Target -> Attention (System Rename) (#1716)

* attention

* revert flags, too large of a diff

* more revert
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engineer124 2024-10-18 14:56:58 +11:00 committed by GitHub
parent 1ddc836c8e
commit 6a0bb0345d
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12 changed files with 190 additions and 188 deletions

View File

@ -287,7 +287,7 @@ typedef struct LockOnReticle {
/* 0x10 */ Color_RGBA8 color;
} LockOnReticle; // size = 0x14
typedef struct TargetContext {
typedef struct Attention {
/* 0x00 */ Vec3f fairyPos; // Used by Tatl to indicate a targetable actor or general hint
/* 0x0C */ Vec3f reticlePos; // Main reticle pos which each `LockOnReticle` instance can reference
/* 0x18 */ Color_RGBAf fairyInnerColor;
@ -304,7 +304,7 @@ typedef struct TargetContext {
/* 0x8C */ Actor* forcedTargetActor; // Never set to non-NULL
/* 0x90 */ Actor* bgmEnemy;
/* 0x94 */ Actor* arrowPointedActor;
} TargetContext; // size = 0x98
} Attention; // size = 0x98
typedef enum TargetMode {
/* 0 */ TARGET_MODE_0,
@ -407,7 +407,7 @@ typedef struct ActorContext {
/* 0x00F */ u8 numLensActors;
/* 0x010 */ ActorListEntry actorLists[ACTORCAT_MAX];
/* 0x0A0 */ Actor* lensActors[LENS_ACTOR_MAX]; // Draws up to LENS_ACTOR_MAX number of invisible actors
/* 0x120 */ TargetContext targetCtx;
/* 0x120 */ Attention attention;
/* 0x1B8 */ ActorContextSceneFlags sceneFlags;
/* 0x1E4 */ TitleCardContext titleCtxt;
/* 0x1F4 */ PlayerImpact playerImpact;
@ -696,7 +696,7 @@ void func_800B4AEC(struct PlayState* play, Actor* actor, f32 y);
void func_800B4B50(Actor* actor, struct Lights* mapper, struct PlayState* play);
void Actor_GetProjectedPos(struct PlayState* play, Vec3f* worldPos, Vec3f* projectedPos, f32* invW);
void Target_Draw(TargetContext* targetCtx, struct PlayState* play);
void Attention_Draw(Attention* attention, struct PlayState* play);
s32 Flags_GetSwitch(struct PlayState* play, s32 flag);
void Flags_SetSwitch(struct PlayState* play, s32 flag);
@ -770,7 +770,7 @@ PosRot Actor_GetFocus(Actor* actor);
PosRot Actor_GetWorld(Actor* actor);
PosRot Actor_GetWorldPosShapeRot(Actor* actor);
s32 Target_OutsideLeashRange(Actor* actor, struct Player* player, s32 ignoreLeash);
s32 Attention_OutsideLeashRange(Actor* actor, struct Player* player, s32 ignoreLeash);
s32 Actor_TalkOfferAccepted(Actor* actor, struct GameState* gameState);
s32 Actor_OfferTalk(Actor* actor, struct PlayState* play, f32 radius);
s32 Actor_OfferTalkNearColChkInfoCylinder(Actor* actor, struct PlayState* play);

