Further Attention Docs (#1732)

* more attention docs

* more docs

* cleanup

* more cleanup

* spacing

* more attention docs

* small cleanup

* consistency
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engineer124 2024-10-24 11:44:44 +11:00 committed by GitHub
parent 5a958cad4d
commit d60a032b11
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103 changed files with 482 additions and 414 deletions

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@ -46,7 +46,7 @@ static ColliderCylinderInitType1 D_80952BA0 = {
static InitChainEntry D_80952BCC[] = {
ICHAIN_U8(attentionRangeType, 2, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 500, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 500, ICHAIN_STOP),
};
@ -125,7 +125,7 @@ void EnMs_Update(Actor* thisx, PlayState* play) {
EnMs* this = THIS;
Actor_SetFocus(&this->actor, 20.0f);
this->actor.targetArrowOffset = 500.0f;
this->actor.lockOnArrowOffset = 500.0f;
Actor_SetScale(&this->actor, 0.015f);
SkelAnime_Update(&this->skelAnime);
this->actionFunc(this, play);

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@ -42,7 +42,7 @@ ActorInit En_Recepgirl_InitVars = {
// static InitChainEntry sInitChain[] = {
static InitChainEntry D_80C106C0[] = {
ICHAIN_U8(attentionRangeType, 6, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 1000, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 1000, ICHAIN_STOP),
};
#endif
@ -352,7 +352,7 @@ static void* D_80C106B0[4] = { (void*)0x600F8F0, (void*)0x600FCF0, (void*)0x6010
// static InitChainEntry sInitChain[] = {
static InitChainEntry D_80C106C0[] = {
ICHAIN_U8(attentionRangeType, 6, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 1000, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 1000, ICHAIN_STOP),
};
static s32 D_80C106C8 = 0;

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@ -60,7 +60,7 @@ static void* D_80C106B0[4] = { (void*)0x600F8F0, (void*)0x600FCF0, (void*)0x6010
// static InitChainEntry sInitChain[] = {
static InitChainEntry D_80C106C0[] = {
ICHAIN_U8(attentionRangeType, 6, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 1000, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 1000, ICHAIN_STOP),
};
static s32 D_80C106C8 = 0;
@ -116,7 +116,7 @@ static void* D_80C106B0[4] = { (void*)0x600F8F0, (void*)0x600FCF0, (void*)0x6010
// static InitChainEntry sInitChain[] = {
static InitChainEntry D_80C106C0[] = {
ICHAIN_U8(attentionRangeType, 6, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 1000, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 1000, ICHAIN_STOP),
};
static s32 D_80C106C8 = 0;

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@ -65,7 +65,7 @@ static void* D_80C106B0[4] = { object_bg_Tex_00F8F0, object_bg_Tex_00FCF0, objec
// static InitChainEntry sInitChain[] = {
static InitChainEntry D_80C106C0[] = {
ICHAIN_U8(attentionRangeType, 6, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 1000, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 1000, ICHAIN_STOP),
};
static s32 D_80C106C8 = 0;

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@ -109,7 +109,7 @@ typedef struct Actor {
/* 0x039 */ u8 audioFlags; // Another set of flags? Seems related to sfx or bgm
/* 0x03C */ PosRot focus; // Target reticle focuses on this position. For player this represents head pos and rot
/* 0x050 */ u16 sfxId; // Id of sound effect to play. Plays when value is set, then is cleared the following update cycle
/* 0x054 */ f32 targetArrowOffset; // Height offset of the target arrow relative to `focus` position
/* 0x054 */ f32 lockOnArrowOffset; // Height offset of the lock-on arrow relative to `focus` position
/* 0x058 */ Vec3f scale; // Scale of the actor in each axis
/* 0x064 */ Vec3f velocity; // Velocity of the actor in each axis
/* 0x070 */ f32 speed; // Context dependent speed value. Can be used for XZ or XYZ depending on which move function is used
@ -280,6 +280,21 @@ typedef enum {
#define ACTORCTX_FLAG_6 (1 << 6)
#define ACTORCTX_FLAG_7 (1 << 7)
/**
* Attention System
*
* The Attention System's responsibility is to bring specific actors to the player's attention.
* This includes:
* - Making Tatl fly over to certain actors of interest (can be lock-on actors, but may also not be)
* - Displaying an arrow over an actor that can be locked onto
* - Displaying a reticle over the current lock-on actor
* - Playing enemy background music if a hostile actor is nearby
* - Drift the camera towards an actor (unused)
*
* This system does not handle the actual lock-on implementation.
* That is the responsibility of Player via `player->focusActor` and the camera.
*/
// A set of 4 triangles which appear as a ring around an actor when locked-on
typedef struct LockOnReticle {
/* 0x00 */ Vec3f pos;
@ -288,22 +303,22 @@ typedef struct LockOnReticle {
} LockOnReticle; // size = 0x14
typedef struct Attention {
/* 0x00 */ Vec3f fairyPos; // Used by Tatl to indicate a targetable actor or general hint
/* 0x00 */ Vec3f tatlHoverPos; // Tatl's current hover position
/* 0x0C */ Vec3f reticlePos; // Main reticle pos which each `LockOnReticle` instance can reference
/* 0x18 */ Color_RGBAf fairyInnerColor;
/* 0x28 */ Color_RGBAf fairyOuterColor;
/* 0x38 */ Actor* fairyActor;
/* 0x18 */ Color_RGBAf tatlInnerColor; // Tatl inner color, based on actor category
/* 0x28 */ Color_RGBAf tatlOuterColor; // Tatl outer color, based on actor category
/* 0x38 */ Actor* tatlHoverActor; // The actor that Tatl hovers over
/* 0x3C */ Actor* reticleActor; // Actor to draw a reticle over
/* 0x40 */ f32 fairyMoveProgressFactor; // Controls Tatl so she can smootly transition to the target actor
/* 0x40 */ f32 tatlMoveProgressFactor; // Controls Tatl so she can smootly transition to an actor
/* 0x44 */ f32 reticleRadius; // Main reticle radius value which each `LockOnReticle` instance can reference
/* 0x48 */ s16 reticleFadeAlphaControl; // Set and fade the reticle alpha; Non-zero values control if it should draw
/* 0x4A */ u8 fairyActorCategory;
/* 0x4A */ u8 tatlHoverActorCategory; // Category of the actor Tatl is currently hovering over
/* 0x4B */ u8 reticleSpinCounter; // Counts up when a reticle is active, used for the spinning animation
/* 0x4C */ s8 curReticle; // Indexes lockOnReticles[]
/* 0x50 */ LockOnReticle lockOnReticles[3]; // Multiple reticles are used for a motion-blur effect
/* 0x8C */ Actor* forcedTargetActor; // Never set to non-NULL
/* 0x90 */ Actor* bgmEnemy;
/* 0x94 */ Actor* arrowPointedActor;
/* 0x8C */ Actor* forcedLockOnActor; // Forces lock-on to this actor when set (never used in practice)
/* 0x90 */ Actor* bgmEnemy; // The nearest actor which can trigger enemy background music
/* 0x94 */ Actor* arrowHoverActor; // Actor to draw an arrow over
} Attention; // size = 0x98
// It is difficult to give each type a name because it is numerically based
@ -325,8 +340,8 @@ typedef enum AttentionRangeType {
} AttentionRangeType;
typedef struct AttentionRangeParams {
/* 0x0 */ f32 rangeSq;
/* 0x4 */ f32 leashScale;
/* 0x0 */ f32 attentionRangeSq;
/* 0x4 */ f32 lockOnLeashScale;
} AttentionRangeParams; // size = 0x8
typedef struct {
@ -448,9 +463,10 @@ typedef enum DoorLockType {
/* 3 */ DOORLOCK_MAX
} DoorLockType;
// Actor is discoverable by the Attention System. This enables Navi to hover over the actor when it is in range.
// Actor is discoverable by the Attention System. This enables Tatl 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)
@ -469,8 +485,10 @@ typedef enum DoorLockType {
#define ACTOR_FLAG_20 (1 << 5)
//
#define ACTOR_FLAG_40 (1 << 6)
// hidden or revealed by Lens of Truth (depending on room lensMode)
#define ACTOR_FLAG_REACT_TO_LENS (1 << 7)
// Signals that player has accepted an offer to talk to an actor
// Player will retain this flag until the player is finished talking
// Actor will retain this flag until `Actor_TalkOfferAccepted` is called or manually turned off by the actor
@ -481,6 +499,7 @@ typedef enum DoorLockType {
#define ACTOR_FLAG_400 (1 << 10)
//
#define ACTOR_FLAG_800 (1 << 11)
// Actor will not shake when a quake occurs
#define ACTOR_FLAG_IGNORE_QUAKE (1 << 12)
//
@ -503,19 +522,25 @@ typedef enum DoorLockType {
// With this flag Player talks directly to the actor with C-Up. It is expected that the resulting dialog should appear
// to be coming from Tatl, even though she is not involved at all with this interaction.
#define ACTOR_FLAG_TALK_WITH_C_UP (1 << 18)
//
#define ACTOR_FLAG_80000 (1 << 19)
// Allows for the attention system to refind the focus actor in the search for the next attention actor.
// Also allows for the next lock-on actor to be the focus actor again.
// When chosen as the next lock-on actor, this flag is unset.
#define ACTOR_FLAG_FOCUS_ACTOR_REFINDABLE (1 << 19)
//
#define ACTOR_FLAG_100000 (1 << 20)
//
#define ACTOR_FLAG_200000 (1 << 21)
//
#define ACTOR_FLAG_400000 (1 << 22)
// When Player is carrying this actor, it can only be thrown, not dropped/placed.
// Typically an actor can only be thrown when moving, but this allows an actor to be thrown when standing still.
#define ACTOR_FLAG_THROW_ONLY (1 << 23)
// When colliding with Player's body AC collider, a "thump" sound will play indicating his body has been hit
#define ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT (1 << 24)
// Actor can update even if Player is currently using the ocarina.
// Typically an actor will halt while the ocarina is active (depending on category).
// This flag allows a given actor to be an exception.
@ -532,8 +557,10 @@ typedef enum DoorLockType {
#define ACTOR_FLAG_10000000 (1 << 28)
//
#define ACTOR_FLAG_20000000 (1 << 29)
//
#define ACTOR_FLAG_40000000 (1 << 30)
// Camera will slowly drift to the actor while approaching it.
// Uses the attention system but `ACTOR_FLAG_ATTENTION_ENABLED` is not required.
#define ACTOR_FLAG_CAMERA_DRIFT_ENABLED (1 << 30)
//
#define ACTOR_FLAG_80000000 (1 << 31)
@ -698,7 +725,7 @@ extern s16 D_801AED48[8];
extern Gfx D_801AEF88[];
extern Gfx D_801AEFA0[];
extern Actor* D_801ED920;
extern Actor* gCameraDriftActor;
void ActorShape_Init(ActorShape* actorShape, f32 yOffset, ActorShadowFunc shadowDraw, f32 shadowScale);
void ActorShadow_DrawCircle(Actor* actor, struct Lights* lights, struct PlayState* play);
@ -787,7 +814,7 @@ PosRot Actor_GetFocus(Actor* actor);
PosRot Actor_GetWorld(Actor* actor);
PosRot Actor_GetWorldPosShapeRot(Actor* actor);
s32 Attention_OutsideLeashRange(Actor* actor, struct Player* player, s32 ignoreLeash);
s32 Attention_ShouldReleaseLockOn(Actor* actor, struct Player* player, s32 ignoreLeash);
s32 Actor_TalkOfferAccepted(Actor* actor, struct GameState* gameState);
s32 Actor_OfferTalk(Actor* actor, struct PlayState* play, f32 radius);
s32 Actor_OfferTalkNearColChkInfoCylinder(Actor* actor, struct PlayState* play);

