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-rw-r--r--src/code/z_actor.c464
-rw-r--r--src/code/z_camera.c21
-rw-r--r--src/code/z_en_item00.c2
-rw-r--r--src/overlays/actors/ovl_Boss_05/z_boss_05.c4
-rw-r--r--src/overlays/actors/ovl_Dm_Char00/z_dm_char00.c2
-rw-r--r--src/overlays/actors/ovl_Dm_Char02/z_dm_char02.c2
-rw-r--r--src/overlays/actors/ovl_Dm_Char03/z_dm_char03.c2
-rw-r--r--src/overlays/actors/ovl_Dm_Char04/z_dm_char04.c2
-rw-r--r--src/overlays/actors/ovl_Dm_Char08/z_dm_char08.c4
-rw-r--r--src/overlays/actors/ovl_Dm_Sa/z_dm_sa.c2
-rw-r--r--src/overlays/actors/ovl_Dm_Stk/z_dm_stk.c6
-rw-r--r--src/overlays/actors/ovl_Dm_Zl/z_dm_zl.c2
-rw-r--r--src/overlays/actors/ovl_En_Akindonuts/z_en_akindonuts.c2
-rw-r--r--src/overlays/actors/ovl_En_Am/z_en_am.c2
-rw-r--r--src/overlays/actors/ovl_En_Attack_Niw/z_en_attack_niw.c2
-rw-r--r--src/overlays/actors/ovl_En_Bat/z_en_bat.c2
-rw-r--r--src/overlays/actors/ovl_En_Bb/z_en_bb.c2
-rw-r--r--src/overlays/actors/ovl_En_Bbfall/z_en_bbfall.c2
-rw-r--r--src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c2
-rw-r--r--src/overlays/actors/ovl_En_Bigpamet/z_en_bigpamet.c2
-rw-r--r--src/overlays/actors/ovl_En_Bigpo/z_en_bigpo.c2
-rw-r--r--src/overlays/actors/ovl_En_Bigslime/z_en_bigslime.c2
-rw-r--r--src/overlays/actors/ovl_En_Bom/z_en_bom.c2
-rw-r--r--src/overlays/actors/ovl_En_Crow/z_en_crow.c6
-rw-r--r--src/overlays/actors/ovl_En_Death/z_en_death.c2
-rw-r--r--src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.c2
-rw-r--r--src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.c2
-rw-r--r--src/overlays/actors/ovl_En_Dinofos/z_en_dinofos.c2
-rw-r--r--src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c2
-rw-r--r--src/overlays/actors/ovl_En_Elf/z_en_elf.c38
-rw-r--r--src/overlays/actors/ovl_En_Famos/z_en_famos.c2
-rw-r--r--src/overlays/actors/ovl_En_Firefly/z_en_firefly.c2
-rw-r--r--src/overlays/actors/ovl_En_Fishing/z_en_fishing.c2
-rw-r--r--src/overlays/actors/ovl_En_Floormas/z_en_floormas.c2
-rw-r--r--src/overlays/actors/ovl_En_Fr/z_en_fr.c11
-rw-r--r--src/overlays/actors/ovl_En_Fr/z_en_fr.h2
-rw-r--r--src/overlays/actors/ovl_En_Fz/z_en_fz.c2
-rw-r--r--src/overlays/actors/ovl_En_Gb2/z_en_gb2.c2
-rw-r--r--src/overlays/actors/ovl_En_Hint_Skb/z_en_hint_skb.c2
-rw-r--r--src/overlays/actors/ovl_En_Ik/z_en_ik.c2
-rw-r--r--src/overlays/actors/ovl_En_Invadepoh/z_en_invadepoh.c4
-rw-r--r--src/overlays/actors/ovl_En_Invadepoh_Demo/z_en_invadepoh_demo.c4
-rw-r--r--src/overlays/actors/ovl_En_Kakasi/z_en_kakasi.c2
-rw-r--r--src/overlays/actors/ovl_En_Kakasi/z_en_kakasi.h2
-rw-r--r--src/overlays/actors/ovl_En_Kame/z_en_kame.c2
-rw-r--r--src/overlays/actors/ovl_En_Karebaba/z_en_karebaba.c2
-rw-r--r--src/overlays/actors/ovl_En_Knight/z_en_knight.c4
-rw-r--r--src/overlays/actors/ovl_En_Mkk/z_en_mkk.c2
-rw-r--r--src/overlays/actors/ovl_En_Ms/z_en_ms.c4
-rw-r--r--src/overlays/actors/ovl_En_Niw/z_en_niw.c2
-rw-r--r--src/overlays/actors/ovl_En_Okuta/z_en_okuta.c2
-rw-r--r--src/overlays/actors/ovl_En_Ossan/z_en_ossan.c2
-rw-r--r--src/overlays/actors/ovl_En_Owl/z_en_owl.c2
-rw-r--r--src/overlays/actors/ovl_En_Pametfrog/z_en_pametfrog.c2
-rw-r--r--src/overlays/actors/ovl_En_Peehat/z_en_peehat.c2
-rw-r--r--src/overlays/actors/ovl_En_Po_Composer/z_en_po_composer.c2
-rw-r--r--src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c2
-rw-r--r--src/overlays/actors/ovl_En_Poh/z_en_poh.c2
-rw-r--r--src/overlays/actors/ovl_En_Rail_Skb/z_en_rail_skb.c2
-rw-r--r--src/overlays/actors/ovl_En_Railgibud/z_en_railgibud.c2
-rw-r--r--src/overlays/actors/ovl_En_Rat/z_en_rat.c2
-rw-r--r--src/overlays/actors/ovl_En_Rd/z_en_rd.c2
-rw-r--r--src/overlays/actors/ovl_En_Recepgirl/z_en_recepgirl.c2
-rw-r--r--src/overlays/actors/ovl_En_Rr/z_en_rr.c2
-rw-r--r--src/overlays/actors/ovl_En_Ruppecrow/z_en_ruppecrow.c4