View File

@ -63,7 +63,8 @@ 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 Target_GetTargetActor(PlayState* play, ActorContext* actorCtx, Actor** targetableP, Actor** arg3, Player* player);
void Attention_GetTargetActor(PlayState* play, ActorContext* actorCtx, Actor** targetableP, Actor** arg3,
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);
@ -426,12 +427,12 @@ void Actor_GetProjectedPos(PlayState* play, Vec3f* worldPos, Vec3f* projectedPos
*invW = (*invW < 1.0f) ? 1.0f : (1.0f / *invW);
}
void Target_SetReticlePos(TargetContext* targetCtx, s32 reticleNum, f32 x, f32 y, f32 z) {
targetCtx->lockOnReticles[reticleNum].pos.x = x;
targetCtx->lockOnReticles[reticleNum].pos.y = y;
targetCtx->lockOnReticles[reticleNum].pos.z = z;
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;
targetCtx->lockOnReticles[reticleNum].radius = targetCtx->reticleRadius;
attention->lockOnReticles[reticleNum].radius = attention->reticleRadius;
}
typedef struct {
@ -456,19 +457,19 @@ TatlColor sTatlColorList[] = {
{ { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, // ACTORCAT_MAX
};
void Target_InitReticle(TargetContext* targetCtx, ActorType actorCategory, PlayState* play) {
void Attention_InitReticle(Attention* attention, ActorType actorCategory, PlayState* play) {
TatlColor* tatlColorEntry;
s32 i;
LockOnReticle* reticle;
Math_Vec3f_Copy(&targetCtx->reticlePos, &play->view.eye);
targetCtx->reticleFadeAlphaControl = 256;
Math_Vec3f_Copy(&attention->reticlePos, &play->view.eye);
attention->reticleFadeAlphaControl = 256;
tatlColorEntry = &sTatlColorList[actorCategory];
targetCtx->reticleRadius = 500.0f;
attention->reticleRadius = 500.0f;
reticle = targetCtx->lockOnReticles;
for (i = 0; i < ARRAY_COUNT(targetCtx->lockOnReticles); i++, reticle++) {
Target_SetReticlePos(targetCtx, i, 0.0f, 0.0f, 0.0f);
reticle = attention->lockOnReticles;
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;
@ -476,34 +477,34 @@ void Target_InitReticle(TargetContext* targetCtx, ActorType actorCategory, PlayS
}
}
void Target_SetFairyState(TargetContext* targetCtx, Actor* actor, ActorType type, PlayState* play) {
targetCtx->fairyPos.x = actor->focus.pos.x;
targetCtx->fairyPos.y = actor->focus.pos.y + (actor->targetArrowOffset * actor->scale.y);
targetCtx->fairyPos.z = actor->focus.pos.z;
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;
targetCtx->fairyInnerColor.r = sTatlColorList[type].inner.r;
targetCtx->fairyInnerColor.g = sTatlColorList[type].inner.g;
targetCtx->fairyInnerColor.b = sTatlColorList[type].inner.b;
targetCtx->fairyInnerColor.a = sTatlColorList[type].inner.a;
targetCtx->fairyOuterColor.r = sTatlColorList[type].outer.r;
targetCtx->fairyOuterColor.g = sTatlColorList[type].outer.g;
targetCtx->fairyOuterColor.b = sTatlColorList[type].outer.b;
targetCtx->fairyOuterColor.a = sTatlColorList[type].outer.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;
}
void Target_Init(TargetContext* targetCtx, Actor* actor, PlayState* play) {
targetCtx->bgmEnemy = NULL;
targetCtx->forcedTargetActor = NULL;
targetCtx->reticleActor = NULL;
targetCtx->fairyActor = NULL;
targetCtx->reticleSpinCounter = 0;
targetCtx->curReticle = 0;
targetCtx->fairyMoveProgressFactor = 0.0f;
Target_SetFairyState(targetCtx, actor, actor->category, play);
Target_InitReticle(targetCtx, actor->category, play);
void Attention_Init(Attention* attention, Actor* actor, PlayState* play) {
attention->bgmEnemy = NULL;
attention->forcedTargetActor = NULL;
attention->reticleActor = NULL;
attention->fairyActor = NULL;
attention->reticleSpinCounter = 0;
attention->curReticle = 0;
attention->fairyMoveProgressFactor = 0.0f;
Attention_SetFairyState(attention, actor, actor->category, play);
Attention_InitReticle(attention, actor->category, play);
}
void Target_Draw(TargetContext* targetCtx, PlayState* play) {
void Attention_Draw(Attention* attention, PlayState* play) {
Player* player = GET_PLAYER(play);
Actor* actor;
@ -512,11 +513,11 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) {
return;
}
actor = targetCtx->reticleActor;