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@ -14,21 +14,21 @@ FaultClient sActorFaultClient; // 2 funcs
struct CollisionPoly* D_801ED8B0; // 1 func
s32 D_801ED8B4; // 2 funcs
struct Actor* sTargetableNearestActor;
struct Actor* sTargetablePrioritizedActor;
struct Actor* D_801ED8C0;
struct Actor* D_801ED8C4;
struct Actor* sNearestAttentionActor;
struct Actor* sPrioritizedAttentionActor;
struct Actor* sNearestCameraDriftActor;
struct Actor* sPrioritizedCameraDriftActor;
f32 sTargetableNearestActorDistSq;
f32 sNearestAttentionActorDistSq;
f32 sBgmEnemyDistSq;
f32 D_801ED8D0;
s32 sTargetablePrioritizedPriority;
s32 D_801ED8D8;
s16 sTargetPlayerRotY;
f32 sNearestCameraDriftActorDistSq;
s32 sHighestAttentionPriority;
s32 sHighestCameraDriftPriority;
s16 sAttentionPlayerRotY;
Mtx sActorHiliteMtx;
struct Actor* D_801ED920; // 2 funcs. 1 out of z_actor
struct Actor* gCameraDriftActor;
#include "z64actor.h"
@ -64,8 +64,8 @@ struct Actor* D_801ED920; // 2 funcs. 1 out of z_actor
void Actor_KillAllOnHalfDayChange(PlayState* play, ActorContext* actorCtx);
Actor* Actor_SpawnEntry(ActorContext* actorCtx, ActorEntry* actorEntry, PlayState* play);
Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play);
void Attention_GetTargetActor(PlayState* play, ActorContext* actorCtx, Actor** targetableP, Actor** arg3,
Player* player);
void Attention_FindActor(PlayState* play, ActorContext* actorCtx, Actor** attentionActorP, Actor** cameraDriftActorP,
Player* player);
s32 func_800BA2FC(PlayState* play, Actor* actor, Vec3f* projectedPos, f32 projectedW);
void Actor_AddToCategory(ActorContext* actorCtx, Actor* actor, u8 actorCategory);
Actor* Actor_RemoveFromCategory(PlayState* play, ActorContext* actorCtx, Actor* actorToRemove);
@ -428,21 +428,12 @@ void Actor_GetProjectedPos(PlayState* play, Vec3f* worldPos, Vec3f* projectedPos
*invW = (*invW < 1.0f) ? 1.0f : (1.0f / *invW);
}
void Attention_SetReticlePos(Attention* attention, s32 reticleNum, f32 x, f32 y, f32 z) {
attention->lockOnReticles[reticleNum].pos.x = x;
attention->lockOnReticles[reticleNum].pos.y = y;
attention->lockOnReticles[reticleNum].pos.z = z;
typedef struct AttentionColor {
/* 0x0 */ Color_RGBA8 primary; // Used for Tatl's inner color, lock-on arrow, and lock-on reticle
/* 0x4 */ Color_RGBA8 secondary; // Used for Tatl's outer color
} AttentionColor; // size = 0x8
attention->lockOnReticles[reticleNum].radius = attention->reticleRadius;
}
typedef struct {
/* 0x0 */ Color_RGBA8 inner;
/* 0x4 */ Color_RGBA8 outer;
} TatlColor; // size = 0x8
// For whatever reason it has an extra entry
TatlColor sTatlColorList[] = {
AttentionColor sAttentionColors[ACTORCAT_MAX + 1] = {
{ { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, // ACTORCAT_SWITCH
{ { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, // ACTORCAT_BG
{ { 255, 255, 230, 255 }, { 220, 160, 80, 0 } }, // ACTORCAT_PLAYER
@ -455,59 +446,70 @@ TatlColor sTatlColorList[] = {
{ { 255, 255, 0, 255 }, { 200, 155, 0, 0 } }, // ACTORCAT_BOSS
{ { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, // ACTORCAT_DOOR
{ { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, // ACTORCAT_CHEST
{ { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, // ACTORCAT_MAX
{ { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, // unused extra entry
};
void Attention_SetReticlePos(Attention* attention, s32 reticleNum, f32 x, f32 y, f32 z) {
attention->lockOnReticles[reticleNum].pos.x = x;
attention->lockOnReticles[reticleNum].pos.y = y;
attention->lockOnReticles[reticleNum].pos.z = z;
attention->lockOnReticles[reticleNum].radius = attention->reticleRadius;
}
void Attention_InitReticle(Attention* attention, ActorType actorCategory, PlayState* play) {
TatlColor* tatlColorEntry;
s32 i;
LockOnReticle* reticle;
AttentionColor* attentionColor = &sAttentionColors[actorCategory];
s32 i;
Math_Vec3f_Copy(&attention->reticlePos, &play->view.eye);
attention->reticleFadeAlphaControl = 256;
tatlColorEntry = &sTatlColorList[actorCategory];
attention->reticleRadius = 500.0f;
reticle = attention->lockOnReticles;
attention->reticleRadius = 500.0f; // radius starts wide to zoom in on the actor
attention->reticleFadeAlphaControl = 256;
reticle = &attention->lockOnReticles[0];
for (i = 0; i < ARRAY_COUNT(attention->lockOnReticles); i++, reticle++) {
Attention_SetReticlePos(attention, i, 0.0f, 0.0f, 0.0f);
reticle->color.r = tatlColorEntry->inner.r;
reticle->color.g = tatlColorEntry->inner.g;
reticle->color.b = tatlColorEntry->inner.b;
reticle->color.r = attentionColor->primary.r;
reticle->color.g = attentionColor->primary.g;
reticle->color.b = attentionColor->primary.b;
}
}
void Attention_SetFairyState(Attention* attention, Actor* actor, ActorType type, PlayState* play) {
attention->fairyPos.x = actor->focus.pos.x;
attention->fairyPos.y = actor->focus.pos.y + (actor->targetArrowOffset * actor->scale.y);
attention->fairyPos.z = actor->focus.pos.z;
void Attention_SetTatlState(Attention* attention, Actor* actor, ActorType actorCategory, PlayState* play) {
AttentionColor* attentionColor = &sAttentionColors[actorCategory];
attention->fairyInnerColor.r = sTatlColorList[type].inner.r;
attention->fairyInnerColor.g = sTatlColorList[type].inner.g;
attention->fairyInnerColor.b = sTatlColorList[type].inner.b;
attention->fairyInnerColor.a = sTatlColorList[type].inner.a;
attention->fairyOuterColor.r = sTatlColorList[type].outer.r;
attention->fairyOuterColor.g = sTatlColorList[type].outer.g;
attention->fairyOuterColor.b = sTatlColorList[type].outer.b;
attention->fairyOuterColor.a = sTatlColorList[type].outer.a;
attention->tatlHoverPos.x = actor->focus.pos.x;
attention->tatlHoverPos.y = actor->focus.pos.y + (actor->lockOnArrowOffset * actor->scale.y);
attention->tatlHoverPos.z = actor->focus.pos.z;
attention->tatlInnerColor.r = attentionColor->primary.r;
attention->tatlInnerColor.g = attentionColor->primary.g;
attention->tatlInnerColor.b = attentionColor->primary.b;
attention->tatlInnerColor.a = attentionColor->primary.a;
attention->tatlOuterColor.r = attentionColor->secondary.r;
attention->tatlOuterColor.g = attentionColor->secondary.g;
attention->tatlOuterColor.b = attentionColor->secondary.b;
attention->tatlOuterColor.a = attentionColor->secondary.a;
}
void Attention_Init(Attention* attention, Actor* actor, PlayState* play) {
attention->bgmEnemy = NULL;
attention->forcedTargetActor = NULL;
attention->reticleActor = NULL;
attention->fairyActor = NULL;
attention->tatlHoverActor = attention->reticleActor = attention->forcedLockOnActor = attention->bgmEnemy = NULL;
attention->reticleSpinCounter = 0;
attention->curReticle = 0;
attention->fairyMoveProgressFactor = 0.0f;
Attention_SetFairyState(attention, actor, actor->category, play);
attention->tatlMoveProgressFactor = 0.0f;
Attention_SetTatlState(attention, actor, actor->category, play);
Attention_InitReticle(attention, actor->category, play);
}
void Attention_Draw(Attention* attention, PlayState* play) {
Player* player = GET_PLAYER(play);
Actor* actor;
Actor* actor; // used for both the reticle actor and arrow hover actor
if (player->stateFlags1 & (PLAYER_STATE1_2 | PLAYER_STATE1_40 | PLAYER_STATE1_80 | PLAYER_STATE1_200 |
PLAYER_STATE1_400 | PLAYER_STATE1_10000000 | PLAYER_STATE1_20000000)) {
@ -521,7 +523,7 @@ void Attention_Draw(Attention* attention, PlayState* play) {
if (attention->reticleFadeAlphaControl != 0) {
LockOnReticle* reticle;
s16 alpha = 255;
f32 projectdPosScale = 1.0f;
f32 projectedPosScale = 1.0f;
Vec3f projectedPos;
s32 numReticles;
f32 invW;
@ -540,7 +542,7 @@ void Attention_Draw(Attention* attention, PlayState* play) {
if (actor != NULL) {
Math_Vec3f_Copy(&attention->reticlePos, &actor->focus.pos);
projectdPosScale = (500.0f - attention->reticleRadius) / 420.0f;
projectedPosScale = (500.0f - attention->reticleRadius) / 420.0f;
} else {
// Not locked on, start fading out
attention->reticleFadeAlphaControl -= 120;
@ -556,13 +558,13 @@ void Attention_Draw(Attention* attention, PlayState* play) {
Actor_GetProjectedPos(play, &attention->reticlePos, &projectedPos, &invW);
projectedPos.x = ((SCREEN_WIDTH / 2) * (projectedPos.x * invW)) * projectdPosScale;
projectedPos.x = ((SCREEN_WIDTH / 2) * (projectedPos.x * invW)) * projectedPosScale;
projectedPos.x = CLAMP(projectedPos.x, -SCREEN_WIDTH, SCREEN_WIDTH);
projectedPos.y = ((SCREEN_HEIGHT / 2) * (projectedPos.y * invW)) * projectdPosScale;
projectedPos.y = ((SCREEN_HEIGHT / 2) * (projectedPos.y * invW)) * projectedPosScale;
projectedPos.y = CLAMP(projectedPos.y, -SCREEN_HEIGHT, SCREEN_HEIGHT);
projectedPos.z *= projectdPosScale;
projectedPos.z *= projectedPosScale;
attention->curReticle--;
@ -616,19 +618,20 @@ void Attention_Draw(Attention* attention, PlayState* play) {
}
}
actor = attention->arrowPointedActor;
actor = attention->arrowHoverActor;
if ((actor != NULL) && !(actor->flags & ACTOR_FLAG_LOCK_ON_DISABLED)) {
TatlColor* color = &sTatlColorList[actor->category];
AttentionColor* attentionColor = &sAttentionColors[actor->category];
POLY_XLU_DISP = Gfx_SetupDL(POLY_XLU_DISP, SETUPDL_7);
Matrix_Translate(actor->focus.pos.x, actor->focus.pos.y + (actor->targetArrowOffset * actor->scale.y) + 17.0f,
Matrix_Translate(actor->focus.pos.x, actor->focus.pos.y + (actor->lockOnArrowOffset * actor->scale.y) + 17.0f,
actor->focus.pos.z, MTXMODE_NEW);
Matrix_RotateYS(play->gameplayFrames * 0xBB8, MTXMODE_APPLY);
Matrix_Scale((iREG(27) + 35) / 1000.0f, (iREG(28) + 60) / 1000.0f, (iREG(29) + 50) / 1000.0f, MTXMODE_APPLY);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, color->inner.r, color->inner.g, color->inner.b, 255);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, attentionColor->primary.r, attentionColor->primary.g,
attentionColor->primary.b, 255);
MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, play->state.gfxCtx);
gSPDisplayList(POLY_XLU_DISP++, gLockOnArrowDL);
}
@ -638,24 +641,32 @@ void Attention_Draw(Attention* attention, PlayState* play) {
void Attention_Update(Attention* attention, Player* player, Actor* playerFocusActor, PlayState* play) {
s32 pad;
Actor* actor = NULL;
Actor* actor; // used for both the Tatl hover actor and reticle actor
s32 category;
Vec3f projectedPos;
f32 invW;
// If currently not locked on to an actor and not pressing down on the analog stick then try to find a targetable
// actor
actor = NULL;
if ((player->focusActor != NULL) && (player->unk_AE3[player->unk_ADE] == 2)) {
attention->arrowPointedActor = NULL;
// Holding backward on the control stick prevents an arrow appearing over the next lock-on actor.
// This helps escape a lock-on loop when using Switch Targeting, but note that this still works for
// Hold Targeting as well.
attention->arrowHoverActor = NULL;
} else {
Attention_GetTargetActor(play, &play->actorCtx, &actor, &D_801ED920, player);
attention->arrowPointedActor = actor;
// Find the next attention actor so Tatl and an arrow can hover over it (if applicable)
Attention_FindActor(play, &play->actorCtx, &actor, &gCameraDriftActor, player);
attention->arrowHoverActor = actor;
}
if (attention->forcedTargetActor != NULL) {
actor = attention->forcedTargetActor;
attention->forcedTargetActor = NULL;
if (attention->forcedLockOnActor != NULL) {
// This lock-on actor takes precedence over anything else
// (this feature is never used in practice)
actor = attention->forcedLockOnActor;
attention->forcedLockOnActor = NULL;
} else if (playerFocusActor != NULL) {
// Stay locked-on to the same actor, if there is one.
// This also makes Tatl fly over to the current focus actor, if there is one.
actor = playerFocusActor;
}
@ -665,77 +676,94 @@ void Attention_Update(Attention* attention, Player* player, Actor* playerFocusAc
category = player->actor.category;
}
if ((actor != attention->fairyActor) || (category != attention->fairyActorCategory)) {
attention->fairyActor = actor;
attention->fairyActorCategory = category;
attention->fairyMoveProgressFactor = 1.0f;
if ((actor != attention->tatlHoverActor) || (category != attention->tatlHoverActorCategory)) {
// Set Tatl to hover over a new actor
attention->tatlHoverActor = actor;
attention->tatlHoverActorCategory = category;
attention->tatlMoveProgressFactor = 1.0f;
}
if (actor == NULL) {
// Setting the actor to Player will make Tatl return to him
actor = &player->actor;
}
if (!Math_StepToF(&attention->fairyMoveProgressFactor, 0.0f, 0.25f)) {
f32 fairyMoveScale = 0.25f / attention->fairyMoveProgressFactor;
f32 x = actor->focus.pos.x - attention->fairyPos.x;
f32 y = (actor->focus.pos.y + (actor->targetArrowOffset * actor->scale.y)) - attention->fairyPos.y;
f32 z = actor->focus.pos.z - attention->fairyPos.z;
if (!Math_StepToF(&attention->tatlMoveProgressFactor, 0.0f, 0.25f)) {
f32 moveScale = 0.25f / attention->tatlMoveProgressFactor;
f32 x = actor->focus.pos.x - attention->tatlHoverPos.x;
f32 y = (actor->focus.pos.y + (actor->lockOnArrowOffset * actor->scale.y)) - attention->tatlHoverPos.y;
f32 z = actor->focus.pos.z - attention->tatlHoverPos.z;
attention->fairyPos.x += x * fairyMoveScale;
attention->fairyPos.y += y * fairyMoveScale;
attention->fairyPos.z += z * fairyMoveScale;
attention->tatlHoverPos.x += x * moveScale;
attention->tatlHoverPos.y += y * moveScale;
attention->tatlHoverPos.z += z * moveScale;
} else {
Attention_SetFairyState(attention, actor, category, play);
// Set Tatl pos and color after reaching destination
Attention_SetTatlState(attention, actor, category, play);
}
if ((playerFocusActor != NULL) && (attention->reticleSpinCounter == 0)) {
Actor_GetProjectedPos(play, &playerFocusActor->focus.pos, &projectedPos, &invW);
if ((projectedPos.z <= 0.0f) || (fabsf(projectedPos.x * invW) >= 1.0f) ||
(fabsf(projectedPos.y * invW) >= 1.0f)) {
// Release the reticle if the actor is off screen.
// It is possible to move far enough away from an actor that it goes off screen, despite being
// locked onto it. In this case the reticle will release, but the lock-on will remain
// because Player is still updating focusActor.
// It is unclear if this is intentional, or if it is a bug and the lock-on as a whole is supposed
// to release.
playerFocusActor = NULL;
}
}
if (playerFocusActor != NULL) {
if (playerFocusActor != attention->reticleActor) {
s32 sfxId;
s32 lockOnSfxId;
// Lock On entries need to be re-initialized when changing the targeted actor
// Set up a new reticle
Attention_InitReticle(attention, playerFocusActor->category, play);
attention->reticleActor = playerFocusActor;
if (playerFocusActor->id == ACTOR_EN_BOOM) {
// Avoid drawing the lock on triangles on a zora boomerang
// Don't draw the reticle when locked onto the zora fin boomerang.
// Note that it isn't possible to lock onto the boomerang, so this code doesn't do anything.
// This implies that the boomerang camera lock may have been implemented with Z-Targeting at one point,
// but was eventually implemented as its own camera mode instead.
attention->reticleFadeAlphaControl = 0;
}
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);
lockOnSfxId = 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(lockOnSfxId);
}
// Update reticle
attention->reticlePos.x = playerFocusActor->world.pos.x;
attention->reticlePos.y =
playerFocusActor->world.pos.y - (playerFocusActor->shape.yOffset * playerFocusActor->scale.y);
attention->reticlePos.z = playerFocusActor->world.pos.z;
if (attention->reticleSpinCounter == 0) {
f32 lockOnStep = (500.0f - attention->reticleRadius) * 3.0f;
f32 step = (500.0f - attention->reticleRadius) * 3.0f;
f32 reticleZoomStep = CLAMP(step, 30.0f, 100.0f);
lockOnStep = CLAMP(lockOnStep, 30.0f, 100.0f);
if (Math_StepToF(&attention->reticleRadius, 80.0f, lockOnStep)) {
if (Math_StepToF(&attention->reticleRadius, 80.0f, reticleZoomStep)) {
// Non-zero counter indicates the reticle is done zooming in
attention->reticleSpinCounter++;
}
} else {
// 0x80 is or'd to avoid getting this value be set to zero
