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authorengineer124 <47598039+engineer124@users.noreply.github.com>2024-10-18 14:56:58 +1100
committerGitHub <noreply@github.com>2024-10-17 20:56:58 -0700
commit6a0bb0345d4eac5d3affdab614ad16635f11c88e (patch)
tree5c4eb7a94b290c5a70ae6946b4a84158db19645c /include/z64actor.h
parent1ddc836c8eb0f143255a1806087f7098b52dee90 (diff)
Target -> Attention (System Rename) (#1716)
* attention * revert flags, too large of a diff * more revert
Diffstat (limited to 'include/z64actor.h')
-rw-r--r--include/z64actor.h10
1 files changed, 5 insertions, 5 deletions
diff --git a/include/z64actor.h b/include/z64actor.h
index ef524bc9e..bb3a905c6 100644
--- a/include/z64actor.h
+++ b/include/z64actor.h
@@ -287,7 +287,7 @@ typedef struct LockOnReticle {
/* 0x10 */ Color_RGBA8 color;
} LockOnReticle; // size = 0x14
-typedef struct TargetContext {
+typedef struct Attention {
/* 0x00 */ Vec3f fairyPos; // Used by Tatl to indicate a targetable actor or general hint
/* 0x0C */ Vec3f reticlePos; // Main reticle pos which each `LockOnReticle` instance can reference
/* 0x18 */ Color_RGBAf fairyInnerColor;
@@ -304,7 +304,7 @@ typedef struct TargetContext {
/* 0x8C */ Actor* forcedTargetActor; // Never set to non-NULL
/* 0x90 */ Actor* bgmEnemy;
/* 0x94 */ Actor* arrowPointedActor;
-} TargetContext; // size = 0x98
+} Attention; // size = 0x98
typedef enum TargetMode {
/* 0 */ TARGET_MODE_0,
@@ -407,7 +407,7 @@ typedef struct ActorContext {
/* 0x00F */ u8 numLensActors;
/* 0x010 */ ActorListEntry actorLists[ACTORCAT_MAX];
/* 0x0A0 */ Actor* lensActors[LENS_ACTOR_MAX]; // Draws up to LENS_ACTOR_MAX number of invisible actors
- /* 0x120 */ TargetContext targetCtx;
+ /* 0x120 */ Attention attention;
/* 0x1B8 */ ActorContextSceneFlags sceneFlags;
/* 0x1E4 */ TitleCardContext titleCtxt;
/* 0x1F4 */ PlayerImpact playerImpact;
@@ -696,7 +696,7 @@ void func_800B4AEC(struct PlayState* play, Actor* actor, f32 y);
void func_800B4B50(Actor* actor, struct Lights* mapper, struct PlayState* play);
void Actor_GetProjectedPos(struct PlayState* play, Vec3f* worldPos, Vec3f* projectedPos, f32* invW);
-void Target_Draw(TargetContext* targetCtx, struct PlayState* play);
+void Attention_Draw(Attention* attention, struct PlayState* play);
s32 Flags_GetSwitch(struct PlayState* play, s32 flag);
void Flags_SetSwitch(struct PlayState* play, s32 flag);
@@ -770,7 +770,7 @@ PosRot Actor_GetFocus(Actor* actor);
PosRot Actor_GetWorld(Actor* actor);
PosRot Actor_GetWorldPosShapeRot(Actor* actor);
-s32 Target_OutsideLeashRange(Actor* actor, struct Player* player, s32 ignoreLeash);
+s32 Attention_OutsideLeashRange(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);