_800F0DD4(EnHy* enHy, PlayState* play, s16 arg2, s16 arg3) {
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s32 EnHy_SetPointFowards(EnHy* enHy, PlayState* play, f32 gravity, s16 animIndex) {
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enHy->actor.gravity = gravity;
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enHy->actor.flags |= ACTOR_FLAG_TARGETABLE;
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enHy->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
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EnHy_ChangeObjectAndAnim(enHy, play, animIndex);
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enHy->curPoint++;
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return false;
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