// Finished zooming in, spin the reticle around the lock-on actor
// 0x80 is or'd to avoid a value of zero.
// This rotation value gets multiplied by 0x200, which multiplied by 0x80 gives a full turn (0x10000)
attention->reticleSpinCounter = (attention->reticleSpinCounter + 3) | 0x80;
attention->reticleRadius = 120.0f;
}
} else {
// Expand the radius quickly as the reticle is released
attention->reticleActor = NULL;
Math_StepToF(&attention->reticleRadius, 500.0f, 80.0f);
}
@ -1856,32 +1884,32 @@ PosRot Actor_GetWorldPosShapeRot(Actor* actor) {
/**
* Returns the squared xyz distance from the actor to Player.
*
* This distance will be adjusted smaller if Player is already targeting an actor. The more Player is facing the actor,
* the smaller the distance is adjusted.
* This distance will be weighted if Player is already locked onto another actor.
*/
f32 Attention_GetAdjustedDistSq(Actor* actor, Player* player, s16 playerShapeYaw) {
f32 Attention_WeightedDistToPlayerSq(Actor* actor, Player* player, s16 playerShapeYaw) {
f32 adjDistSq;
s16 yawDiff;
// The yaw, with player as the origin, from where player is facing to where the actor is positioned
yawDiff = ABS_ALT(BINANG_SUB(BINANG_SUB(actor->yawTowardsPlayer, 0x8000), playerShapeYaw));
s16 yawDiffAbs = ABS_ALT(BINANG_SUB(BINANG_SUB(actor->yawTowardsPlayer, 0x8000), playerShapeYaw));
if (player->focusActor != NULL) {
if ((yawDiff > 0x4000) || (actor->flags & ACTOR_FLAG_LOCK_ON_DISABLED)) {
if ((yawDiffAbs > 0x4000) || (actor->flags & ACTOR_FLAG_LOCK_ON_DISABLED)) {
return FLT_MAX;
}
// Linear scaling, yaw being 90 degree means it will return the original distance, 0 degree will adjust to 60%
// of the distance
// The distance returned is scaled down as the player faces more toward the actor.
// At 90 degrees, 100% of the original distance will be returned.
// This scales down linearly to 60% when facing 0 degrees away.
adjDistSq =
actor->xyzDistToPlayerSq - ((actor->xyzDistToPlayerSq * 0.8f) * ((0x4000 - yawDiff) * (1.0f / 0x8000)));
actor->xyzDistToPlayerSq - ((actor->xyzDistToPlayerSq * 0.8f) * ((0x4000 - yawDiffAbs) * (1.0f / 0x8000)));
return adjDistSq;
}
if (yawDiff > (0x10000 / 6)) {
// Player has to be facing less than ~60 degrees away from the actor
if (yawDiffAbs > (0x10000 / 6)) {
return FLT_MAX;
}
// Unweighted distSq
return actor->xyzDistToPlayerSq;
}
@ -1903,37 +1931,46 @@ AttentionRangeParams gAttentionRanges[ATTENTION_RANGE_MAX] = {
};
/**
* Checks if an actor at distance `distSq` is inside the range specified by its attentionRangeType
* Checks if an actor at `distSq` is inside the range specified by its `attentionRangeType`.
*
* Note that this gets used for both the attention range check and for the lock-on leash range check.
* Despite how the data is presented in `gAttentionRanges`, the leash range is stored as a scale factor value.
* When checking the leash range, this scale factor is applied to the input distance and checked against
* the base `attentionRangeSq` value, which was used to initiate the lock-on in the first place.
*/
s32 Attention_IsActorInRange(Actor* actor, f32 distSq) {
return distSq < gAttentionRanges[actor->attentionRangeType].rangeSq;
s32 Attention_ActorIsInRange(Actor* actor, f32 distSq) {
return distSq < gAttentionRanges[actor->attentionRangeType].attentionRangeSq;
}
/**
* Returns true if the actor is outside the leash distance to player.
* Returns true if an actor lock-on should be released.
* This function does not actually release the lock-on, as that is Player's responsibility.
*
* If an actor's update function is NULL or `ACTOR_FLAG_ATTENTION_ENABLED` is unset, the lock-on should be released.
*
* There is also a check for Player exceeding the lock-on leash distance.
* Note that this check will be ignored if `ignoreLeash` is true.
*
* 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) {
s32 Attention_ShouldReleaseLockOn(Actor* actor, Player* player, s32 ignoreLeash) {
if ((actor->update == NULL) || !(actor->flags & ACTOR_FLAG_ATTENTION_ENABLED) ||
(actor->flags & ACTOR_FLAG_LOCK_ON_DISABLED)) {
return true;
}
if (!ignoreLeash) {
s16 yawDiff;
s16 yawDiffAbs = ABS_ALT(BINANG_SUB(BINANG_SUB(actor->yawTowardsPlayer, 0x8000), player->actor.shape.rot.y));
f32 distSq;
// The yaw, with player as the origin, from where player is facing to where the actor is positioned
yawDiff = ABS_ALT(BINANG_SUB(BINANG_SUB(actor->yawTowardsPlayer, 0x8000), player->actor.shape.rot.y));
if ((player->focusActor == NULL) && (yawDiff > (0x10000 / 6))) {
if ((player->focusActor == NULL) && (yawDiffAbs > (0x10000 / 6))) {
// This function is only called (and is only relevant) when `player->focusActor != NULL`.
// This is unreachable.
distSq = FLT_MAX;
} else {
distSq = actor->xyzDistToPlayerSq;
}
return !Attention_IsActorInRange(actor, gAttentionRanges[actor->attentionRangeType].leashScale * distSq);
return !Attention_ActorIsInRange(actor, gAttentionRanges[actor->attentionRangeType].lockOnLeashScale * distSq);
}
return false;
@ -3493,12 +3530,12 @@ Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play) {
Camera_ChangeMode(Play_GetCamera(play, Play_GetActiveCamId(play)), CAM_MODE_NORMAL);
}
if (actor == actorCtx->attention.fairyActor) {
actorCtx->attention.fairyActor = NULL;
if (actor == actorCtx->attention.tatlHoverActor) {
actorCtx->attention.tatlHoverActor = NULL;
}
if (actor == actorCtx->attention.forcedTargetActor) {
actorCtx->attention.forcedTargetActor = NULL;
if (actor == actorCtx->attention.forcedLockOnActor) {
actorCtx->attention.forcedLockOnActor = NULL;
}
if (actor == actorCtx->attention.bgmEnemy) {
@ -3519,61 +3556,57 @@ Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play) {
return newHead;
}
bool Attention_InTargetableScreenRegion(PlayState* play, Actor* actor) {
s16 screenPosX;
s16 screenPosY;
/**
* Checks that an actor is on-screen enough to be considered an attention actor.
*
* Note that the screen bounds checks are larger than the actual screen region
* to give room for error.
*/
bool Attention_ActorOnScreen(PlayState* play, Actor* actor) {
s16 x;
s16 y;
Actor_GetScreenPos(play, actor, &screenPosX, &screenPosY);
Actor_GetScreenPos(play, actor, &x, &y);
return (screenPosX > -20) && (screenPosX < gScreenWidth + 20) && (screenPosY > -160) &&
(screenPosY < gScreenHeight + 160);
#define X_LEEWAY 20
#define Y_LEEWAY 160
return (x > (0 - X_LEEWAY)) && (x < (gScreenWidth + X_LEEWAY)) && (y > (0 - Y_LEEWAY)) &&
(y < (gScreenHeight + Y_LEEWAY));
}
/**
* Search for targetable actors of the `actorCategory` category.
* Search for attention actors or camera drift actors within the specified 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 attentionRangeType.
* To be considered an attention actor the actor needs to:
* - Have a non-NULL update function (still active)
* - Not be player (this is technically a redundant check because the PLAYER category is never searched)
* - Have `ACTOR_FLAG_ATTENTION_ENABLED` or `ACTOR_FLAG_FOCUS_ACTOR_REFINDABLE` set
* - Not be the current focus actor unless `ACTOR_FLAG_FOCUS_ACTOR_REFINDABLE` is set
* - Be the closest attention actor found so far
* - Be within range, specified by attentionRangeType
* - Be roughly on-screen
* - Not be blocked by a surface
*
* The actor must be on-screen
*
* The highest priority actor is stored in `sTargetablePrioritizedActor`, while the nearest actor is stored in
* `sTargetableNearestActor`. The higher priority / smaller distance of those actors are stored in
* `sTargetablePrioritizedPriority` and `sTargetableNearestActorDistSq`.
*
* There is not much info to infer anything about ACTOR_FLAG_40000000, D_801ED8C4/D_801ED8C0, D_801ED8D8/D_801ED8D0.
* All appear unused in any meaningful way.
*
* For an actor to be taken in consideration by this function it needs:
* - Non-NULL update function (maybe obvious?)
* - 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 attentionRangeType.
* - It must be on-screen (within a margin)
* - Must not be blocked by a surface (?)
*
* This function also checks for the nearest enemy actor, which allows determining if enemy background music should be
* played. This actor is stored in `attention.bgmEnemy` and its distance is stored in `sBgmEnemyDistSq`
* If an actor has a priority value set and the value is the lowest found so far, it will be set as the prioritized
* attention actor. Otherwise, it is set as the nearest attention actor or camera drift actor.
*
* This function is expected to be called with almost every actor category in each cycle. On a new cycle its global
* variables must be reset by the caller, otherwise the information of the previous cycle will be retained on this one.
* variables must be reset by the caller, otherwise the information of the previous cycle will be retained.
*/
void Attention_FindTargetableActorForCategory(PlayState* play, ActorContext* actorCtx, Player* player,
ActorType actorCategory) {
void Attention_FindActorInCategory(PlayState* play, ActorContext* actorCtx, Player* player, ActorType actorCategory) {
f32 distSq;
Actor* actor = actorCtx->actorLists[actorCategory].first;
Actor* playerFocusActor = player->focusActor;
s32 isNearestTargetableActor;
s32 phi_s2_2;
s32 isNearestAttentionActor;
s32 isNearestCameraDriftActor;
for (; actor != NULL; actor = actor->next) {
if ((actor->update == NULL) || ((Player*)actor == player)) {
continue;
}
// Actor must be at least either targetable or ACTOR_FLAG_40000000
if (!(actor->flags & (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_40000000))) {
if (!(actor->flags & (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_CAMERA_DRIFT_ENABLED))) {
continue;
}
@ -3586,107 +3619,110 @@ void Attention_FindTargetableActorForCategory(PlayState* play, ActorContext* act
}
}
// If this actor is the currently targeted one, then ignore it unless it has the ACTOR_FLAG_80000 flag
if ((actor == playerFocusActor) && !(actor->flags & ACTOR_FLAG_80000)) {
// Ignore the current focus actor unless it is refindable
if ((actor == playerFocusActor) && !(actor->flags & ACTOR_FLAG_FOCUS_ACTOR_REFINDABLE)) {
continue;
}
distSq = Attention_GetAdjustedDistSq(actor, player, sTargetPlayerRotY);
distSq = Attention_WeightedDistToPlayerSq(actor, player, sAttentionPlayerRotY);
isNearestTargetableActor =
(actor->flags & ACTOR_FLAG_ATTENTION_ENABLED) && (distSq < sTargetableNearestActorDistSq);
phi_s2_2 = (actor->flags & ACTOR_FLAG_40000000) && (distSq < D_801ED8D0);
isNearestAttentionActor =
(actor->flags & ACTOR_FLAG_ATTENTION_ENABLED) && (distSq < sNearestAttentionActorDistSq);
if (!isNearestTargetableActor && !phi_s2_2) {
isNearestCameraDriftActor =
(actor->flags & ACTOR_FLAG_CAMERA_DRIFT_ENABLED) && (distSq < sNearestCameraDriftActorDistSq);
if (!isNearestAttentionActor && !isNearestCameraDriftActor) {
continue;
}
if (Attention_IsActorInRange(actor, distSq) && Attention_InTargetableScreenRegion(play, actor)) {
if (Attention_ActorIsInRange(actor, distSq) && Attention_ActorOnScreen(play, actor)) {
CollisionPoly* poly;
s32 bgId;
Vec3f posResult;
Vec3f lineTestResultPos;
if (BgCheck_CameraLineTest1(&play->colCtx, &player->actor.focus.pos, &actor->focus.pos, &posResult, &poly,
true, true, true, true, &bgId)) {
if (BgCheck_CameraLineTest1(&play->colCtx, &player->actor.focus.pos, &actor->focus.pos, &lineTestResultPos,
&poly, true, true, true, true, &bgId)) {
if (!SurfaceType_IsIgnoredByProjectiles(&play->colCtx, poly, bgId)) {
continue;
}
}
if (actor->targetPriority != 0) {
if (isNearestTargetableActor && (actor->targetPriority < sTargetablePrioritizedPriority)) {
sTargetablePrioritizedActor = actor;
sTargetablePrioritizedPriority = actor->targetPriority;
if (isNearestAttentionActor && (actor->targetPriority < sHighestAttentionPriority)) {
sPrioritizedAttentionActor = actor;
sHighestAttentionPriority = actor->targetPriority;
}
if (phi_s2_2 && (actor->targetPriority < D_801ED8D8)) {
D_801ED8C4 = actor;
D_801ED8D8 = actor->targetPriority;
if (isNearestCameraDriftActor && (actor->targetPriority < sHighestCameraDriftPriority)) {
sPrioritizedCameraDriftActor = actor;
sHighestCameraDriftPriority = actor->targetPriority;
}
} else {
if (isNearestTargetableActor) {
sTargetableNearestActor = actor;
sTargetableNearestActorDistSq = distSq;
if (isNearestAttentionActor) {
sNearestAttentionActor = actor;
sNearestAttentionActorDistSq = distSq;
}
if (phi_s2_2) {
D_801ED8C0 = actor;
D_801ED8D0 = distSq;
if (isNearestCameraDriftActor) {
sNearestCameraDriftActor = actor;
sNearestCameraDriftActorDistSq = distSq;
}
}
}
}
}
u8 sTargetableActorCategories[] = {
u8 sAttentionCategorySearchOrder[] = {
ACTORCAT_BOSS, ACTORCAT_ENEMY, ACTORCAT_BG, ACTORCAT_EXPLOSIVES, ACTORCAT_NPC, ACTORCAT_ITEMACTION,
ACTORCAT_CHEST, ACTORCAT_SWITCH, ACTORCAT_PROP, ACTORCAT_MISC, ACTORCAT_DOOR, ACTORCAT_SWITCH,
};
/**
* Search for the nearest targetable actor.
* Search for the nearest attention actor and camera drift actor by iterating through most actor categories.
* See `Attention_FindActorInCategory` for more details on search criteria.
*
* The specific criteria is specified in Attention_FindTargetableActorForCategory.
*
* The actor found is stored in the targetableP parameter. It may be NULL if no actor that fulfills the criteria is
* found.
* The attention actor found is stored in the `attentionActorP` parameter, while the camera drift actor is stored in
* `cameraDriftActorP` They may be NULL if no actor that fulfills the criteria is found.
*/
void Attention_GetTargetActor(PlayState* play, ActorContext* actorCtx, Actor** targetableP, Actor** arg3,
Player* player) {
u8* actorCategories;
void Attention_FindActor(PlayState* play, ActorContext* actorCtx, Actor** attentionActorP, Actor** cameraDriftActorP,
Player* player) {
u8* category;
s32 i;
sTargetableNearestActor = sTargetablePrioritizedActor = D_801ED8C0 = D_801ED8C4 = NULL;
sTargetableNearestActorDistSq = D_801ED8D0 = sBgmEnemyDistSq = FLT_MAX;
sTargetablePrioritizedPriority = D_801ED8D8 = INT32_MAX;
sNearestAttentionActor = sPrioritizedAttentionActor = sNearestCameraDriftActor = sPrioritizedCameraDriftActor =
NULL;
sNearestAttentionActorDistSq = sNearestCameraDriftActorDistSq = sBgmEnemyDistSq = FLT_MAX;
sHighestAttentionPriority = sHighestCameraDriftPriority = INT32_MAX;
actorCtx->attention.bgmEnemy = NULL;
sTargetPlayerRotY = player->actor.shape.rot.y;
sAttentionPlayerRotY = player->actor.shape.rot.y;
actorCategories = sTargetableActorCategories;
category = sAttentionCategorySearchOrder;
// Try to search for a targetable actor that's a Boss, Enemy or Bg first
// Search the first 3 actor categories first for an attention actor
// These are Boss, Enemy, and Bg, in order.
for (i = 0; i < 3; i++) {
Attention_FindTargetableActorForCategory(play, actorCtx, player, *actorCategories);
actorCategories++;
Attention_FindActorInCategory(play, actorCtx, player, *category);
category++;
}
// If no actor in the above categories was found then try to search for one in every other category
if (sTargetableNearestActor == NULL) {
for (; i < ARRAY_COUNT(sTargetableActorCategories); i++) {
Attention_FindTargetableActorForCategory(play, actorCtx, player, *actorCategories);
actorCategories++;
// If no actor in the above categories was found, then try searching in the remaining categories
if (sNearestAttentionActor == NULL) {
for (; i < ARRAY_COUNT(sAttentionCategorySearchOrder); i++) {
Attention_FindActorInCategory(play, actorCtx, player, *category);
category++;
}
}
if (sTargetableNearestActor == NULL) {
*targetableP = sTargetablePrioritizedActor;
if (sNearestAttentionActor == NULL) {
*attentionActorP = sPrioritizedAttentionActor;
} else {
*targetableP = sTargetableNearestActor;
*attentionActorP = sNearestAttentionActor;
}
if (D_801ED8C0 == NULL) {
*arg3 = D_801ED8C4;
if (sNearestCameraDriftActor == NULL) {
*cameraDriftActorP = sPrioritizedCameraDriftActor;
} else {
*arg3 = D_801ED8C0;
*cameraDriftActorP = sNearestCameraDriftActor;
}
}