-rw-r--r--src/overlays/actors/ovl_En_Sb/z_en_sb.c2
-rw-r--r--src/overlays/actors/ovl_En_Scopenuts/z_en_scopenuts.c2
-rw-r--r--src/overlays/actors/ovl_En_Sellnuts/z_en_sellnuts.c2
-rw-r--r--src/overlays/actors/ovl_En_Skb/z_en_skb.c6
-rw-r--r--src/overlays/actors/ovl_En_Slime/z_en_slime.c4
-rw-r--r--src/overlays/actors/ovl_En_Snowman/z_en_snowman.c2
-rw-r--r--src/overlays/actors/ovl_En_Sob1/z_en_sob1.c2
-rw-r--r--src/overlays/actors/ovl_En_Syateki_Crow/z_en_syateki_crow.c2
-rw-r--r--src/overlays/actors/ovl_En_Syateki_Dekunuts/z_en_syateki_dekunuts.c2
-rw-r--r--src/overlays/actors/ovl_En_Syateki_Okuta/z_en_syateki_okuta.c2
-rw-r--r--src/overlays/actors/ovl_En_Syateki_Wf/z_en_syateki_wf.c2
-rw-r--r--src/overlays/actors/ovl_En_Takaraya/z_en_takaraya.c2
-rw-r--r--src/overlays/actors/ovl_En_Talk/z_en_talk.c2
-rw-r--r--src/overlays/actors/ovl_En_Talk/z_en_talk.h2
-rw-r--r--src/overlays/actors/ovl_En_Talk_Gibud/z_en_talk_gibud.c2
-rw-r--r--src/overlays/actors/ovl_En_Tanron2/z_en_tanron2.c2
-rw-r--r--src/overlays/actors/ovl_En_Thiefbird/z_en_thiefbird.c2
-rw-r--r--src/overlays/actors/ovl_En_Tite/z_en_tite.c2
-rw-r--r--src/overlays/actors/ovl_En_Tk/z_en_tk.c2
-rw-r--r--src/overlays/actors/ovl_En_Trt/z_en_trt.c2
-rw-r--r--src/overlays/actors/ovl_En_Trt2/z_en_trt2.c2
-rw-r--r--src/overlays/actors/ovl_En_Vm/z_en_vm.c2
-rw-r--r--src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.c2
-rw-r--r--src/overlays/actors/ovl_En_Wf/z_en_wf.c2
-rw-r--r--src/overlays/actors/ovl_En_Wood02/z_en_wood02.c2
-rw-r--r--src/overlays/actors/ovl_En_Zl4/z_en_zl4.c2
-rw-r--r--src/overlays/actors/ovl_Obj_Ghaka/z_obj_ghaka.c2
-rw-r--r--src/overlays/actors/ovl_Obj_Snowball/z_obj_snowball.c2
-rw-r--r--src/overlays/actors/ovl_player_actor/z_player.c15
94 files changed, 398 insertions, 357 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c
index a470420bf..4d15beb51 100644
--- a/src/code/z_actor.c
+++ b/src/code/z_actor.c
@@ -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;
-
- attention->lockOnReticles[reticleNum].radius = attention->reticleRadius;
-}
+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
-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->reticleRadius = 500.0f; // radius starts wide to zoom in on the actor
attention->reticleFadeAlphaControl = 256;
- tatlColorEntry = &sTatlColorList[actorCategory];
- attention->reticleRadius = 500.0f;
- reticle = attention->lockOnReticles;
+ 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->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->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->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;
-
- lockOnStep = CLAMP(lockOnStep, 30.0f, 100.0f);
+ f32 step = (500.0f - attention->reticleRadius) * 3.0f;
+ f32 reticleZoomStep = CLAMP(step, 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, &x, &y);
- Actor_GetScreenPos(play, actor, &screenPosX, &screenPosY);
+#define X_LEEWAY 20
+#define Y_LEEWAY 160
- return (screenPosX > -20) && (screenPosX < gScreenWidth + 20) && (screenPosY > -160) &&
- (screenPosY < gScreenHeight + 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);
+
+ isNearestAttentionActor =
+ (actor->flags & ACTOR_FLAG_ATTENTION_ENABLED) && (distSq < sNearestAttentionActorDistSq);
- isNearestTargetableActor =
- (actor->flags & ACTOR_FLAG_ATTENTION_ENABLED) && (distSq < sTargetableNearestActorDistSq);
- phi_s2_2 = (actor->flags & ACTOR_FLAG_40000000) && (distSq < D_801ED8D0);
+ isNearestCameraDriftActor =
+ (actor->flags & ACTOR_FLAG_CAMERA_DRIFT_ENABLED) && (distSq < sNearestCameraDriftActorDistSq);
- if (!isNearestTargetableActor && !phi_s2_2) {
+ 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.
- *
- * The specific criteria is specified in Attention_FindTargetableActorForCategory.