actor = attention->reticleActor;
OPEN_DISPS(play->state.gfxCtx);
if (targetCtx->reticleFadeAlphaControl != 0) {
if (attention->reticleFadeAlphaControl != 0) {
LockOnReticle* reticle;
s16 alpha = 255;
f32 projectdPosScale = 1.0f;
@ -527,32 +528,32 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) {
s32 curReticle;
f32 lockOnScaleX;
if (targetCtx->reticleSpinCounter != 0) {
if (attention->reticleSpinCounter != 0) {
// Reticle is spinning so it is active, only need to draw one
numReticles = 1;
} else {
// Use multiple reticles for the motion blur effect from the reticle
// quickly zooming in on an actor from off screen
numReticles = ARRAY_COUNT(targetCtx->lockOnReticles);
numReticles = ARRAY_COUNT(attention->lockOnReticles);
}
if (actor != NULL) {
Math_Vec3f_Copy(&targetCtx->reticlePos, &actor->focus.pos);
projectdPosScale = (500.0f - targetCtx->reticleRadius) / 420.0f;
Math_Vec3f_Copy(&attention->reticlePos, &actor->focus.pos);
projectdPosScale = (500.0f - attention->reticleRadius) / 420.0f;
} else {
// Not locked on, start fading out
targetCtx->reticleFadeAlphaControl -= 120;
attention->reticleFadeAlphaControl -= 120;
if (targetCtx->reticleFadeAlphaControl < 0) {
targetCtx->reticleFadeAlphaControl = 0;
if (attention->reticleFadeAlphaControl < 0) {
attention->reticleFadeAlphaControl = 0;
}
// `reticleFadeAlphaControl` is only used as an alpha when fading out.
// Otherwise it defaults to 255, set above.
alpha = targetCtx->reticleFadeAlphaControl;
alpha = attention->reticleFadeAlphaControl;
}
Actor_GetProjectedPos(play, &targetCtx->reticlePos, &projectedPos, &invW);
Actor_GetProjectedPos(play, &attention->reticlePos, &projectedPos, &invW);
projectedPos.x = ((SCREEN_WIDTH / 2) * (projectedPos.x * invW)) * projectdPosScale;
projectedPos.x = CLAMP(projectedPos.x, -SCREEN_WIDTH, SCREEN_WIDTH);
@ -562,20 +563,20 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) {
projectedPos.z *= projectdPosScale;
targetCtx->curReticle--;
attention->curReticle--;
if (targetCtx->curReticle < 0) {
targetCtx->curReticle = ARRAY_COUNT(targetCtx->lockOnReticles) - 1;
if (attention->curReticle < 0) {
attention->curReticle = ARRAY_COUNT(attention->lockOnReticles) - 1;
}
Target_SetReticlePos(targetCtx, targetCtx->curReticle, projectedPos.x, projectedPos.y, projectedPos.z);
Attention_SetReticlePos(attention, attention->curReticle, projectedPos.x, projectedPos.y, projectedPos.z);
if (!(player->stateFlags1 & PLAYER_STATE1_40) || (actor != player->focusActor)) {
OVERLAY_DISP = Gfx_SetupDL(OVERLAY_DISP, SETUPDL_57);
for (i = 0, curReticle = targetCtx->curReticle; i < numReticles;
i++, curReticle = (curReticle + 1) % ARRAY_COUNT(targetCtx->lockOnReticles)) {
reticle = &targetCtx->lockOnReticles[curReticle];
for (i = 0, curReticle = attention->curReticle; i < numReticles;
i++, curReticle = (curReticle + 1) % ARRAY_COUNT(attention->lockOnReticles)) {
reticle = &attention->lockOnReticles[curReticle];
if (reticle->radius < 500.0f) {
s32 triangleIndex;
@ -592,7 +593,7 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, reticle->color.r, reticle->color.g, reticle->color.b,
(u8)alpha);
Matrix_RotateZS(targetCtx->reticleSpinCounter * 0x200, MTXMODE_APPLY);
Matrix_RotateZS(attention->reticleSpinCounter * 0x200, MTXMODE_APPLY);
// Draw the 4 triangles that make up the reticle
for (triangleIndex = 0; triangleIndex < 4; triangleIndex++) {
@ -605,7 +606,7 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) {
}
}
alpha -= 255 / ARRAY_COUNT(targetCtx->lockOnReticles);
alpha -= 255 / ARRAY_COUNT(attention->lockOnReticles);
if (alpha < 0) {
alpha = 0;
@ -614,7 +615,7 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) {
}
}
actor = targetCtx->arrowPointedActor;
actor = attention->arrowPointedActor;
if ((actor != NULL) && !(actor->flags & ACTOR_FLAG_LOCK_ON_DISABLED)) {
TatlColor* color = &sTatlColorList[actor->category];
@ -634,7 +635,7 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx);
}
void Target_Update(TargetContext* targetCtx, Player* player, Actor* playerFocusActor, PlayState* play) {