View File

@ -1274,9 +1274,12 @@ f32 Camera_CalcSlopeYAdj(Vec3f* floorNorm, s16 playerYRot, s16 eyeAtYaw, f32 adj
return (Camera_fabsf(tmp) * adjAmt) * Math_CosS(playerYRot - eyeAtYaw);
}
f32 func_800CD6CC(Actor* actor) {
return sqrtf(gAttentionRanges[actor->attentionRangeType].rangeSq /
gAttentionRanges[actor->attentionRangeType].leashScale);
/**
* Gets the distance that the attention actor is in range.
*/
f32 Camera_GetAttentionActorRange(Actor* actor) {
return sqrtf(gAttentionRanges[actor->attentionRangeType].attentionRangeSq /
gAttentionRanges[actor->attentionRangeType].lockOnLeashScale);
}
/**
@ -1950,7 +1953,7 @@ s32 Camera_Normal1(Camera* camera) {
Vec3f spD8;
f32 spD4;
f32 spD0;
Vec3f* temp;
Vec3f* cameraDriftActorPos;
f32 spC8;
f32 spC4;
f32 spC0;
@ -2095,7 +2098,7 @@ s32 Camera_Normal1(Camera* camera) {
camera->yawUpdateRateInv, phi_f2, 0.1f);
if ((roData->interfaceFlags & NORMAL1_FLAG_3) && (camera->speedRatio > 0.01f)) {
camera->pitchUpdateRateInv = Camera_ScaledStepToCeilF(100.0f, camera->pitchUpdateRateInv, 0.5f, 0.1f);
} else if (D_801ED920 != NULL) {
} else if (gCameraDriftActor != NULL) {
camera->pitchUpdateRateInv = Camera_ScaledStepToCeilF(32.0f, camera->pitchUpdateRateInv, 0.5f, 0.1f);
} else {
camera->pitchUpdateRateInv = Camera_ScaledStepToCeilF(16.0f, camera->pitchUpdateRateInv, 0.2f, 0.1f);
@ -2202,7 +2205,7 @@ s32 Camera_Normal1(Camera* camera) {
spB4.yaw = sp9C.yaw;
spB4.pitch = sp9C.pitch;
camera->animState = 20;
} else if (D_801ED920 != NULL) {
} else if (gCameraDriftActor != NULL) {
VecGeo sp74;
s16 sp72;
f32 sp6C;
@ -2210,8 +2213,8 @@ s32 Camera_Normal1(Camera* camera) {
//! FAKE:
if (1) {}
temp = &D_801ED920->world.pos;
sp74 = OLib_Vec3fDiffToVecGeo(&focalActorPosRot->pos, temp);
cameraDriftActorPos = &gCameraDriftActor->world.pos;
sp74 = OLib_Vec3fDiffToVecGeo(&focalActorPosRot->pos, cameraDriftActorPos);
sp72 = focalActorPosRot->rot.y - sp74.yaw;
// Interface and shrink-window flags
if ((roData->interfaceFlags & 0xFF00) == 0xFF00) {
@ -3683,7 +3686,7 @@ s32 Camera_Battle1(Camera* camera) {
sp120.y += focalActorHeight;
spA4 = OLib_Vec3fDiffToVecGeo(&sp120, &camera->targetPosRot.pos);
sp104 = func_800CD6CC(camera->target);
sp104 = Camera_GetAttentionActorRange(camera->target);
if (sp104 > (PREG(86) + 800.0f)) {
sp104 = PREG(86) + 800.0f;
}

View File

@ -59,7 +59,7 @@ static ColliderCylinderInit sCylinderInit = {
};
static InitChainEntry sInitChain[] = {
ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 2000, ICHAIN_STOP),
};
static s32 sBssPad;