+ * 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 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;
}
}
diff --git a/src/code/z_camera.c b/src/code/z_camera.c
index ab9252ad9..b2570386f 100644
--- a/src/code/z_camera.c
+++ b/src/code/z_camera.c
@@ -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;
}
diff --git a/src/code/z_en_item00.c b/src/code/z_en_item00.c
index ff7944597..0be9a94a1 100644
--- a/src/code/z_en_item00.c
+++ b/src/code/z_en_item00.c
@@ -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;
diff --git a/src/overlays/actors/ovl_Boss_05/z_boss_05.c b/src/overlays/actors/ovl_Boss_05/z_boss_05.c
index 524842b5b..2731cec97 100644
--- a/src/overlays/actors/ovl_Boss_05/z_boss_05.c
+++ b/src/overlays/actors/ovl_Boss_05/z_boss_05.c
@@ -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;
}
diff --git a/src/overlays/actors/ovl_Dm_Char00/z_dm_char00.c b/src/overlays/actors/ovl_Dm_Char00/z_dm_char00.c
index 07e098543..65db95a77 100644
--- a/src/overlays/actors/ovl_Dm_Char00/z_dm_char00.c
+++ b/src/overlays/actors/ovl_Dm_Char00/z_dm_char00.c
@@ -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);
diff --git a/src/overlays/actors/ovl_Dm_Char02/z_dm_char02.c b/src/overlays/actors/ovl_Dm_Char02/z_dm_char02.c
index de54b6ce1..8029f6393 100644
--- a/src/overlays/actors/ovl_Dm_Char02/z_dm_char02.c
+++ b/src/overlays/actors/ovl_Dm_Char02/z_dm_char02.c
@@ -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);
diff --git a/src/overlays/actors/ovl_Dm_Char03/z_dm_char03.c b/src/overlays/actors/ovl_Dm_Char03/z_dm_char03.c
index 4b881e12f..8fabe23ce 100644
--- a/src/overlays/actors/ovl_Dm_Char03/z_dm_char03.c
+++ b/src/overlays/actors/ovl_Dm_Char03/z_dm_char03.c
@@ -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);
diff --git a/src/overlays/actors/ovl_Dm_Char04/z_dm_char04.c b/src/overlays/actors/ovl_Dm_Char04/z_dm_char04.c
index a957b8606..747e5b84c 100644
--- a/src/overlays/actors/ovl_Dm_Char04/z_dm_char04.c
+++ b/src/overlays/actors/ovl_Dm_Char04/z_dm_char04.c
@@ -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);
diff --git a/src/overlays/actors/ovl_Dm_Char08/z_dm_char08.c b/src/overlays/actors/ovl_Dm_Char08/z_dm_char08.c
index 445837702..f20404af8 100644
--- a/src/overlays/actors/ovl_Dm_Char08/z_dm_char08.c
+++ b/src/overlays/actors/ovl_Dm_Char08/z_dm_char08.c
@@ -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;
diff --git a/src/overlays/actors/ovl_Dm_Sa/z_dm_sa.c b/src/overlays/actors/ovl_Dm_Sa/z_dm_sa.c
index 256ffbd1d..39e6238aa 100644
--- a/src/overlays/actors/ovl_Dm_Sa/z_dm_sa.c
+++ b/src/overlays/actors/ovl_Dm_Sa/z_dm_sa.c
@@ -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);
diff --git a/src/overlays/actors/ovl_Dm_Stk/z_dm_stk.c b/src/overlays/actors/ovl_Dm_Stk/z_dm_stk.c
index 8c15efb71..97f34e6c4 100644
--- a/src/overlays/actors/ovl_Dm_Stk/z_dm_stk.c
+++ b/src/overlays/actors/ovl_Dm_Stk/z_dm_stk.c
@@ -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)) {
diff --git a/src/overlays/actors/ovl_Dm_Zl/z_dm_zl.c b/src/overlays/actors/ovl_Dm_Zl/z_dm_zl.c
index fc27485f9..9cad5d869 100644
--- a/src/overlays/actors/ovl_Dm_Zl/z_dm_zl.c
+++ b/src/overlays/actors/ovl_Dm_Zl/z_dm_zl.c
@@ -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);
diff --git a/src/overlays/actors/ovl_En_Akindonuts/z_en_akindonuts.c b/src/overlays/actors/ovl_En_Akindonuts/z_en_akindonuts.c
index 4537f2d7b..c478e0d23 100644
--- a/src/overlays/actors/ovl_En_Akindonuts/z_en_akindonuts.c
+++ b/src/overlays/actors/ovl_En_Akindonuts/z_en_akindonuts.c
@@ -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) {
diff --git a/src/overlays/actors/ovl_En_Am/z_en_am.c b/src/overlays/actors/ovl_En_Am/z_en_am.c
index 021dff4d5..ba09b01ac 100644
--- a/src/overlays/actors/ovl_En_Am/z_en_am.c
+++ b/src/overlays/actors/ovl_En_Am/z_en_am.c
@@ -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) {
diff --git a/src/overlays/actors/ovl_En_Attack_Niw/z_en_attack_niw.c b/src/overlays/actors/ovl_En_Attack_Niw/z_en_attack_niw.c
index 70f665acf..4e216da28 100644
--- a/src/overlays/actors/ovl_En_Attack_Niw/z_en_attack_niw.c
+++ b/src/overlays/actors/ovl_En_Attack_Niw/z_en_attack_niw.c
@@ -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) {
diff --git a/src/overlays/actors/ovl_En_Bat/z_en_bat.c b/src/overlays/actors/ovl_En_Bat/z_en_bat.c
index c3a031fa9..ec1fa4ba1 100644
--- a/src/overlays/actors/ovl_En_Bat/z_en_bat.c
+++ b/src/overlays/actors/ovl_En_Bat/z_en_bat.c
@@ -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[] = {
diff --git a/src/overlays/actors/ovl_En_Bb/z_en_bb.c b/src/overlays/actors/ovl_En_Bb/z_en_bb.c
index c69c8c331..1c330e305 100644
--- a/src/overlays/actors/ovl_En_Bb/z_en_bb.c
+++ b/src/overlays/actors/ovl_En_Bb/z_en_bb.c
@@ -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) {
diff --git a/src/overlays/actors/ovl_En_Bbfall/z_en_bbfall.c b/src/overlays/actors/ovl_En_Bbfall/z_en_bbfall.c