void Attention_Update(Attention* attention, Player* player, Actor* playerFocusActor, PlayState* play) {
s32 pad;
Actor* actor = NULL;
s32 category;
@ -644,15 +645,15 @@ void Target_Update(TargetContext* targetCtx, Player* player, Actor* playerFocusA
// If currently not locked on to an actor and not pressing down on the analog stick then try to find a targetable
// actor
if ((player->focusActor != NULL) && (player->unk_AE3[player->unk_ADE] == 2)) {
targetCtx->arrowPointedActor = NULL;
attention->arrowPointedActor = NULL;
} else {
Target_GetTargetActor(play, &play->actorCtx, &actor, &D_801ED920, player);
targetCtx->arrowPointedActor = actor;
Attention_GetTargetActor(play, &play->actorCtx, &actor, &D_801ED920, player);
attention->arrowPointedActor = actor;
}
if (targetCtx->forcedTargetActor != NULL) {
actor = targetCtx->forcedTargetActor;
targetCtx->forcedTargetActor = NULL;
if (attention->forcedTargetActor != NULL) {
actor = attention->forcedTargetActor;
attention->forcedTargetActor = NULL;
} else if (playerFocusActor != NULL) {
actor = playerFocusActor;
}
@ -663,30 +664,30 @@ void Target_Update(TargetContext* targetCtx, Player* player, Actor* playerFocusA
category = player->actor.category;
}
if ((actor != targetCtx->fairyActor) || (category != targetCtx->fairyActorCategory)) {
targetCtx->fairyActor = actor;
targetCtx->fairyActorCategory = category;
targetCtx->fairyMoveProgressFactor = 1.0f;
if ((actor != attention->fairyActor) || (category != attention->fairyActorCategory)) {
attention->fairyActor = actor;
attention->fairyActorCategory = category;
attention->fairyMoveProgressFactor = 1.0f;
}
if (actor == NULL) {
actor = &player->actor;
}
if (!Math_StepToF(&targetCtx->fairyMoveProgressFactor, 0.0f, 0.25f)) {
f32 fairyMoveScale = 0.25f / targetCtx->fairyMoveProgressFactor;
f32 x = actor->focus.pos.x - targetCtx->fairyPos.x;
f32 y = (actor->focus.pos.y + (actor->targetArrowOffset * actor->scale.y)) - targetCtx->fairyPos.y;
f32 z = actor->focus.pos.z - targetCtx->fairyPos.z;
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;
targetCtx->fairyPos.x += x * fairyMoveScale;
targetCtx->fairyPos.y += y * fairyMoveScale;
targetCtx->fairyPos.z += z * fairyMoveScale;
attention->fairyPos.x += x * fairyMoveScale;
attention->fairyPos.y += y * fairyMoveScale;
attention->fairyPos.z += z * fairyMoveScale;
} else {
Target_SetFairyState(targetCtx, actor, category, play);
Attention_SetFairyState(attention, actor, category, play);
}
if ((playerFocusActor != NULL) && (targetCtx->reticleSpinCounter == 0)) {
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)) {
@ -695,17 +696,17 @@ void Target_Update(TargetContext* targetCtx, Player* player, Actor* playerFocusA
}
if (playerFocusActor != NULL) {
if (playerFocusActor != targetCtx->reticleActor) {
if (playerFocusActor != attention->reticleActor) {
s32 sfxId;
// Lock On entries need to be re-initialized when changing the targeted actor
Target_InitReticle(targetCtx, playerFocusActor->category, play);
Attention_InitReticle(attention, playerFocusActor->category, play);
targetCtx->reticleActor = playerFocusActor;
attention->reticleActor = playerFocusActor;
if (playerFocusActor->id == ACTOR_EN_BOOM) {
// Avoid drawing the lock on triangles on a zora boomerang
targetCtx->reticleFadeAlphaControl = 0;
attention->reticleFadeAlphaControl = 0;
}
sfxId = CHECK_FLAG_ALL(playerFocusActor->flags, ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)
@ -714,28 +715,28 @@ void Target_Update(TargetContext* targetCtx, Player* player, Actor* playerFocusA
Audio_PlaySfx(sfxId);
}
targetCtx->reticlePos.x = playerFocusActor->world.pos.x;
targetCtx->reticlePos.y =
attention->reticlePos.x = playerFocusActor->world.pos.x;
attention->reticlePos.y =
playerFocusActor->world.pos.y - (playerFocusActor->shape.yOffset * playerFocusActor->scale.y);
targetCtx->reticlePos.z = playerFocusActor->world.pos.z;
attention->reticlePos.z = playerFocusActor->world.pos.z;
if (targetCtx->reticleSpinCounter == 0) {
f32 lockOnStep = (500.0f - targetCtx->reticleRadius) * 3.0f;
if (attention->reticleSpinCounter == 0) {