View File

@ -798,7 +798,7 @@ void Boss05_LilyPadWithHead_Move(Boss05* this, PlayState* play) {
if (player2->focusActor == &this->dyna.actor) {
player2->focusActor = &child->dyna.actor;
play->actorCtx.attention.fairyActor = &child->dyna.actor;
play->actorCtx.attention.tatlHoverActor = &child->dyna.actor;
play->actorCtx.attention.reticleActor = &child->dyna.actor;
}
@ -929,7 +929,7 @@ void Boss05_FallingHead_Fall(Boss05* this, PlayState* play) {
if (player->focusActor == &this->dyna.actor) {
player->focusActor = &walkingHead->dyna.actor;
play->actorCtx.attention.fairyActor = &walkingHead->dyna.actor;
play->actorCtx.attention.tatlHoverActor = &walkingHead->dyna.actor;
play->actorCtx.attention.reticleActor = &walkingHead->dyna.actor;
}

View File

@ -673,7 +673,7 @@ void DmChar00_Init(Actor* thisx, PlayState* play) {
this->unk_240 = D_80AA77A8[DMCHAR00_GET(thisx)];
this->unk_250 = D_80AA77D8[DMCHAR00_GET(thisx)];
thisx->targetArrowOffset = 3000.0f;
thisx->lockOnArrowOffset = 3000.0f;
this->cueId = 99;
this->unk_262 = DMCHAR00_GET_F800(thisx);

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@ -86,7 +86,7 @@ void DmChar02_Init(Actor* thisx, PlayState* play) {
if (gSaveContext.save.saveInfo.inventory.items[SLOT_OCARINA] == ITEM_NONE) {
this->animIndex = DMCHAR02_ANIM_HIT_GROUND;
this->actor.targetArrowOffset = 3000.0f;
this->actor.lockOnArrowOffset = 3000.0f;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 24.0f);
SkelAnime_InitFlex(play, &this->skelAnime, &gClockTowerOcarinaOfTimeSkel, NULL, NULL, NULL, 0);
DmChar02_ChangeAnim(&this->skelAnime, &sAnimationInfo[DMCHAR02_ANIM_HIT_GROUND], 0);

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@ -59,7 +59,7 @@ void DmChar03_Init(Actor* thisx, PlayState* play) {
DmChar03* this = THIS;
this->animIndex = DMCHAR03_ANIM_FALL_OVER;
this->actor.targetArrowOffset = 3000.0f;
this->actor.lockOnArrowOffset = 3000.0f;
this->unk_18E = false;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 24.0f);
SkelAnime_InitFlex(play, &this->skelAnime, &gDekuMaskSkel, NULL, NULL, NULL, 0);

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@ -72,7 +72,7 @@ void DmChar04_Init(Actor* thisx, PlayState* play) {
this->primColors = sPrimColors[this->actor.params];
this->envColors = sEnvColors[this->actor.params];
this->actor.targetArrowOffset = 3000.0f;
this->actor.lockOnArrowOffset = 3000.0f;
this->cueId = 99;
this->timer = this->actor.params << 0xB;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 24.0f);

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@ -148,7 +148,7 @@ void DmChar08_Init(Actor* thisx, PlayState* play2) {
thisx->attentionRangeType = ATTENTION_RANGE_5;
this->eyeMode = TURTLE_EYEMODE_CLOSED;
thisx->targetArrowOffset = 120.0f;
thisx->lockOnArrowOffset = 120.0f;
ActorShape_Init(&thisx->shape, 0.0f, ActorShadow_DrawCircle, 24.0f);
SkelAnime_InitFlex(play, &this->skelAnime, &gTurtleSkel, NULL, NULL, NULL, 0);
Actor_ProcessInitChain(thisx, sInitChain);
@ -1018,7 +1018,7 @@ void DmChar08_Update(Actor* thisx, PlayState* play) {
DmChar08* this = THIS;
this->dyna.actor.focus.pos.x = this->focusPos.x;
this->dyna.actor.focus.pos.y = this->focusPos.y + this->dyna.actor.targetArrowOffset;
this->dyna.actor.focus.pos.y = this->focusPos.y + this->dyna.actor.lockOnArrowOffset;
this->dyna.actor.focus.pos.z = this->focusPos.z;
this->dyna.actor.focus.rot.x = this->dyna.actor.world.rot.x;
this->dyna.actor.focus.rot.y = this->dyna.actor.world.rot.y;

View File

@ -60,7 +60,7 @@ void DmSa_Init(Actor* thisx, PlayState* play) {
this->unk_2E0 = 0;
this->alpha = 255;
this->actor.targetArrowOffset = 3000.0f;
this->actor.lockOnArrowOffset = 3000.0f;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 24.0f);
SkelAnime_InitFlex(play, &this->skelAnime, &gSkullKidSkel, NULL, NULL, NULL, 0);
DmSa_ChangeAnim(&this->skelAnime, &sAnimationInfo[DMSA_ANIM_T_POSE], 0);

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@ -1167,7 +1167,7 @@ void DmStk_Init(Actor* thisx, PlayState* play) {
this->fadeOutState = SK_FADE_OUT_STATE_NONE;
this->fadeOutTimer = 0;
this->alpha = this->alpha; // Set to itself
this->actor.targetArrowOffset = 1100.0f;
this->actor.lockOnArrowOffset = 1100.0f;
this->cueId = 99;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 24.0f);
SkelAnime_InitFlex(play, &this->skelAnime, &gSkullKidSkel, NULL, NULL, NULL, 0);
@ -1796,9 +1796,9 @@ void DmStk_ClockTower_Idle(DmStk* this, PlayState* play) {
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
if (this->animIndex == SK_ANIM_CALL_DOWN_MOON_LOOP) {
this->actor.targetArrowOffset = 3100.0f;
this->actor.lockOnArrowOffset = 3100.0f;
} else {
this->actor.targetArrowOffset = 200.0f;
this->actor.lockOnArrowOffset = 200.0f;
}
if ((this->collider.base.acFlags & AC_HIT) && (this->actor.colChkInfo.damageEffect == 0xF)) {

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@ -116,7 +116,7 @@ void DmZl_Init(Actor* thisx, PlayState* play) {
this->animIndex = ZELDA_ANIM_FACING_AWAY;
this->unk_2BA = 0;
this->actor.targetArrowOffset = 1000.0f;
this->actor.lockOnArrowOffset = 1000.0f;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 24.0f);
// these three set to NULL should mean they are dynamically allocated
SkelAnime_InitFlex(play, &this->skelAnime, &gZl4Skel, NULL, NULL, NULL, 0);

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@ -153,7 +153,7 @@ static u16 D_80BF04AC[] = {
static InitChainEntry sInitChain[] = {
ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_0, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 30, ICHAIN_STOP),
};
void func_80BECBE0(EnAkindonuts* this, s16 arg1) {

View File

@ -129,7 +129,7 @@ static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 14, ICHAIN_CONTINUE),
ICHAIN_S8(hintId, TATL_HINT_ID_ARMOS, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -4000, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 2000, ICHAIN_STOP),
};
void EnAm_Init(Actor* thisx, PlayState* play) {

View File

@ -35,7 +35,7 @@ ActorProfile En_Attack_Niw_Profile = {
static InitChainEntry sInitChain[] = {
ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_1, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -2000, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 0, ICHAIN_STOP),
};
void EnAttackNiw_Init(Actor* thisx, PlayState* play) {

View File

@ -111,7 +111,7 @@ static InitChainEntry sInitChain[] = {
ICHAIN_S8(hintId, TATL_HINT_ID_BAD_BAT, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneForward, 3000, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -500, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 2000, ICHAIN_STOP),
};
static Gfx* sWingsDLs[] = {

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@ -116,7 +116,7 @@ static CollisionCheckInfoInit sColChkInfoInit = { 2, 20, 40, 50 };
static InitChainEntry sInitChain[] = {
ICHAIN_S8(hintId, TATL_HINT_ID_BLUE_BUBBLE, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 10, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 10, ICHAIN_STOP),
};
void EnBb_Init(Actor* thisx, PlayState* play) {

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@ -145,7 +145,7 @@ static CollisionCheckInfoInit sColChkInfoInit = { 2, 20, 40, 50 };
static InitChainEntry sInitChain[] = {
ICHAIN_S8(hintId, TATL_HINT_ID_RED_BUBBLE, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 10, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 10, ICHAIN_STOP),
};
void EnBbfall_Init(Actor* thisx, PlayState* play) {

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@ -87,7 +87,7 @@ static CollisionCheckInfoInit sColChkInfoInit = { 4, 130, 120, MASS_HEAVY };
static InitChainEntry sInitChain[] = {
ICHAIN_F32(uncullZoneForward, 2500, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_CONTINUE),
ICHAIN_F32(lockOnArrowOffset, 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),

View File

@ -126,7 +126,7 @@ static InitChainEntry sInitChain[] = {
ICHAIN_S8(hintId, 1, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 15, ICHAIN_CONTINUE),
ICHAIN_F32(gravity, -2, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 4333, ICHAIN_CONTINUE),
ICHAIN_F32(lockOnArrowOffset, 4333, ICHAIN_CONTINUE),
ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_5, ICHAIN_STOP),
};

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@ -155,7 +155,7 @@ static DamageTable sDamageTable = {
static InitChainEntry sInitChain[] = {
ICHAIN_S8(hintId, TATL_HINT_ID_BIG_POE, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 3200, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 3200, ICHAIN_STOP),
};
// used in the burning death actionfunc

View File

@ -306,7 +306,7 @@ static AnimationHeader* sGekkoAttackAnimations[] = {
static InitChainEntry sInitChain[] = {
ICHAIN_S8(hintId, TATL_HINT_ID_GEKKO_GIANT_SLIME, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(targetArrowOffset, -13221, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(lockOnArrowOffset, -13221, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -2000, ICHAIN_CONTINUE),
ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_5, ICHAIN_STOP),
};

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@ -124,7 +124,7 @@ static ColliderJntSphInit sJntSphInit2 = {
static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F(scale, 0, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_CONTINUE),
ICHAIN_F32(lockOnArrowOffset, 2000, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -4000, ICHAIN_STOP),
};

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@ -121,7 +121,7 @@ static InitChainEntry sInitChain[] = {
ICHAIN_F32(uncullZoneForward, 3000, ICHAIN_CONTINUE),
ICHAIN_S8(hintId, TATL_HINT_ID_GUAY, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -500, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 2000, ICHAIN_STOP),
};
void EnCrow_Init(Actor* thisx, PlayState* play) {
@ -301,7 +301,7 @@ void EnCrow_SetupDamaged(EnCrow* this, PlayState* play) {
this->actor.velocity.y = 0.0f;
Animation_Change(&this->skelAnime, &gGuayFlyAnim, 0.4f, 0.0f, 0.0f, ANIMMODE_LOOP_INTERP, -3.0f);
this->actor.shape.yOffset = 0.0f;
this->actor.targetArrowOffset = 0.0f;
this->actor.lockOnArrowOffset = 0.0f;
this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND;
scale = (this->actor.scale.x * 100.0f);
this->actor.world.pos.y += 20.0f * scale;
@ -438,7 +438,7 @@ void EnCrow_SetupRespawn(EnCrow* this) {
this->timer = 300;
this->actor.draw = NULL;
this->actor.shape.yOffset = 2000.0f;
this->actor.targetArrowOffset = 2000.0;
this->actor.lockOnArrowOffset = 2000.0;
this->drawDmgEffAlpha = 0.0f;
this->actionFunc = EnCrow_Respawn;
}

View File

@ -221,7 +221,7 @@ static EffectBlureInit2 sBlureInit = {
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_F32(lockOnArrowOffset, 6000, ICHAIN_CONTINUE),
ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_5, ICHAIN_STOP),
};

View File

@ -197,7 +197,7 @@ static DamageTable sDamageTable = {
};
static InitChainEntry sInitChain[] = {
ICHAIN_F32(targetArrowOffset, 1500, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 1500, ICHAIN_STOP),
};
void EnDekubaba_Init(Actor* thisx, PlayState* play) {

View File

@ -112,7 +112,7 @@ static DamageTable sDamageTable = {
static InitChainEntry sInitChain[] = {
ICHAIN_S8(hintId, TATL_HINT_ID_MAD_SCRUB, ICHAIN_CONTINUE),
ICHAIN_F32(gravity, -1, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 2600, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 2600, ICHAIN_STOP),
};
void EnDekunuts_Init(Actor* thisx, PlayState* play) {

View File

@ -262,7 +262,7 @@ static s16 sCsId = CS_ID_NONE;
static s32 sNumAlive = 0;
static InitChainEntry sInitChain[] = {
ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_CONTINUE),
ICHAIN_F32(lockOnArrowOffset, 2000, ICHAIN_CONTINUE),
ICHAIN_S8(hintId, TATL_HINT_ID_DINOLFOS, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -2000, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 15, ICHAIN_STOP),

View File

@ -276,7 +276,7 @@ static CollisionCheckInfoInit sColChkInfoInit = { 3, 100, 100, 80 };
static InitChainEntry sInitChain[] = {
ICHAIN_S8(hintId, TATL_HINT_ID_DODONGO, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -1000, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 1400, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 1400, ICHAIN_STOP),
};
void EnDodongo_Init(Actor* thisx, PlayState* play) {