index f21d318a8..d4f57151e 100644
--- a/src/overlays/actors/ovl_En_Bbfall/z_en_bbfall.c
+++ b/src/overlays/actors/ovl_En_Bbfall/z_en_bbfall.c
@@ -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) {
diff --git a/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c b/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c
index 3a7979331..2d6a95145 100644
--- a/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c
+++ b/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c
@@ -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),
diff --git a/src/overlays/actors/ovl_En_Bigpamet/z_en_bigpamet.c b/src/overlays/actors/ovl_En_Bigpamet/z_en_bigpamet.c
index c343fe02d..0aad494f2 100644
--- a/src/overlays/actors/ovl_En_Bigpamet/z_en_bigpamet.c
+++ b/src/overlays/actors/ovl_En_Bigpamet/z_en_bigpamet.c
@@ -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),
};
diff --git a/src/overlays/actors/ovl_En_Bigpo/z_en_bigpo.c b/src/overlays/actors/ovl_En_Bigpo/z_en_bigpo.c
index 37b09a043..a13f198bb 100644
--- a/src/overlays/actors/ovl_En_Bigpo/z_en_bigpo.c
+++ b/src/overlays/actors/ovl_En_Bigpo/z_en_bigpo.c
@@ -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
diff --git a/src/overlays/actors/ovl_En_Bigslime/z_en_bigslime.c b/src/overlays/actors/ovl_En_Bigslime/z_en_bigslime.c
index 42294291a..61081cd6d 100644
--- a/src/overlays/actors/ovl_En_Bigslime/z_en_bigslime.c
+++ b/src/overlays/actors/ovl_En_Bigslime/z_en_bigslime.c
@@ -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),
};
diff --git a/src/overlays/actors/ovl_En_Bom/z_en_bom.c b/src/overlays/actors/ovl_En_Bom/z_en_bom.c
index 8383e77cd..224fd3a42 100644
--- a/src/overlays/actors/ovl_En_Bom/z_en_bom.c
+++ b/src/overlays/actors/ovl_En_Bom/z_en_bom.c
@@ -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),
};
diff --git a/src/overlays/actors/ovl_En_Crow/z_en_crow.c b/src/overlays/actors/ovl_En_Crow/z_en_crow.c
index 4d29207b1..d3201cc2b 100644
--- a/src/overlays/actors/ovl_En_Crow/z_en_crow.c
+++ b/src/overlays/actors/ovl_En_Crow/z_en_crow.c
@@ -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;
}
diff --git a/src/overlays/actors/ovl_En_Death/z_en_death.c b/src/overlays/actors/ovl_En_Death/z_en_death.c
index f2a2c8493..95a53ae4c 100644
--- a/src/overlays/actors/ovl_En_Death/z_en_death.c
+++ b/src/overlays/actors/ovl_En_Death/z_en_death.c
@@ -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),
};
diff --git a/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.c b/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.c
index 148701852..a147f1ccd 100644
--- a/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.c
+++ b/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.c
@@ -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) {
diff --git a/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.c b/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.c
index c3a9b30e2..b6ff58443 100644
--- a/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.c
+++ b/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.c
@@ -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) {
diff --git a/src/overlays/actors/ovl_En_Dinofos/z_en_dinofos.c b/src/overlays/actors/ovl_En_Dinofos/z_en_dinofos.c
index ba2288d90..009a04cbf 100644
--- a/src/overlays/actors/ovl_En_Dinofos/z_en_dinofos.c
+++ b/src/overlays/actors/ovl_En_Dinofos/z_en_dinofos.c
@@ -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),
diff --git a/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c b/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c
index 9d28b9829..6e0cc3132 100644
--- a/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c
+++ b/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c
@@ -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) {
diff --git a/src/overlays/actors/ovl_En_Elf/z_en_elf.c b/src/overlays/actors/ovl_En_Elf/z_en_elf.c
index e3a12e904..52da2288d 100644
--- a/src/overlays/actors/ovl_En_Elf/z_en_elf.c
+++ b/src/overlays/actors/ovl_En_Elf/z_en_elf.c
@@ -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;
diff --git a/src/overlays/actors/ovl_En_Famos/z_en_famos.c b/src/overlays/actors/ovl_En_Famos/z_en_famos.c
index b31d2a4c6..5907b69c7 100644
--- a/src/overlays/actors/ovl_En_Famos/z_en_famos.c
+++ b/src/overlays/actors/ovl_En_Famos/z_en_famos.c
@@ -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;
diff --git a/src/overlays/actors/ovl_En_Firefly/z_en_firefly.c b/src/overlays/actors/ovl_En_Firefly/z_en_firefly.c
index 67ac493b5..0e0246d59 100644
--- a/src/overlays/actors/ovl_En_Firefly/z_en_firefly.c
+++ b/src/overlays/actors/ovl_En_Firefly/z_en_firefly.c
@@ -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) {
diff --git a/src/overlays/actors/ovl_En_Fishing/z_en_fishing.c b/src/overlays/actors/ovl_En_Fishing/z_en_fishing.c
index 01741eb7e..e51b7ba20 100644