f32 lockOnStep = (500.0f - attention->reticleRadius) * 3.0f;
lockOnStep = CLAMP(lockOnStep, 30.0f, 100.0f);
if (Math_StepToF(&targetCtx->reticleRadius, 80.0f, lockOnStep)) {
targetCtx->reticleSpinCounter++;
if (Math_StepToF(&attention->reticleRadius, 80.0f, lockOnStep)) {
attention->reticleSpinCounter++;
}
} else {
// 0x80 is or'd to avoid getting this value be set to zero
// This rotation value gets multiplied by 0x200, which multiplied by 0x80 gives a full turn (0x10000)
targetCtx->reticleSpinCounter = (targetCtx->reticleSpinCounter + 3) | 0x80;
targetCtx->reticleRadius = 120.0f;
attention->reticleSpinCounter = (attention->reticleSpinCounter + 3) | 0x80;
attention->reticleRadius = 120.0f;
}
} else {
targetCtx->reticleActor = NULL;
Math_StepToF(&targetCtx->reticleRadius, 500.0f, 80.0f);
attention->reticleActor = NULL;
Math_StepToF(&attention->reticleRadius, 500.0f, 80.0f);
}
}
@ -1858,7 +1859,7 @@ PosRot Actor_GetWorldPosShapeRot(Actor* actor) {
* 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.
*/
f32 Target_GetAdjustedDistSq(Actor* actor, Player* player, s16 playerShapeYaw) {
f32 Attention_GetAdjustedDistSq(Actor* actor, Player* player, s16 playerShapeYaw) {
f32 adjDistSq;
s16 yawDiff;
@ -1903,7 +1904,7 @@ TargetRangeParams gTargetRanges[TARGET_MODE_MAX] = {
/**
* Checks if an actor at distance `distSq` is inside the range specified by its targetMode
*/
s32 Target_IsActorInRange(Actor* actor, f32 distSq) {
s32 Attention_IsActorInRange(Actor* actor, f32 distSq) {
return distSq < gTargetRanges[actor->targetMode].rangeSq;
}
@ -1912,7 +1913,7 @@ s32 Target_IsActorInRange(Actor* actor, f32 distSq) {
*
* Passing true to ignoreLeash avoids the distance and yaw checks, and considers the actor inside the leash distance.
*/
s32 Target_OutsideLeashRange(Actor* actor, Player* player, s32 ignoreLeash) {
s32 Attention_OutsideLeashRange(Actor* actor, Player* player, s32 ignoreLeash) {
if ((actor->update == NULL) || !(actor->flags & ACTOR_FLAG_TARGETABLE) ||
(actor->flags & ACTOR_FLAG_LOCK_ON_DISABLED)) {
return true;
@ -1931,7 +1932,7 @@ s32 Target_OutsideLeashRange(Actor* actor, Player* player, s32 ignoreLeash) {
distSq = actor->xyzDistToPlayerSq;
}
return !Target_IsActorInRange(actor, gTargetRanges[actor->targetMode].leashScale * distSq);
return !Attention_IsActorInRange(actor, gTargetRanges[actor->targetMode].leashScale * distSq);
}
return false;
@ -2457,7 +2458,7 @@ void Actor_InitContext(PlayState* play, ActorContext* actorCtx, ActorEntry* acto
actorCtx->absoluteSpace = NULL;
Actor_SpawnEntry(actorCtx, actorEntry, play);
Target_Init(&actorCtx->targetCtx, actorCtx->actorLists[ACTORCAT_PLAYER].first, play);
Attention_Init(&actorCtx->attention, actorCtx->actorLists[ACTORCAT_PLAYER].first, play);
Actor_InitHalfDaysBit(actorCtx);
Fault_AddClient(&sActorFaultClient, (void*)Actor_PrintLists, actorCtx, NULL);
Player_SpawnHorse(play, (Player*)actorCtx->actorLists[ACTORCAT_PLAYER].first);
@ -2701,14 +2702,14 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
if ((actor == NULL) || (player->unk_738 < 5)) {
actor = NULL;
if (actorCtx->targetCtx.reticleSpinCounter != 0) {
actorCtx->targetCtx.reticleSpinCounter = 0;
if (actorCtx->attention.reticleSpinCounter != 0) {
actorCtx->attention.reticleSpinCounter = 0;
Audio_PlaySfx(NA_SE_SY_LOCK_OFF);
}
}
if (!(player->stateFlags1 & PLAYER_STATE1_2)) {
Target_Update(&actorCtx->targetCtx, player, actor, play);
Attention_Update(&actorCtx->attention, player, actor, play);
}
TitleCard_Update(&play->state, &actorCtx->titleCtxt);
@ -3491,16 +3492,16 @@ Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play) {
Camera_ChangeMode(Play_GetCamera(play, Play_GetActiveCamId(play)), CAM_MODE_NORMAL);
}
if (actor == actorCtx->targetCtx.fairyActor) {
actorCtx->targetCtx.fairyActor = NULL;
if (actor == actorCtx->attention.fairyActor) {
actorCtx->attention.fairyActor = NULL;
}
if (actor == actorCtx->targetCtx.forcedTargetActor) {
actorCtx->targetCtx.forcedTargetActor = NULL;
if (actor == actorCtx->attention.forcedTargetActor) {
actorCtx->attention.forcedTargetActor = NULL;
}