View File

@ -886,7 +886,7 @@ void func_8088E60C(EnElf* this, PlayState* play) {
void func_8088E850(EnElf* this, PlayState* play) {
Vec3f nextPos;
Player* player = GET_PLAYER(play);
Actor* targetFairyActor;
Actor* tatlHoverActor;
f32 xScale;
f32 distFromLinksHead;
u32 cueChannel;
@ -972,15 +972,15 @@ void func_8088E850(EnElf* this, PlayState* play) {
break;
default:
targetFairyActor = play->actorCtx.attention.fairyActor;
tatlHoverActor = play->actorCtx.attention.tatlHoverActor;
if ((player->stateFlags1 & PLAYER_STATE1_40) && (player->talkActor != NULL)) {
Math_Vec3f_Copy(&nextPos, &player->talkActor->focus.pos);
} else {
Math_Vec3f_Copy(&nextPos, &play->actorCtx.attention.fairyPos);
Math_Vec3f_Copy(&nextPos, &play->actorCtx.attention.tatlHoverPos);
}
nextPos.y += 1500.0f * this->actor.scale.y;
if (targetFairyActor != NULL) {
if (tatlHoverActor != NULL) {
func_8088DB4C(this, &nextPos, 0.0f, 30.0f, 0.2f);
if (this->actor.speed >= 5.0f) {
func_8088F5F4(this, play, 0x10);
@ -1041,7 +1041,7 @@ void func_8088EF18(Color_RGBAf* dest, Color_RGBAf* newColor, Color_RGBAf* curCol
}
void func_8088EFA4(EnElf* this, PlayState* play) {
Actor* targetFairyActor = play->actorCtx.attention.fairyActor;
Actor* tatlHoverActor = play->actorCtx.attention.tatlHoverActor;
Player* player = GET_PLAYER(play);
f32 transitionRate;
@ -1066,35 +1066,35 @@ void func_8088EFA4(EnElf* this, PlayState* play) {
this->outerColor.b = 80.0f;
this->outerColor.a = 0.0f;
}
} else if (play->actorCtx.attention.fairyMoveProgressFactor != 0.0f) {
} else if (play->actorCtx.attention.tatlMoveProgressFactor != 0.0f) {
this->unk_268 = 0;
this->unk_238 = 1.0f;
if (!this->unk_269) {
Actor_PlaySfx(&this->actor, NA_SE_EV_BELL_DASH_NORMAL);
}
} else if (this->unk_268 == 0) {
if ((targetFairyActor == NULL) ||
(Math_Vec3f_DistXYZ(&this->actor.world.pos, &play->actorCtx.attention.fairyPos) < 50.0f)) {
if ((tatlHoverActor == NULL) ||
(Math_Vec3f_DistXYZ(&this->actor.world.pos, &play->actorCtx.attention.tatlHoverPos) < 50.0f)) {
this->unk_268 = 1;
}
} else if (this->unk_238 != 0.0f) {
if (Math_StepToF(&this->unk_238, 0.0f, 0.25f)) {
this->innerColor = play->actorCtx.attention.fairyInnerColor;
this->outerColor = play->actorCtx.attention.fairyOuterColor;
this->innerColor = play->actorCtx.attention.tatlInnerColor;
this->outerColor = play->actorCtx.attention.tatlOuterColor;
} else {
transitionRate = 0.25f / this->unk_238;
func_8088EF18(&this->innerColor, &play->actorCtx.attention.fairyInnerColor, &this->innerColor,
func_8088EF18(&this->innerColor, &play->actorCtx.attention.tatlInnerColor, &this->innerColor,
transitionRate);
func_8088EF18(&this->outerColor, &play->actorCtx.attention.fairyOuterColor, &this->outerColor,
func_8088EF18(&this->outerColor, &play->actorCtx.attention.tatlOuterColor, &this->outerColor,
transitionRate);
}
}
if (this->fairyFlags & 1) {
if ((targetFairyActor == NULL) || (player->focusActor == NULL)) {
if ((tatlHoverActor == NULL) || (player->focusActor == NULL)) {
this->fairyFlags ^= 1;
}
} else if ((targetFairyActor != NULL) && (player->focusActor != NULL)) {
} else if ((tatlHoverActor != NULL) && (player->focusActor != NULL)) {
u8 temp = this->unk_269;
u16 targetSfxId = (this->unk_269 == 0) ? NA_SE_NONE : NA_SE_NONE;
@ -1107,7 +1107,7 @@ void func_8088EFA4(EnElf* this, PlayState* play) {
void func_8088F214(EnElf* this, PlayState* play) {
s32 sp34;
Actor* targetFairyActor;
Actor* tatlHoverActor;
Player* player = GET_PLAYER(play);
s32 pad;
@ -1138,12 +1138,12 @@ void func_8088F214(EnElf* this, PlayState* play) {
sp34 = 1;
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EV_BELL_ANGER - SFX_FLAG);
} else {
targetFairyActor = play->actorCtx.attention.fairyActor;
tatlHoverActor = play->actorCtx.attention.tatlHoverActor;
if (player->stateFlags1 & PLAYER_STATE1_400) {
sp34 = 10;
this->unk_25C = 100;
} else if ((targetFairyActor == NULL) || (targetFairyActor->category == ACTORCAT_NPC)) {
if (targetFairyActor != NULL) {
} else if ((tatlHoverActor == NULL) || (tatlHoverActor->category == ACTORCAT_NPC)) {
if (tatlHoverActor != NULL) {
this->unk_25C = 100;
player->stateFlags2 |= PLAYER_STATE2_100000;
sp34 = 0;
@ -1282,7 +1282,7 @@ void func_8088FA38(EnElf* this, PlayState* play) {
Player* player = GET_PLAYER(play);
if (this->fairyFlags & 0x10) {
refPos = play->actorCtx.attention.fairyPos;
refPos = play->actorCtx.attention.tatlHoverPos;
if (this->unk_234 != NULL) {
refPos = this->unk_234->world.pos;

View File

@ -151,7 +151,7 @@ static AnimatedMaterial* sEmblemAnimatedMats[] = {
static InitChainEntry sInitChain[] = {
ICHAIN_S8(hintId, TATL_HINT_ID_DEATH_ARMOS, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 3500, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 3500, ICHAIN_STOP),
};
static s32 sAnimatedMaterialsDesgmented = false;

View File

@ -126,7 +126,7 @@ static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 5, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -500, ICHAIN_CONTINUE),
ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_2, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 4000, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 4000, ICHAIN_STOP),
};
void EnFirefly_Init(Actor* thisx, PlayState* play) {

View File

@ -793,7 +793,7 @@ FishingFishInit sFishInits[] = {
static InitChainEntry sInitChain[] = {
ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_5, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 0, ICHAIN_STOP),
};
void EnFishing_Init(Actor* thisx, PlayState* play2) {

View File

@ -131,7 +131,7 @@ static DamageTable sDamageTable = {
static InitChainEntry sInitChain[] = {
ICHAIN_S8(hintId, TATL_HINT_ID_FLOORMASTER, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 5500, ICHAIN_CONTINUE),
ICHAIN_F32(lockOnArrowOffset, 5500, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -1000, ICHAIN_STOP),
};

View File

@ -1,12 +1,13 @@
/*
* File: z_en_fr.c
* Overlay: ovl_En_Fr
* Description:
* Description: Invisible spot that triggers a slow camera drift towards the spot while player is moving.
* Unused in game.
*/
#include "z_en_fr.h"
#define FLAGS (ACTOR_FLAG_40000000)
#define FLAGS (ACTOR_FLAG_CAMERA_DRIFT_ENABLED)
#define THIS ((EnFr*)thisx)
@ -34,7 +35,7 @@ void EnFr_Init(Actor* thisx, PlayState* play) {
return;
}
this->actor.attentionRangeType = ENFR_GET_TARGETMODE(&this->actor);
this->actor.attentionRangeType = ENFR_GET_ATTENTION_RANGE_TYPE(&this->actor);
}
void EnFr_Destroy(Actor* thisx, PlayState* play) {
@ -49,8 +50,8 @@ void EnFr_Update(Actor* thisx, PlayState* play) {
}
if (this->actor.xyzDistToPlayerSq < SQ(IREG(29))) {
this->actor.flags &= ~ACTOR_FLAG_40000000;
this->actor.flags &= ~ACTOR_FLAG_CAMERA_DRIFT_ENABLED;
} else {
this->actor.flags |= ACTOR_FLAG_40000000;
this->actor.flags |= ACTOR_FLAG_CAMERA_DRIFT_ENABLED;
}
}

View File

@ -6,7 +6,7 @@
struct EnFr;
#define ENFR_GET_SWITCH_FLAG(thisx) ((thisx)->params & 0x7F)
#define ENFR_GET_TARGETMODE(thisx) (((thisx)->params >> 7) & 0xF)
#define ENFR_GET_ATTENTION_RANGE_TYPE(thisx) (((thisx)->params >> 7) & 0xF)
typedef struct EnFr {
/* 0x000 */ Actor actor;

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@ -160,7 +160,7 @@ static InitChainEntry sInitChain[] = {
ICHAIN_S8(hintId, TATL_HINT_ID_FREEZARD, ICHAIN_CONTINUE),
ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_2, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneForward, 1400, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 30, ICHAIN_STOP),
};
void EnFz_Init(Actor* thisx, PlayState* play) {

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@ -880,7 +880,7 @@ void func_80B11344(EnGb2* this, PlayState* play) {
static InitChainEntry sInitChain[] = {
ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_4, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 2200, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 2200, ICHAIN_STOP),
};
void EnGb2_Init(Actor* thisx, PlayState* play) {

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@ -161,7 +161,7 @@ static AnimationInfo sAnimationInfo[STALCHILD_HINT_ANIM_MAX] = {
};
static InitChainEntry sInitChain[] = {
ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_CONTINUE),
ICHAIN_F32(lockOnArrowOffset, 2000, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -2000, ICHAIN_STOP),
};

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@ -246,7 +246,7 @@ static DamageTable sDamageTableNoArmor = {
static CollisionCheckInfoInit sColChkInfoInit = { 18, 25, 80, MASS_HEAVY };
static InitChainEntry sInitChain[] = {
ICHAIN_F32(targetArrowOffset, 2916, ICHAIN_CONTINUE),
ICHAIN_F32(lockOnArrowOffset, 2916, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 12, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -1000, ICHAIN_STOP),
};

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@ -2057,7 +2057,7 @@ void EnInvadepoh_CowTail_Init(EnInvadepoh* this, PlayState* play) {
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_F32(uncullZoneDownward, 100, ICHAIN_CONTINUE), ICHAIN_F32(lockOnArrowOffset, 1500, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 10, ICHAIN_STOP),
};
@ -2179,7 +2179,7 @@ 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_F32(lockOnArrowOffset, 1500, ICHAIN_CONTINUE),
ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_3, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 10, ICHAIN_STOP),
};

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@ -116,7 +116,7 @@ static s32 sCueTypes[EN_INVADEPOH_DEMO_TYPE_MAX] = {
static InitChainEntry sAlienInitChain[] = {
ICHAIN_F32(uncullZoneForward, 20000, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneScale, 500, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 600, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 6000, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 600, ICHAIN_CONTINUE), ICHAIN_F32(lockOnArrowOffset, 6000, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 10, ICHAIN_STOP),
};
@ -124,7 +124,7 @@ 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_F32(lockOnArrowOffset, 1500, ICHAIN_CONTINUE),
ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_6, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 10, ICHAIN_STOP),
};

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@ -175,7 +175,7 @@ void EnKakasi_Init(Actor* thisx, PlayState* play) {
this->picto.actor.world.rot.z = 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.attentionRangeType = KAKASI_GET_TARGETMODE(thisx);
this->picto.actor.attentionRangeType = KAKASI_GET_ATTENTION_RANGE_TYPE(thisx);
}
this->picto.actor.shape.rot.y = this->picto.actor.world.rot.y;

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@ -44,6 +44,6 @@ typedef struct EnKakasi {
#define KAKASI_GET_SUMMON_DISTANCE(thisx) (((thisx)->params >> 0x8) & 0xFF)
#define KAKASI_GET_ABOVE_GROUND(thisx) ((thisx)->params & 0x1)
#define KAKASI_GET_TARGETMODE(thisx) ((thisx)->world.rot.x - 1)
#define KAKASI_GET_ATTENTION_RANGE_TYPE(thisx) ((thisx)->world.rot.x - 1)
#endif // Z_EN_KAKASI_H

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@ -143,7 +143,7 @@ static TexturePtr sEyeTextures[] = { gSnapperEyeOpenTex, gSnapperEyeHalfTex, gSn
static InitChainEntry sInitChain[] = {
ICHAIN_S8(hintId, TATL_HINT_ID_SNAPPER, ICHAIN_CONTINUE),
ICHAIN_F32(gravity, -1, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 3500, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 3500, ICHAIN_STOP),
};
static s32 sTexturesDesegmented = false;

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@ -137,7 +137,7 @@ static DamageTable sDamageTable = {
};
static InitChainEntry sInitChain[] = {
ICHAIN_F32(targetArrowOffset, 2500, ICHAIN_CONTINUE),
ICHAIN_F32(lockOnArrowOffset, 2500, ICHAIN_CONTINUE),
ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_1, ICHAIN_STOP),
};