--- a/src/overlays/actors/ovl_En_Fishing/z_en_fishing.c
+++ b/src/overlays/actors/ovl_En_Fishing/z_en_fishing.c
@@ -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) {
diff --git a/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c b/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c
index ee9cb440e..357af6cc3 100644
--- a/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c
+++ b/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c
@@ -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),
};
diff --git a/src/overlays/actors/ovl_En_Fr/z_en_fr.c b/src/overlays/actors/ovl_En_Fr/z_en_fr.c
index 3e8905813..d0d240e22 100644
--- a/src/overlays/actors/ovl_En_Fr/z_en_fr.c
+++ b/src/overlays/actors/ovl_En_Fr/z_en_fr.c
@@ -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;
}
}
diff --git a/src/overlays/actors/ovl_En_Fr/z_en_fr.h b/src/overlays/actors/ovl_En_Fr/z_en_fr.h
index 0227608fb..475840a78 100644
--- a/src/overlays/actors/ovl_En_Fr/z_en_fr.h
+++ b/src/overlays/actors/ovl_En_Fr/z_en_fr.h
@@ -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;
diff --git a/src/overlays/actors/ovl_En_Fz/z_en_fz.c b/src/overlays/actors/ovl_En_Fz/z_en_fz.c
index 90e769eba..8f5d81b92 100644
--- a/src/overlays/actors/ovl_En_Fz/z_en_fz.c
+++ b/src/overlays/actors/ovl_En_Fz/z_en_fz.c
@@ -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) {
diff --git a/src/overlays/actors/ovl_En_Gb2/z_en_gb2.c b/src/overlays/actors/ovl_En_Gb2/z_en_gb2.c
index ca0a7de06..05be5edd9 100644
--- a/src/overlays/actors/ovl_En_Gb2/z_en_gb2.c
+++ b/src/overlays/actors/ovl_En_Gb2/z_en_gb2.c
@@ -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) {
diff --git a/src/overlays/actors/ovl_En_Hint_Skb/z_en_hint_skb.c b/src/overlays/actors/ovl_En_Hint_Skb/z_en_hint_skb.c
index 4ee8b52db..4fae1d7c0 100644
--- a/src/overlays/actors/ovl_En_Hint_Skb/z_en_hint_skb.c
+++ b/src/overlays/actors/ovl_En_Hint_Skb/z_en_hint_skb.c
@@ -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),
};
diff --git a/src/overlays/actors/ovl_En_Ik/z_en_ik.c b/src/overlays/actors/ovl_En_Ik/z_en_ik.c
index 97ce3e580..7e7cb4333 100644
--- a/src/overlays/actors/ovl_En_Ik/z_en_ik.c
+++ b/src/overlays/actors/ovl_En_Ik/z_en_ik.c
@@ -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),
};
diff --git a/src/overlays/actors/ovl_En_Invadepoh/z_en_invadepoh.c b/src/overlays/actors/ovl_En_Invadepoh/z_en_invadepoh.c
index 7a7d33950..b38d6bbf1 100644
--- a/src/overlays/actors/ovl_En_Invadepoh/z_en_invadepoh.c
+++ b/src/overlays/actors/ovl_En_Invadepoh/z_en_invadepoh.c
@@ -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),
};
diff --git a/src/overlays/actors/ovl_En_Invadepoh_Demo/z_en_invadepoh_demo.c b/src/overlays/actors/ovl_En_Invadepoh_Demo/z_en_invadepoh_demo.c
index 1079052dd..eaf1c3685 100644
--- a/src/overlays/actors/ovl_En_Invadepoh_Demo/z_en_invadepoh_demo.c
+++ b/src/overlays/actors/ovl_En_Invadepoh_Demo/z_en_invadepoh_demo.c
@@ -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),
};
diff --git a/src/overlays/actors/ovl_En_Kakasi/z_en_kakasi.c b/src/overlays/actors/ovl_En_Kakasi/z_en_kakasi.c
index 7a3f49b46..9f129fc13 100644
--- a/src/overlays/actors/ovl_En_Kakasi/z_en_kakasi.c
+++ b/src/overlays/actors/ovl_En_Kakasi/z_en_kakasi.c
@@ -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;
diff --git a/src/overlays/actors/ovl_En_Kakasi/z_en_kakasi.h b/src/overlays/actors/ovl_En_Kakasi/z_en_kakasi.h
index 689e475b2..a7d0be290 100644
--- a/src/overlays/actors/ovl_En_Kakasi/z_en_kakasi.h
+++ b/src/overlays/actors/ovl_En_Kakasi/z_en_kakasi.h
@@ -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
diff --git a/src/overlays/actors/ovl_En_Kame/z_en_kame.c b/src/overlays/actors/ovl_En_Kame/z_en_kame.c
index f5cc49182..94128aa4f 100644
--- a/src/overlays/actors/ovl_En_Kame/z_en_kame.c
+++ b/src/overlays/actors/ovl_En_Kame/z_en_kame.c
@@ -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;
diff --git a/src/overlays/actors/ovl_En_Karebaba/z_en_karebaba.c b/src/overlays/actors/ovl_En_Karebaba/z_en_karebaba.c
index 76c7ecf11..3c2b62dcf 100644
--- a/src/overlays/actors/ovl_En_Karebaba/z_en_karebaba.c
+++ b/src/overlays/actors/ovl_En_Karebaba/z_en_karebaba.c
@@ -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),
};
diff --git a/src/overlays/actors/ovl_En_Knight/z_en_knight.c b/src/overlays/actors/ovl_En_Knight/z_en_knight.c
index d82a2d6c1..b9dc9564a 100644
--- a/src/overlays/actors/ovl_En_Knight/z_en_knight.c
+++ b/src/overlays/actors/ovl_En_Knight/z_en_knight.c
@@ -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);
diff --git a/src/overlays/actors/ovl_En_Mkk/z_en_mkk.c b/src/overlays/actors/ovl_En_Mkk/z_en_mkk.c
index ac4b924d4..cbc9545cd 100644
--- a/src/overlays/actors/ovl_En_Mkk/z_en_mkk.c
+++ b/src/overlays/actors/ovl_En_Mkk/z_en_mkk.c
@@ -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 };