if (actor == actorCtx->targetCtx.bgmEnemy) {
actorCtx->targetCtx.bgmEnemy = NULL;
if (actor == actorCtx->attention.bgmEnemy) {
actorCtx->attention.bgmEnemy = NULL;
}
AudioSfx_StopByPos(&actor->projectedPos);
@ -3517,7 +3518,7 @@ Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play) {
return newHead;
}
bool Target_InTargetableScreenRegion(PlayState* play, Actor* actor) {
bool Attention_InTargetableScreenRegion(PlayState* play, Actor* actor) {
s16 screenPosX;
s16 screenPosY;
@ -3552,13 +3553,13 @@ bool Target_InTargetableScreenRegion(PlayState* play, Actor* actor) {
* - 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 `targetCtx.bgmEnemy` and its distance is stored in `sBgmEnemyDistSq`
* played. This actor is stored in `attention.bgmEnemy` and its distance is stored in `sBgmEnemyDistSq`
*
* 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.
*/
void Target_FindTargetableActorForCategory(PlayState* play, ActorContext* actorCtx, Player* player,
ActorType actorCategory) {
void Attention_FindTargetableActorForCategory(PlayState* play, ActorContext* actorCtx, Player* player,
ActorType actorCategory) {
f32 distSq;
Actor* actor = actorCtx->actorLists[actorCategory].first;
Actor* playerFocusActor = player->focusActor;
@ -3579,7 +3580,7 @@ void Target_FindTargetableActorForCategory(PlayState* play, ActorContext* actorC
if ((actorCategory == ACTORCAT_ENEMY) &&
CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)) {
if ((actor->xyzDistToPlayerSq < SQ(500.0f)) && (actor->xyzDistToPlayerSq < sBgmEnemyDistSq)) {
actorCtx->targetCtx.bgmEnemy = actor;
actorCtx->attention.bgmEnemy = actor;
sBgmEnemyDistSq = actor->xyzDistToPlayerSq;
}
}
@ -3589,7 +3590,7 @@ void Target_FindTargetableActorForCategory(PlayState* play, ActorContext* actorC
continue;
}
distSq = Target_GetAdjustedDistSq(actor, player, sTargetPlayerRotY);
distSq = Attention_GetAdjustedDistSq(actor, player, sTargetPlayerRotY);
isNearestTargetableActor = (actor->flags & ACTOR_FLAG_TARGETABLE) && (distSq < sTargetableNearestActorDistSq);
phi_s2_2 = (actor->flags & ACTOR_FLAG_40000000) && (distSq < D_801ED8D0);
@ -3598,7 +3599,7 @@ void Target_FindTargetableActorForCategory(PlayState* play, ActorContext* actorC
continue;
}
if (Target_IsActorInRange(actor, distSq) && Target_InTargetableScreenRegion(play, actor)) {
if (Attention_IsActorInRange(actor, distSq) && Attention_InTargetableScreenRegion(play, actor)) {
CollisionPoly* poly;
s32 bgId;
Vec3f posResult;
@ -3641,12 +3642,13 @@ u8 sTargetableActorCategories[] = {
/**
* Search for the nearest targetable actor.
*
* The specific criteria is specified in Target_FindTargetableActorForCategory.
* The specific criteria is specified in Attention_FindTargetableActorForCategory.
*
* The actor found is stored in the targetableP parameter. It may be NULL if no actor that fulfills the criteria is
* found.
*/
void Target_GetTargetActor(PlayState* play, ActorContext* actorCtx, Actor** targetableP, Actor** arg3, Player* player) {
void Attention_GetTargetActor(PlayState* play, ActorContext* actorCtx, Actor** targetableP, Actor** arg3,
Player* player) {
u8* actorCategories;
s32 i;
@ -3654,21 +3656,21 @@ void Target_GetTargetActor(PlayState* play, ActorContext* actorCtx, Actor** targ
sTargetableNearestActorDistSq = D_801ED8D0 = sBgmEnemyDistSq = FLT_MAX;
sTargetablePrioritizedPriority = D_801ED8D8 = INT32_MAX;
actorCtx->targetCtx.bgmEnemy = NULL;
actorCtx->attention.bgmEnemy = NULL;
sTargetPlayerRotY = player->actor.shape.rot.y;
actorCategories = sTargetableActorCategories;
// Try to search for a targetable actor that's a Boss, Enemy or Bg first
for (i = 0; i < 3; i++) {
Target_FindTargetableActorForCategory(play, actorCtx, player, *actorCategories);
Attention_FindTargetableActorForCategory(play, actorCtx, player, *actorCategories);
actorCategories++;
}
// 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++) {
Target_FindTargetableActorForCategory(play, actorCtx, player, *actorCategories);
Attention_FindTargetableActorForCategory(play, actorCtx, player, *actorCategories);
actorCategories++;
}
}

