diff options
| author | engineer124 <47598039+engineer124@users.noreply.github.com> | 2024-10-18 14:56:58 +1100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-10-17 20:56:58 -0700 |
| commit | 6a0bb0345d4eac5d3affdab614ad16635f11c88e (patch) | |
| tree | 5c4eb7a94b290c5a70ae6946b4a84158db19645c /include | |
| parent | 1ddc836c8eb0f143255a1806087f7098b52dee90 (diff) | |
Target -> Attention (System Rename) (#1716)
* attention
* revert flags, too large of a diff
* more revert
Diffstat (limited to 'include')
| -rw-r--r-- | include/z64actor.h | 10 |
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); |