diff --git a/src/overlays/actors/ovl_En_Ms/z_en_ms.c b/src/overlays/actors/ovl_En_Ms/z_en_ms.c
index aa619b671..75c866840 100644
--- a/src/overlays/actors/ovl_En_Ms/z_en_ms.c
+++ b/src/overlays/actors/ovl_En_Ms/z_en_ms.c
@@ -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);
diff --git a/src/overlays/actors/ovl_En_Niw/z_en_niw.c b/src/overlays/actors/ovl_En_Niw/z_en_niw.c
index 41f0663ec..f9977b51e 100644
--- a/src/overlays/actors/ovl_En_Niw/z_en_niw.c
+++ b/src/overlays/actors/ovl_En_Niw/z_en_niw.c
@@ -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 };
diff --git a/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c b/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c
index 1ad2f5076..a690881bf 100644
--- a/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c
+++ b/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c
@@ -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) {
diff --git a/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c b/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
index f468a8ca8..76370338b 100644
--- a/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
+++ b/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
@@ -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) {
diff --git a/src/overlays/actors/ovl_En_Owl/z_en_owl.c b/src/overlays/actors/ovl_En_Owl/z_en_owl.c
index 287dbfe5f..034832330 100644
--- a/src/overlays/actors/ovl_En_Owl/z_en_owl.c
+++ b/src/overlays/actors/ovl_En_Owl/z_en_owl.c
@@ -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;
diff --git a/src/overlays/actors/ovl_En_Pametfrog/z_en_pametfrog.c b/src/overlays/actors/ovl_En_Pametfrog/z_en_pametfrog.c
index bc9a0dfd5..25bc24002 100644
--- a/src/overlays/actors/ovl_En_Pametfrog/z_en_pametfrog.c
+++ b/src/overlays/actors/ovl_En_Pametfrog/z_en_pametfrog.c
@@ -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),
diff --git a/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c b/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c
index 03253101a..8e95899a5 100644
--- a/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c
+++ b/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c
@@ -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) {
diff --git a/src/overlays/actors/ovl_En_Po_Composer/z_en_po_composer.c b/src/overlays/actors/ovl_En_Po_Composer/z_en_po_composer.c
index 61a3ef818..be88f36fd 100644
--- a/src/overlays/actors/ovl_En_Po_Composer/z_en_po_composer.c
+++ b/src/overlays/actors/ovl_En_Po_Composer/z_en_po_composer.c
@@ -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;
diff --git a/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c b/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c
index d7b610c89..470fdc997 100644
--- a/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c
+++ b/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c
@@ -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
diff --git a/src/overlays/actors/ovl_En_Poh/z_en_poh.c b/src/overlays/actors/ovl_En_Poh/z_en_poh.c
index 662a4e58c..0e1b96834 100644
--- a/src/overlays/actors/ovl_En_Poh/z_en_poh.c
+++ b/src/overlays/actors/ovl_En_Poh/z_en_poh.c
@@ -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) {
diff --git a/src/overlays/actors/ovl_En_Rail_Skb/z_en_rail_skb.c b/src/overlays/actors/ovl_En_Rail_Skb/z_en_rail_skb.c
index 1158c4156..f608a1c8a 100644
--- a/src/overlays/actors/ovl_En_Rail_Skb/z_en_rail_skb.c
+++ b/src/overlays/actors/ovl_En_Rail_Skb/z_en_rail_skb.c
@@ -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),
};
diff --git a/src/overlays/actors/ovl_En_Railgibud/z_en_railgibud.c b/src/overlays/actors/ovl_En_Railgibud/z_en_railgibud.c
index 5a08d6e5c..575573e02 100644
--- a/src/overlays/actors/ovl_En_Railgibud/z_en_railgibud.c
+++ b/src/overlays/actors/ovl_En_Railgibud/z_en_railgibud.c
@@ -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),
};
diff --git a/src/overlays/actors/ovl_En_Rat/z_en_rat.c b/src/overlays/actors/ovl_En_Rat/z_en_rat.c
index e12786a04..ca77bb970 100644
--- a/src/overlays/actors/ovl_En_Rat/z_en_rat.c
+++ b/src/overlays/actors/ovl_En_Rat/z_en_rat.c
@@ -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 = {
diff --git a/src/overlays/actors/ovl_En_Rd/z_en_rd.c b/src/overlays/actors/ovl_En_Rd/z_en_rd.c
index 9ec85d1b6..e76c0e095 100644
--- a/src/overlays/actors/ovl_En_Rd/z_en_rd.c
+++ b/src/overlays/actors/ovl_En_Rd/z_en_rd.c
@@ -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),
};
diff --git a/src/overlays/actors/ovl_En_Recepgirl/z_en_recepgirl.c b/src/overlays/actors/ovl_En_Recepgirl/z_en_recepgirl.c
index f6c133abb..4327ace0c 100644
--- a/src/overlays/actors/ovl_En_Recepgirl/z_en_recepgirl.c
+++ b/src/overlays/actors/ovl_En_Recepgirl/z_en_recepgirl.c
@@ -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;
diff --git a/src/overlays/actors/ovl_En_Rr/z_en_rr.c b/src/overlays/actors/ovl_En_Rr/z_en_rr.c
index 0375edb1a..bc066051d 100644