View File

@ -6580,7 +6580,7 @@ void Interface_Draw(PlayState* play) {
Map_DrawMinimap(play);
if ((R_PAUSE_BG_PRERENDER_STATE != 2) && (R_PAUSE_BG_PRERENDER_STATE != 3)) {
Target_Draw(&play->actorCtx.targetCtx, play);
Attention_Draw(&play->actorCtx.attention, play);
}
Gfx_SetupDL39_Overlay(play->state.gfxCtx);

View File

@ -797,8 +797,8 @@ void Boss05_LilyPadWithHead_Move(Boss05* this, PlayState* play) {
if (player2->focusActor == &this->dyna.actor) {
player2->focusActor = &child->dyna.actor;
play->actorCtx.targetCtx.fairyActor = &child->dyna.actor;
play->actorCtx.targetCtx.reticleActor = &child->dyna.actor;
play->actorCtx.attention.fairyActor = &child->dyna.actor;
play->actorCtx.attention.reticleActor = &child->dyna.actor;
}
for (i = 0; i < BIO_DEKU_BABA_LILY_PAD_LIMB_MAX; i++) {
@ -928,8 +928,8 @@ void Boss05_FallingHead_Fall(Boss05* this, PlayState* play) {
if (player->focusActor == &this->dyna.actor) {
player->focusActor = &walkingHead->dyna.actor;
play->actorCtx.targetCtx.fairyActor = &walkingHead->dyna.actor;
play->actorCtx.targetCtx.reticleActor = &walkingHead->dyna.actor;
play->actorCtx.attention.fairyActor = &walkingHead->dyna.actor;
play->actorCtx.attention.reticleActor = &walkingHead->dyna.actor;
}
for (i = 0; i < BIO_DEKU_BABA_HEAD_LIMB_MAX; i++) {

View File

@ -972,11 +972,11 @@ void func_8088E850(EnElf* this, PlayState* play) {
break;
default:
targetFairyActor = play->actorCtx.targetCtx.fairyActor;
targetFairyActor = play->actorCtx.attention.fairyActor;
if ((player->stateFlags1 & PLAYER_STATE1_40) && (player->talkActor != NULL)) {
Math_Vec3f_Copy(&nextPos, &player->talkActor->focus.pos);
} else {
Math_Vec3f_Copy(&nextPos, &play->actorCtx.targetCtx.fairyPos);
Math_Vec3f_Copy(&nextPos, &play->actorCtx.attention.fairyPos);
}
nextPos.y += 1500.0f * this->actor.scale.y;
@ -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.targetCtx.fairyActor;
Actor* targetFairyActor = play->actorCtx.attention.fairyActor;
Player* player = GET_PLAYER(play);
f32 transitionRate;
@ -1066,7 +1066,7 @@ void func_8088EFA4(EnElf* this, PlayState* play) {
this->outerColor.b = 80.0f;
this->outerColor.a = 0.0f;
}
} else if (play->actorCtx.targetCtx.fairyMoveProgressFactor != 0.0f) {
} else if (play->actorCtx.attention.fairyMoveProgressFactor != 0.0f) {
this->unk_268 = 0;
this->unk_238 = 1.0f;
if (!this->unk_269) {
@ -1074,18 +1074,18 @@ void func_8088EFA4(EnElf* this, PlayState* play) {
}
} else if (this->unk_268 == 0) {
if ((targetFairyActor == NULL) ||
(Math_Vec3f_DistXYZ(&this->actor.world.pos, &play->actorCtx.targetCtx.fairyPos) < 50.0f)) {
(Math_Vec3f_DistXYZ(&this->actor.world.pos, &play->actorCtx.attention.fairyPos) < 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.targetCtx.fairyInnerColor;
this->outerColor = play->actorCtx.targetCtx.fairyOuterColor;
this->innerColor = play->actorCtx.attention.fairyInnerColor;
this->outerColor = play->actorCtx.attention.fairyOuterColor;
} else {
transitionRate = 0.25f / this->unk_238;
func_8088EF18(&this->innerColor, &play->actorCtx.targetCtx.fairyInnerColor, &this->innerColor,
func_8088EF18(&this->innerColor, &play->actorCtx.attention.fairyInnerColor, &this->innerColor,
transitionRate);
func_8088EF18(&this->outerColor, &play->actorCtx.targetCtx.fairyOuterColor, &this->outerColor,
func_8088EF18(&this->outerColor, &play->actorCtx.attention.fairyOuterColor, &this->outerColor,
transitionRate);
}
}
@ -1138,7 +1138,7 @@ 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.targetCtx.fairyActor;
targetFairyActor = play->actorCtx.attention.fairyActor;
if (player->stateFlags1 & PLAYER_STATE1_400) {
sp34 = 10;
this->unk_25C = 100;
@ -1282,7 +1282,7 @@ void func_8088FA38(EnElf* this, PlayState* play) {
Player* player = GET_PLAYER(play);
if (this->fairyFlags & 0x10) {
refPos = play->actorCtx.targetCtx.fairyPos;
refPos = play->actorCtx.attention.fairyPos;
if (this->unk_234 != NULL) {
refPos = this->unk_234->world.pos;

