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-rw-r--r--src/code/z_actor.c16
1 files changed, 8 insertions, 8 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c
index 4fc55d7a8..9e258450d 100644
--- a/src/code/z_actor.c
+++ b/src/code/z_actor.c
@@ -4407,25 +4407,25 @@ void func_80034CC4(PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overr
CLOSE_DISPS(play->state.gfxCtx, "../z_actor.c", 8904);
}
-s16 func_80034DD4(Actor* actor, PlayState* play, s16 arg2, f32 arg3) {
+s16 Actor_UpdateAlphaByDistance(Actor* actor, PlayState* play, s16 alpha, f32 radius) {
Player* player = GET_PLAYER(play);
- f32 var;
+ f32 distance;
if ((play->csCtx.state != CS_STATE_IDLE) || gDebugCamEnabled) {
- var = Math_Vec3f_DistXYZ(&actor->world.pos, &play->view.eye) * 0.25f;
+ distance = Math_Vec3f_DistXYZ(&actor->world.pos, &play->view.eye) * 0.25f;
} else {
- var = Math_Vec3f_DistXYZ(&actor->world.pos, &player->actor.world.pos);
+ distance = Math_Vec3f_DistXYZ(&actor->world.pos, &player->actor.world.pos);
}
- if (arg3 < var) {
+ if (radius < distance) {
actor->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
- Math_SmoothStepToS(&arg2, 0, 6, 0x14, 1);
+ Math_SmoothStepToS(&alpha, 0, 6, 0x14, 1);
} else {
actor->flags |= ACTOR_FLAG_ATTENTION_ENABLED;
- Math_SmoothStepToS(&arg2, 0xFF, 6, 0x14, 1);
+ Math_SmoothStepToS(&alpha, 0xFF, 6, 0x14, 1);
}
- return arg2;
+ return alpha;
}
void Animation_ChangeByInfo(SkelAnime* skelAnime, AnimationInfo* animationInfo, s32 index) {