--- a/src/overlays/actors/ovl_En_Rr/z_en_rr.c
+++ b/src/overlays/actors/ovl_En_Rr/z_en_rr.c
@@ -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) {
diff --git a/src/overlays/actors/ovl_En_Ruppecrow/z_en_ruppecrow.c b/src/overlays/actors/ovl_En_Ruppecrow/z_en_ruppecrow.c
index 235181bff..8aa7df669 100644
--- a/src/overlays/actors/ovl_En_Ruppecrow/z_en_ruppecrow.c
+++ b/src/overlays/actors/ovl_En_Ruppecrow/z_en_ruppecrow.c
@@ -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;
diff --git a/src/overlays/actors/ovl_En_Sb/z_en_sb.c b/src/overlays/actors/ovl_En_Sb/z_en_sb.c
index 4e4edf8af..c4bf42c07 100644
--- a/src/overlays/actors/ovl_En_Sb/z_en_sb.c
+++ b/src/overlays/actors/ovl_En_Sb/z_en_sb.c
@@ -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[] = {
diff --git a/src/overlays/actors/ovl_En_Scopenuts/z_en_scopenuts.c b/src/overlays/actors/ovl_En_Scopenuts/z_en_scopenuts.c
index 1d9c986b6..c6d57bd3b 100644
--- a/src/overlays/actors/ovl_En_Scopenuts/z_en_scopenuts.c
+++ b/src/overlays/actors/ovl_En_Scopenuts/z_en_scopenuts.c
@@ -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) {
diff --git a/src/overlays/actors/ovl_En_Sellnuts/z_en_sellnuts.c b/src/overlays/actors/ovl_En_Sellnuts/z_en_sellnuts.c
index d5b007cd9..6c5ee4614 100644
--- a/src/overlays/actors/ovl_En_Sellnuts/z_en_sellnuts.c
+++ b/src/overlays/actors/ovl_En_Sellnuts/z_en_sellnuts.c
@@ -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) {
diff --git a/src/overlays/actors/ovl_En_Skb/z_en_skb.c b/src/overlays/actors/ovl_En_Skb/z_en_skb.c
index 8e01f177e..d44c8e62d 100644
--- a/src/overlays/actors/ovl_En_Skb/z_en_skb.c
+++ b/src/overlays/actors/ovl_En_Skb/z_en_skb.c
@@ -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);
}
}
diff --git a/src/overlays/actors/ovl_En_Slime/z_en_slime.c b/src/overlays/actors/ovl_En_Slime/z_en_slime.c
index c6775923f..f25180242 100644
--- a/src/overlays/actors/ovl_En_Slime/z_en_slime.c
+++ b/src/overlays/actors/ovl_En_Slime/z_en_slime.c
@@ -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) {
diff --git a/src/overlays/actors/ovl_En_Snowman/z_en_snowman.c b/src/overlays/actors/ovl_En_Snowman/z_en_snowman.c
index ca2dd8c9e..dc1fb0256 100644
--- a/src/overlays/actors/ovl_En_Snowman/z_en_snowman.c
+++ b/src/overlays/actors/ovl_En_Snowman/z_en_snowman.c
@@ -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),
};
diff --git a/src/overlays/actors/ovl_En_Sob1/z_en_sob1.c b/src/overlays/actors/ovl_En_Sob1/z_en_sob1.c
index c98ab78d7..20840d3aa 100644
--- a/src/overlays/actors/ovl_En_Sob1/z_en_sob1.c
+++ b/src/overlays/actors/ovl_En_Sob1/z_en_sob1.c
@@ -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[] = {
diff --git a/src/overlays/actors/ovl_En_Syateki_Crow/z_en_syateki_crow.c b/src/overlays/actors/ovl_En_Syateki_Crow/z_en_syateki_crow.c
index 92c2027db..e21943549 100644
--- a/src/overlays/actors/ovl_En_Syateki_Crow/z_en_syateki_crow.c
+++ b/src/overlays/actors/ovl_En_Syateki_Crow/z_en_syateki_crow.c
@@ -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) {
diff --git a/src/overlays/actors/ovl_En_Syateki_Dekunuts/z_en_syateki_dekunuts.c b/src/overlays/actors/ovl_En_Syateki_Dekunuts/z_en_syateki_dekunuts.c
index 16ed15f3c..513f9b400 100644
--- a/src/overlays/actors/ovl_En_Syateki_Dekunuts/z_en_syateki_dekunuts.c
+++ b/src/overlays/actors/ovl_En_Syateki_Dekunuts/z_en_syateki_dekunuts.c
@@ -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) {
diff --git a/src/overlays/actors/ovl_En_Syateki_Okuta/z_en_syateki_okuta.c b/src/overlays/actors/ovl_En_Syateki_Okuta/z_en_syateki_okuta.c
index 8ce41601b..0e538cc35 100644
--- a/src/overlays/actors/ovl_En_Syateki_Okuta/z_en_syateki_okuta.c
+++ b/src/overlays/actors/ovl_En_Syateki_Okuta/z_en_syateki_okuta.c
@@ -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) {
diff --git a/src/overlays/actors/ovl_En_Syateki_Wf/z_en_syateki_wf.c b/src/overlays/actors/ovl_En_Syateki_Wf/z_en_syateki_wf.c
index e1044c15b..ff91070ee 100644
--- a/src/overlays/actors/ovl_En_Syateki_Wf/z_en_syateki_wf.c
+++ b/src/overlays/actors/ovl_En_Syateki_Wf/z_en_syateki_wf.c
@@ -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),
};
diff --git a/src/overlays/actors/ovl_En_Takaraya/z_en_takaraya.c b/src/overlays/actors/ovl_En_Takaraya/z_en_takaraya.c
index a5d81d792..f56534f4c 100644
--- a/src/overlays/actors/ovl_En_Takaraya/z_en_takaraya.c
+++ b/src/overlays/actors/ovl_En_Takaraya/z_en_takaraya.c
@@ -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;
diff --git a/src/overlays/actors/ovl_En_Talk/z_en_talk.c b/src/overlays/actors/ovl_En_Talk/z_en_talk.c
index 7a129a0ff..781baa8d9 100644
--- a/src/overlays/actors/ovl_En_Talk/z_en_talk.c
+++ b/src/overlays/actors/ovl_En_Talk/z_en_talk.c
@@ -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;
diff --git a/src/overlays/actors/ovl_En_Talk/z_en_talk.h b/src/overlays/actors/ovl_En_Talk/z_en_talk.h