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@ -2180,7 +2180,7 @@ void EnKnight_FlyingHeadDone(EnKnight* this, PlayState* play) {
sIgosHeadInstance = NULL;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
player->focusActor = &this->actor;
play->actorCtx.attention.fairyActor = &this->actor;
play->actorCtx.attention.tatlHoverActor = &this->actor;
play->actorCtx.attention.reticleActor = &this->actor;
}
@ -3259,7 +3259,7 @@ void EnKnight_FlyingHead(EnKnight* this, PlayState* play) {
this->timers[0] = 20;
sIgosInstance->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
player->focusActor = &this->actor;
play->actorCtx.attention.fairyActor = &this->actor;
play->actorCtx.attention.tatlHoverActor = &this->actor;
play->actorCtx.attention.reticleActor = &this->actor;
Math_Vec3f_Copy(&this->actor.world.pos, &sIgosInstance->actor.world.pos);
Math_Vec3s_Copy(&this->actor.world.rot, &sIgosInstance->actor.world.rot);

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@ -107,7 +107,7 @@ static DamageTable sDamageTable = {
static InitChainEntry sInitChain[] = {
ICHAIN_F32_DIV1000(gravity, -500, ICHAIN_CONTINUE),
ICHAIN_F32(terminalVelocity, -5, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 3000, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 3000, ICHAIN_STOP),
};
static Color_RGBA8 D_80A4F780 = { 250, 250, 250, 255 };

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@ -53,7 +53,7 @@ static ColliderCylinderInitType1 sCylinderInit = {
static InitChainEntry sInitChain[] = {
ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_2, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 500, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 500, ICHAIN_STOP),
};
void EnMs_Init(Actor* thisx, PlayState* play) {
@ -171,7 +171,7 @@ void EnMs_Update(Actor* thisx, PlayState* play) {
EnMs* this = THIS;
Actor_SetFocus(&this->actor, 20.0f);
this->actor.targetArrowOffset = 500.0f;
this->actor.lockOnArrowOffset = 500.0f;
Actor_SetScale(&this->actor, 0.015f);
SkelAnime_Update(&this->skelAnime);
this->actionFunc(this, play);

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@ -86,7 +86,7 @@ void EnNiw_Init(Actor* thisx, PlayState* play) {
static InitChainEntry sInitChain[] = {
ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_6, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -2000, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 0, ICHAIN_STOP),
};
EnNiw* this = THIS;
Vec3f D_808934C4 = { 90000.0f, 90000.0f, 90000.0f };

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@ -140,7 +140,7 @@ static DamageTable sDamageTable = {
static InitChainEntry sInitChain[] = {
ICHAIN_S8(hintId, TATL_HINT_ID_OCTOROK, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 6500, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 6500, ICHAIN_STOP),
};
void EnOkuta_Init(Actor* thisx, PlayState* play2) {

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@ -186,7 +186,7 @@ static u16 sBuySuccessTextIds[] = { 0x06BF, 0x06DC };
static u16 sCannotGetNowTextIds[] = { 0x06C0, 0x06DD };
static InitChainEntry sInitChain[] = {
ICHAIN_F32(targetArrowOffset, 500, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 500, ICHAIN_STOP),
};
void EnOssan_SetupAction(EnOssan* this, EnOssanActionFunc action) {

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@ -134,7 +134,7 @@ void EnOwl_Init(Actor* thisx, PlayState* play) {
Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
this->actor.terminalVelocity = -10.0f;
this->actor.targetArrowOffset = 500.0f;
this->actor.lockOnArrowOffset = 500.0f;
EnOwl_ChangeMode(this, func_8095BF58, func_8095C484, &this->skelAnimePerching, &gOwlPerchAnim, 0.0f);
this->actionFlags = 0;

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@ -166,7 +166,7 @@ static CollisionCheckInfoInit sColChkInit = { 3, 30, 60, 50 };
static InitChainEntry sInitChain[] = {
ICHAIN_S8(hintId, TATL_HINT_ID_GEKKO_SNAPPER, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(targetArrowOffset, -13221, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(lockOnArrowOffset, -13221, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -1000, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 7, ICHAIN_CONTINUE),
ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_10, ICHAIN_STOP),

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@ -171,7 +171,7 @@ static InitChainEntry sInitChain[] = {
ICHAIN_F32(uncullZoneForward, 4200, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneScale, 800, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 1800, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 700, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 700, ICHAIN_STOP),
};
void EnPeehat_Init(Actor* thisx, PlayState* play) {

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@ -176,7 +176,7 @@ static Color_RGBA8 sSharpClothingColor2 = { 90, 85, 50, 255 };
static Color_RGBA8 sFlatClothingColor2 = { 100, 90, 100, 255 };
static InitChainEntry sInitChain[] = {
ICHAIN_F32(targetArrowOffset, 3200, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 3200, ICHAIN_STOP),
};
static s32 sPlayerIsPlayingOcarina = false;

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@ -143,7 +143,7 @@ static DamageTable sDamageTable = {
static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 7, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 6000, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 6000, ICHAIN_STOP),
};
// clang-format off

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@ -145,7 +145,7 @@ static CollisionCheckInfoInit sColChkInfoInit = { 3, 25, 50, 50 };
static InitChainEntry sInitChain[] = {
ICHAIN_S8(hintId, TATL_HINT_ID_POE, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 3200, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 3200, ICHAIN_STOP),
};
void EnPoh_Init(Actor* thisx, PlayState* play) {

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@ -279,7 +279,7 @@ void func_80B70D24(EnRailSkb* this, PlayState* play) {
}
static InitChainEntry sInitChain[] = {
ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_CONTINUE),
ICHAIN_F32(lockOnArrowOffset, 2000, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -2000, ICHAIN_STOP),
};

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@ -237,7 +237,7 @@ void EnRailgibud_SpawnOtherGibdosAndSetPositionAndRotation(EnRailgibud* this, Pl
}
static InitChainEntry sInitChain[] = {
ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_CONTINUE),
ICHAIN_F32(lockOnArrowOffset, 2000, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 10, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -3500, ICHAIN_STOP),
};

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@ -120,7 +120,7 @@ static TexturePtr sSparkTextures[] = {
static InitChainEntry sInitChain[] = {
ICHAIN_S8(hintId, TATL_HINT_ID_REAL_BOMBCHU, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 15, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 5000, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 5000, ICHAIN_STOP),
};
static EffectBlureInit2 sBlureInit = {

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@ -180,7 +180,7 @@ static DamageTable sDamageTable = {
};
static InitChainEntry sInitChain[] = {
ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_CONTINUE),
ICHAIN_F32(lockOnArrowOffset, 2000, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 10, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -3500, ICHAIN_STOP),
};

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@ -41,7 +41,7 @@ static TexturePtr sEyeTextures[] = {
static InitChainEntry sInitChain[] = {
ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_6, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 1000, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 1000, ICHAIN_STOP),
};
static s32 sTexturesDesegmented = false;

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@ -123,7 +123,7 @@ static InitChainEntry sInitChain[] = {
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),
ICHAIN_F32(lockOnArrowOffset, 30, ICHAIN_STOP),
};
void EnRr_Init(Actor* thisx, PlayState* play) {

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@ -105,7 +105,7 @@ static DamageTable sDamageTable = {
static InitChainEntry sInitChain[] = {
ICHAIN_F32_DIV1000(gravity, -500, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 2000, ICHAIN_STOP),
};
s32 EnRuppecrow_UpdateCollision(EnRuppecrow* this, PlayState* play) {
@ -442,7 +442,7 @@ void EnRuppecrow_HandleDeath(EnRuppecrow* this) {
Animation_Change(&this->skelAnime, &gGuayFlyAnim, 0.4f, 0.0f, 0.0f, ANIMMODE_LOOP_INTERP, -3.0f);
this->actor.shape.yOffset = 0.0f;
this->actor.targetArrowOffset = 0.0f;
this->actor.lockOnArrowOffset = 0.0f;
this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND;
scale = this->actor.scale.x * 100.0f;

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@ -94,7 +94,7 @@ static DamageTable sDamageTable = {
static InitChainEntry sInitChain[] = {
ICHAIN_S8(hintId, TATL_HINT_ID_SHELLBLADE, ICHAIN_CONTINUE),
ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_2, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 30, ICHAIN_STOP),
};
static Vec3f sFlamePosOffsets[] = {

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@ -123,7 +123,7 @@ Vec3f D_80BCCCE4 = { 0.0f, -0.5f, 0.0f };
static InitChainEntry sInitChain[] = {
ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_0, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 30, ICHAIN_STOP),
};
s16 func_80BCABF0(Path* path) {

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@ -135,7 +135,7 @@ static AnimationInfoS sAnimationInfo[ENSELLNUTS_ANIM_MAX] = {
static InitChainEntry sInitChain[] = {
ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_0, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 30, ICHAIN_STOP),
};
void func_80ADADD0(EnSellnuts* this, PlayState* play) {

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@ -222,7 +222,7 @@ void func_80994A9C(EnSkb* this, PlayState* play) {
}
static InitChainEntry sInitChain[] = {
ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_CONTINUE),
ICHAIN_F32(lockOnArrowOffset, 2000, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -2000, ICHAIN_STOP),
};
@ -482,7 +482,7 @@ void func_809954F8(EnSkb* this) {
this->actor.shape.shadowScale = 0.0f;
this->actor.speed = 0.0f;
this->actor.shape.yOffset = 0.0f;
this->actor.targetArrowOffset = 4000.0f;
this->actor.lockOnArrowOffset = 4000.0f;
}
void func_8099556C(EnSkb* this, PlayState* play) {
@ -507,7 +507,7 @@ void func_8099556C(EnSkb* this, PlayState* play) {
(this->skelAnime.curFrame > 24.0f) && (this->skelAnime.curFrame < 28.0f)) {
this->actor.hintId = TATL_HINT_ID_STALCHILD;
this->actor.colChkInfo.mass = MASS_HEAVY;
this->actor.targetArrowOffset = 2000.0f;
this->actor.lockOnArrowOffset = 2000.0f;
func_8099571C(this);
}
}

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@ -144,7 +144,7 @@ static TexturePtr sEyeTextures[] = {
static InitChainEntry sInitChain[] = {
ICHAIN_F32(gravity, -2, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 6000, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 6000, ICHAIN_STOP),
};
static s32 sTexturesDesegmented = false;
@ -1093,7 +1093,7 @@ void EnSlime_Update(Actor* thisx, PlayState* play) {
thisx->shape.shadowAlpha = this->iceBlockTimer;
if (this->iceBlockTimer == ICE_BLOCK_UNUSED) {
if (thisx->scale.y > 0.0001f) {
thisx->targetArrowOffset = 60.0f / thisx->scale.y;
thisx->lockOnArrowOffset = 60.0f / thisx->scale.y;
}
if (this->collider.base.ocFlags1 & OC1_ON) {

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@ -180,7 +180,7 @@ static Gfx* sSnowballFragmentDLs[] = {
static InitChainEntry sInitChain[] = {
ICHAIN_S8(hintId, TATL_HINT_ID_EENO, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 3000, ICHAIN_CONTINUE),
ICHAIN_F32(lockOnArrowOffset, 3000, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -1000, ICHAIN_STOP),
};

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@ -139,7 +139,7 @@ static Vec3f sSelectedItemPositions[] = {
};
static InitChainEntry sInitChain[] = {
ICHAIN_F32(targetArrowOffset, 500, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 500, ICHAIN_STOP),
};
static EnSob1ActionFunc sInitFuncs[] = {

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@ -68,7 +68,7 @@ static InitChainEntry sInitChain[] = {
ICHAIN_F32(uncullZoneScale, 3000, ICHAIN_CONTINUE),
ICHAIN_S8(hintId, TATL_HINT_ID_GUAY, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -500, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 2000, ICHAIN_STOP),
};
void EnSyatekiCrow_Init(Actor* thisx, PlayState* play2) {

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@ -97,7 +97,7 @@ static AnimationInfo sAnimationInfo[SG_DEKU_ANIM_MAX] = {
static InitChainEntry sInitChain[] = {
ICHAIN_S8(hintId, TATL_HINT_ID_MAD_SCRUB, ICHAIN_CONTINUE),
ICHAIN_F32(gravity, 0, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 2600, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 2600, ICHAIN_STOP),
};
void EnSyatekiDekunuts_Init(Actor* thisx, PlayState* play2) {

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@ -83,7 +83,7 @@ static AnimationInfo sAnimationInfo[SG_OCTO_ANIM_MAX] = {
static InitChainEntry sInitChain[] = {
ICHAIN_S8(hintId, TATL_HINT_ID_OCTOROK, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 6500, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 6500, ICHAIN_STOP),
};
void EnSyatekiOkuta_Init(Actor* thisx, PlayState* play) {

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@ -135,7 +135,7 @@ static AnimationInfo sAnimationInfo[SG_WOLFOS_ANIM_MAX] = {
};
static InitChainEntry sInitChain[] = {
ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_CONTINUE),
ICHAIN_F32(lockOnArrowOffset, 2000, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -2000, ICHAIN_STOP),
};