index a97637e4e..b27ab03c8 100644
--- a/src/overlays/actors/ovl_En_Talk/z_en_talk.h
+++ b/src/overlays/actors/ovl_En_Talk/z_en_talk.h
@@ -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;
diff --git a/src/overlays/actors/ovl_En_Talk_Gibud/z_en_talk_gibud.c b/src/overlays/actors/ovl_En_Talk_Gibud/z_en_talk_gibud.c
index 6824a94a8..5f7a80356 100644
--- a/src/overlays/actors/ovl_En_Talk_Gibud/z_en_talk_gibud.c
+++ b/src/overlays/actors/ovl_En_Talk_Gibud/z_en_talk_gibud.c
@@ -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),
};
diff --git a/src/overlays/actors/ovl_En_Tanron2/z_en_tanron2.c b/src/overlays/actors/ovl_En_Tanron2/z_en_tanron2.c
index 2a7418d59..99ecaf24f 100644
--- a/src/overlays/actors/ovl_En_Tanron2/z_en_tanron2.c
+++ b/src/overlays/actors/ovl_En_Tanron2/z_en_tanron2.c
@@ -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 {
diff --git a/src/overlays/actors/ovl_En_Thiefbird/z_en_thiefbird.c b/src/overlays/actors/ovl_En_Thiefbird/z_en_thiefbird.c
index 5b5abdc3f..8e3552494 100644
--- a/src/overlays/actors/ovl_En_Thiefbird/z_en_thiefbird.c
+++ b/src/overlays/actors/ovl_En_Thiefbird/z_en_thiefbird.c
@@ -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;
diff --git a/src/overlays/actors/ovl_En_Tite/z_en_tite.c b/src/overlays/actors/ovl_En_Tite/z_en_tite.c
index 5addcc6eb..7d919018a 100644
--- a/src/overlays/actors/ovl_En_Tite/z_en_tite.c
+++ b/src/overlays/actors/ovl_En_Tite/z_en_tite.c
@@ -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),
};
diff --git a/src/overlays/actors/ovl_En_Tk/z_en_tk.c b/src/overlays/actors/ovl_En_Tk/z_en_tk.c
index 5565ad179..25408915b 100644
--- a/src/overlays/actors/ovl_En_Tk/z_en_tk.c
+++ b/src/overlays/actors/ovl_En_Tk/z_en_tk.c
@@ -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 {
diff --git a/src/overlays/actors/ovl_En_Trt/z_en_trt.c b/src/overlays/actors/ovl_En_Trt/z_en_trt.c
index 7903fb385..3bbead826 100644
--- a/src/overlays/actors/ovl_En_Trt/z_en_trt.c
+++ b/src/overlays/actors/ovl_En_Trt/z_en_trt.c
@@ -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) {
diff --git a/src/overlays/actors/ovl_En_Trt2/z_en_trt2.c b/src/overlays/actors/ovl_En_Trt2/z_en_trt2.c
index 82b7bb756..fdef39424 100644
--- a/src/overlays/actors/ovl_En_Trt2/z_en_trt2.c
+++ b/src/overlays/actors/ovl_En_Trt2/z_en_trt2.c
@@ -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) {
diff --git a/src/overlays/actors/ovl_En_Vm/z_en_vm.c b/src/overlays/actors/ovl_En_Vm/z_en_vm.c
index 5cbcc0a0e..bfb1d42a8 100644
--- a/src/overlays/actors/ovl_En_Vm/z_en_vm.c
+++ b/src/overlays/actors/ovl_En_Vm/z_en_vm.c
@@ -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),
};
diff --git a/src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.c b/src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.c
index ffa86afd3..a2f095d4e 100644
--- a/src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.c
+++ b/src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.c
@@ -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),
};
diff --git a/src/overlays/actors/ovl_En_Wf/z_en_wf.c b/src/overlays/actors/ovl_En_Wf/z_en_wf.c
index 49ff543f2..fc74a2ee6 100644
--- a/src/overlays/actors/ovl_En_Wf/z_en_wf.c
+++ b/src/overlays/actors/ovl_En_Wf/z_en_wf.c
@@ -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),
};
diff --git a/src/overlays/actors/ovl_En_Wood02/z_en_wood02.c b/src/overlays/actors/ovl_En_Wood02/z_en_wood02.c
index 5131008a6..c6a8c0db2 100644
--- a/src/overlays/actors/ovl_En_Wood02/z_en_wood02.c
+++ b/src/overlays/actors/ovl_En_Wood02/z_en_wood02.c
@@ -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[] = {
diff --git a/src/overlays/actors/ovl_En_Zl4/z_en_zl4.c b/src/overlays/actors/ovl_En_Zl4/z_en_zl4.c
index 407fb4b29..49b9da96e 100644
--- a/src/overlays/actors/ovl_En_Zl4/z_en_zl4.c
+++ b/src/overlays/actors/ovl_En_Zl4/z_en_zl4.c
@@ -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);
diff --git a/src/overlays/actors/ovl_Obj_Ghaka/z_obj_ghaka.c b/src/overlays/actors/ovl_Obj_Ghaka/z_obj_ghaka.c
index f2047f709..45b05e2c9 100644
--- a/src/overlays/actors/ovl_Obj_Ghaka/z_obj_ghaka.c
+++ b/src/overlays/actors/ovl_Obj_Ghaka/z_obj_ghaka.c
@@ -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) {
diff --git a/src/overlays/actors/ovl_Obj_Snowball/z_obj_snowball.c b/src/overlays/actors/ovl_Obj_Snowball/z_obj_snowball.c
index d77dbc341..9eefab99d 100644
--- a/src/overlays/actors/ovl_Obj_Snowball/z_obj_snowball.c
+++ b/src/overlays/actors/ovl_Obj_Snowball/z_obj_snowball.c
@@ -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;
}
diff --git a/src/overlays/actors/ovl_player_actor/z_player.c b/src/overlays/actors/ovl_player_actor/z_player.c
index 8e54dfed1..305bf2209 100644
--- a/src/overlays/actors/ovl_player_actor/z_player.c
+++ b/src/overlays/actors/ovl_player_actor/z_player.c
@@ -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