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@ -59,7 +59,7 @@ TexturePtr sEyesDownTextures[] = {
static InitChainEntry sInitChain[] = {
ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_6, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 1000, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 1000, ICHAIN_STOP),
};
static s32 sTexturesDesegmented = false;

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@ -30,7 +30,7 @@ ActorProfile En_Talk_Profile = {
void EnTalk_Init(Actor* thisx, PlayState* play) {
EnTalk* this = THIS;
s8 attentionRangeType = ENTALK_GET_TARGET_MODE(&this->actor);
s8 attentionRangeType = ENTALK_GET_ATTENTION_RANGE_TYPE(&this->actor);
if ((attentionRangeType >= ATTENTION_RANGE_0) && (attentionRangeType < ATTENTION_RANGE_7)) {
this->actor.attentionRangeType = attentionRangeType;

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@ -4,7 +4,7 @@
#include "global.h"
#define ENTALK_GET_TEXT_ID(thisx) (((thisx)->params & 0x3F) + 0x1C00)
#define ENTALK_GET_TARGET_MODE(thisx) (((thisx)->home.rot.x) - 1)
#define ENTALK_GET_ATTENTION_RANGE_TYPE(thisx) (((thisx)->home.rot.x) - 1)
struct EnTalk;

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@ -214,7 +214,7 @@ static EnTalkGibudRequestedItem sRequestedItemTable[] = {
};
static InitChainEntry sInitChain[] = {
ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_CONTINUE),
ICHAIN_F32(lockOnArrowOffset, 2000, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 10, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -3500, ICHAIN_STOP),
};

View File

@ -431,7 +431,7 @@ void func_80BB7578(EnTanron2* this, PlayState* play) {
Actor_PlaySfx(&this->actor, NA_SE_EN_IKURA_DAMAGE);
if ((player->focusActor != NULL) && (&this->actor != player->focusActor)) {
player->focusActor = &this->actor;
play->actorCtx.attention.fairyActor = &this->actor;
play->actorCtx.attention.tatlHoverActor = &this->actor;
play->actorCtx.attention.reticleActor = &this->actor;
}
} else {

View File

@ -140,7 +140,7 @@ static InitChainEntry sInitChain[] = {
ICHAIN_F32(uncullZoneForward, 3000, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneScale, 1000, ICHAIN_CONTINUE),
ICHAIN_S8(hintId, TATL_HINT_ID_TAKKURI, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 500, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 500, ICHAIN_STOP),
};
Vec3f D_80C13920;

View File

@ -126,7 +126,7 @@ static Vec3f D_80896B44 = { 0.0f, 0.45f, 0.0f };
static InitChainEntry sInitChain[] = {
ICHAIN_S8(hintId, TATL_HINT_ID_BLUE_TEKTITE, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_CONTINUE),
ICHAIN_F32(lockOnArrowOffset, 2000, ICHAIN_CONTINUE),
ICHAIN_F32(terminalVelocity, -40, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -1000, ICHAIN_STOP),
};

View File

@ -1111,7 +1111,7 @@ s32 func_80AEEA4C(EnTk* this, PlayState* play) {
ret = 3;
} else if (this->actor.xyzDistToPlayerSq < SQ(60.0f)) {
ret = 0;
} else if (this->actor.isLockedOn || (play->actorCtx.attention.arrowPointedActor == &this->actor) ||
} else if (this->actor.isLockedOn || (play->actorCtx.attention.arrowHoverActor == &this->actor) ||
(this->actor.xyzDistToPlayerSq < SQ(80.0f))) {
ret = 1;
} else {

View File

@ -1702,7 +1702,7 @@ void EnTrt_DrawStickDirectionPrompt(PlayState* play, EnTrt* this) {
}
static InitChainEntry sInitChain[] = {
ICHAIN_F32(targetArrowOffset, 500, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 500, ICHAIN_STOP),
};
void EnTrt_Init(Actor* thisx, PlayState* play) {

View File

@ -801,7 +801,7 @@ void func_80AD4FE4(EnTrt2* this, PlayState* play) {
static InitChainEntry sInitChain[] = {
ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_3, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 500, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 500, ICHAIN_STOP),
};
void EnTrt2_Init(Actor* thisx, PlayState* play) {

View File

@ -150,7 +150,7 @@ TexturePtr D_808CD58C[] = {
static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 14, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 1000, ICHAIN_CONTINUE),
ICHAIN_F32(lockOnArrowOffset, 1000, ICHAIN_CONTINUE),
ICHAIN_S8(hintId, TATL_HINT_ID_BEAMOS, ICHAIN_STOP),
};

View File

@ -126,7 +126,7 @@ static CollisionCheckInfoInit sColChkInfoInit = { 3, 30, 40, 150 };
static InitChainEntry sInitChain[] = {
ICHAIN_S8(hintId, TATL_HINT_ID_WALLMASTER, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 5500, ICHAIN_CONTINUE),
ICHAIN_F32(lockOnArrowOffset, 5500, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -1500, ICHAIN_STOP),
};

View File

@ -255,7 +255,7 @@ static TexturePtr sWhiteEyeTextures[] = {
};
static InitChainEntry sInitChain[] = {
ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_CONTINUE),
ICHAIN_F32(lockOnArrowOffset, 2000, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -2000, ICHAIN_STOP),
};

View File

@ -77,7 +77,7 @@ f32 sWood02SpawnDistance[] = { 707.0f, 525.0f, 510.0f, 500.0f, 566.0f, 141.0f };
s16 sWood02SpawnAngle[] = { 0x1FFF, 0x4C9E, 0x77F5, 0xA5C9, -0x293D, 0xA000 };
static InitChainEntry sInitChain[] = {
ICHAIN_F32(targetArrowOffset, 5600, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 5600, ICHAIN_STOP),
};
Gfx* D_808C4D54[] = {

View File

@ -60,7 +60,7 @@ void EnZl4_Init(Actor* thisx, PlayState* play) {
this->unk_2E0 = 0;
this->alpha = 255;
this->actor.targetArrowOffset = 3000.0f;
this->actor.lockOnArrowOffset = 3000.0f;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 24.0f);
SkelAnime_InitFlex(play, &this->skelAnime, &gSkullKidSkel, NULL, NULL, NULL, 0);
EnZl4_ChangeAnim(&this->skelAnime, &sAnimationInfo[ENZL4_ANIM_T_POSE], 0);

View File

@ -40,7 +40,7 @@ static Vec3f D_80B3C960 = { 0.0f, 0.0f, 0.0f };
static InitChainEntry D_80B3C96C[] = {
ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_0, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 30, ICHAIN_STOP),
};
void func_80B3C260(ObjGhaka* this) {

View File

@ -479,7 +479,7 @@ void ObjSnowball_Init(Actor* thisx, PlayState* play) {
if (sp34) {
this->actor.textId = 0x238;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
this->actor.targetArrowOffset = 1400.0f / 3.0f;
this->actor.lockOnArrowOffset = 1400.0f / 3.0f;
Actor_SetFocus(&this->actor, 24.0f);
this->actor.attentionRangeType = ATTENTION_RANGE_3;
}

View File

@ -4918,19 +4918,20 @@ void func_80832888(Player* this, PlayState* play) {
if (!(this->stateFlags1 & PLAYER_STATE1_2000000) &&
((this->heldItemAction != PLAYER_IA_FISHING_ROD) || (this->unk_B28 == 0)) &&
CHECK_BTN_ALL(sPlayerControlInput->press.button, BTN_Z)) {
var_v1_2 = (this == GET_PLAYER(play)) ? play->actorCtx.attention.fairyActor : &GET_PLAYER(play)->actor;
var_v1_2 =
(this == GET_PLAYER(play)) ? play->actorCtx.attention.tatlHoverActor : &GET_PLAYER(play)->actor;
var_a1 = (gSaveContext.options.zTargetSetting != 0) || (this != GET_PLAYER(play));
this->stateFlags1 |= PLAYER_STATE1_8000;
if ((this->currentMask != PLAYER_MASK_GIANT) && (var_v1_2 != NULL) &&
!(var_v1_2->flags & ACTOR_FLAG_LOCK_ON_DISABLED) &&
!(this->stateFlags3 & (PLAYER_STATE3_200 | PLAYER_STATE3_2000))) {
if ((var_v1_2 == this->focusActor) && (this == GET_PLAYER(play))) {
var_v1_2 = play->actorCtx.attention.arrowPointedActor;
var_v1_2 = play->actorCtx.attention.arrowHoverActor;
}
if ((var_v1_2 != NULL) &&
(((var_v1_2 != this->focusActor)) || (var_v1_2->flags & ACTOR_FLAG_80000))) {
var_v1_2->flags &= ~ACTOR_FLAG_80000;
(((var_v1_2 != this->focusActor)) || (var_v1_2->flags & ACTOR_FLAG_FOCUS_ACTOR_REFINDABLE))) {
var_v1_2->flags &= ~ACTOR_FLAG_FOCUS_ACTOR_REFINDABLE;
if (!var_a1) {
this->stateFlags2 |= PLAYER_STATE2_LOCK_ON_WITH_SWITCH;
}
@ -4949,7 +4950,7 @@ void func_80832888(Player* this, PlayState* play) {
if (this->focusActor != NULL) {
if ((this == GET_PLAYER(play)) && (this->focusActor != this->autoLockOnActor) &&
Attention_OutsideLeashRange(this->focusActor, this, ignoreLeash)) {
Attention_ShouldReleaseLockOn(this->focusActor, this, ignoreLeash)) {
Player_ReleaseLockOn(this);
this->stateFlags1 |= PLAYER_STATE1_40000000;
} else if (this->focusActor != NULL) {
@ -10840,7 +10841,7 @@ void func_80841744(PlayState* play, Player* this) {
}
static InitChainEntry sInitChain[] = {
ICHAIN_F32(targetArrowOffset, 500, ICHAIN_STOP),
ICHAIN_F32(lockOnArrowOffset, 500, ICHAIN_STOP),
};
Vec3s sPlayerSkeletonBaseTransl = { -57, 3377, 0 };
@ -11415,7 +11416,7 @@ void Player_SetDoAction(PlayState* play, Player* this) {
(this->transformation == PLAYER_FORM_ZORA)) &&
((this->heldItemAction >= PLAYER_IA_SWORD_KOKIRI) ||
((this->stateFlags2 & PLAYER_STATE2_100000) &&
(play->actorCtx.attention.fairyActor == NULL)))) {
(play->actorCtx.attention.tatlHoverActor == NULL)))) {
doActionA = DO_ACTION_PUTAWAY;
if (play->msgCtx.currentTextId == 0) {} //! FAKE

View File

@ -671,7 +671,7 @@
0x800B4EDC:("Actor_GetProjectedPos",),
0x800B4F40:("Attention_SetReticlePos",),
0x800B4F78:("Attention_InitReticle",),
0x800B5040:("Attention_SetFairyState",),
0x800B5040:("Attention_SetTatlState",),
0x800B51A4:("Attention_Init",),
0x800B5208:("Attention_Draw",),
0x800B5814:("Attention_Update",),
@ -766,9 +766,9 @@
0x800B81E0:("Actor_GetFocus",),
0x800B8214:("Actor_GetWorld",),
0x800B8248:("Actor_GetWorldPosShapeRot",),
0x800B82EC:("Attention_GetAdjustedDistSq",),
0x800B83BC:("Attention_IsActorInRange",),
0x800B83F8:("Attention_OutsideLeashRange",),
0x800B82EC:("Attention_WeightedDistToPlayerSq",),
0x800B83BC:("Attention_ActorIsInRange",),
0x800B83F8:("Attention_ShouldReleaseLockOn",),
0x800B84D0:("Actor_TalkOfferAccepted",),
0x800B8500:("Actor_OfferTalkExchange",),
0x800B85E0:("Actor_OfferTalkExchangeEquiCylinder",),
@ -840,9 +840,9 @@
0x800BB140:("Actor_SpawnTransitionActors",),
0x800BB2D0:("Actor_SpawnEntry",),
0x800BB498:("Actor_Delete",),
0x800BB59C:("Attention_InTargetableScreenRegion",),
0x800BB604:("Attention_FindTargetableActorForCategory",),
0x800BB8EC:("Attention_GetTargetActor",),
0x800BB59C:("Attention_ActorOnScreen",),
0x800BB604:("Attention_FindActorInCategory",),
0x800BB8EC:("Attention_FindActor",),
0x800BBA88:("Enemy_StartFinishingBlow",),
0x800BBAC0:("func_800BBAC0",),
0x800BBB74:("func_800BBB74",),
@ -1169,7 +1169,7 @@
0x800CD3E4:("Camera_BgCheckCorner",),
0x800CD44C:("func_800CD44C",),
0x800CD634:("Camera_CalcSlopeYAdj",),
0x800CD6CC:("func_800CD6CC",),
0x800CD6CC:("Camera_GetAttentionActorRange",),
0x800CD6F8:("Camera_CalcAtDefault",),
0x800CD834:("Camera_CalcAtForScreen",),
0x800CDA14:("Camera_CalcAtForNormal1",),

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