View File

@ -2179,8 +2179,8 @@ void EnKnight_FlyingHeadDone(EnKnight* this, PlayState* play) {
sIgosHeadInstance = NULL;
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
player->focusActor = &this->actor;
play->actorCtx.targetCtx.fairyActor = &this->actor;
play->actorCtx.targetCtx.reticleActor = &this->actor;
play->actorCtx.attention.fairyActor = &this->actor;
play->actorCtx.attention.reticleActor = &this->actor;
}
if (this->timers[0] == 15) {
@ -3257,8 +3257,8 @@ void EnKnight_FlyingHead(EnKnight* this, PlayState* play) {
this->timers[0] = 20;
sIgosInstance->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
player->focusActor = &this->actor;
play->actorCtx.targetCtx.fairyActor = &this->actor;
play->actorCtx.targetCtx.reticleActor = &this->actor;
play->actorCtx.attention.fairyActor = &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);
Math_Vec3s_Copy(&this->actor.shape.rot, &sIgosInstance->actor.world.rot);

View File

@ -431,8 +431,8 @@ 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.targetCtx.fairyActor = &this->actor;
play->actorCtx.targetCtx.reticleActor = &this->actor;
play->actorCtx.attention.fairyActor = &this->actor;
play->actorCtx.attention.reticleActor = &this->actor;
}
} else {
this->unk_154 = 15;

View File

@ -1110,7 +1110,7 @@ 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.targetCtx.arrowPointedActor == &this->actor) ||
} else if (this->actor.isLockedOn || (play->actorCtx.attention.arrowPointedActor == &this->actor) ||
(this->actor.xyzDistToPlayerSq < SQ(80.0f))) {
ret = 1;
} else {

View File

@ -4682,7 +4682,7 @@ void Player_UpdateShapeYaw(Player* this, PlayState* play) {
Actor* focusActor = this->focusActor;
if ((focusActor != NULL) &&
((play->actorCtx.targetCtx.reticleSpinCounter != 0) || (this != GET_PLAYER(play))) &&
((play->actorCtx.attention.reticleSpinCounter != 0) || (this != GET_PLAYER(play))) &&
(focusActor->id != ACTOR_OBJ_NOZOKI)) {
Math_ScaledStepToS(&this->actor.shape.rot.y, Math_Vec3f_Yaw(&this->actor.world.pos, &focusActor->focus.pos),
0xFA0);
@ -4795,14 +4795,14 @@ 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.targetCtx.fairyActor : &GET_PLAYER(play)->actor;
var_v1_2 = (this == GET_PLAYER(play)) ? play->actorCtx.attention.fairyActor : &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.targetCtx.arrowPointedActor;
var_v1_2 = play->actorCtx.attention.arrowPointedActor;
}
if ((var_v1_2 != NULL) &&
@ -4826,7 +4826,7 @@ void func_80832888(Player* this, PlayState* play) {
if (this->focusActor != NULL) {
if ((this == GET_PLAYER(play)) && (this->focusActor != this->autoLockOnActor) &&
Target_OutsideLeashRange(this->focusActor, this, ignoreLeash)) {
Attention_OutsideLeashRange(this->focusActor, this, ignoreLeash)) {
Player_ReleaseLockOn(this);
this->stateFlags1 |= PLAYER_STATE1_40000000;
} else if (this->focusActor != NULL) {
@ -4964,7 +4964,7 @@ s32 Player_GetMovementSpeedAndYaw(Player* this, f32* outSpeedTarget, s16* outYaw
*outYawTarget = this->actor.shape.rot.y;
if (this->focusActor != NULL) {
if ((play->actorCtx.targetCtx.reticleSpinCounter != 0) && !(this->stateFlags2 & PLAYER_STATE2_40)) {
if ((play->actorCtx.attention.reticleSpinCounter != 0) && !(this->stateFlags2 & PLAYER_STATE2_40)) {
*outYawTarget = Math_Vec3f_Yaw(&this->actor.world.pos, &this->focusActor->focus.pos);
}
} else if (func_80123434(this)) {
@ -11235,7 +11235,7 @@ 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.targetCtx.fairyActor == NULL)))) {
(play->actorCtx.attention.fairyActor == NULL)))) {
doActionA = DO_ACTION_PUTAWAY;
if (play->msgCtx.currentTextId == 0) {} //! FAKE
@ -11697,9 +11697,9 @@ void Player_UpdateCamAndSeqModes(PlayState* play, Player* this) {
Camera_ChangeMode(camera, camMode);
}
if (play->actorCtx.targetCtx.bgmEnemy != NULL) {
if (play->actorCtx.attention.bgmEnemy != NULL) {
seqMode = SEQ_MODE_ENEMY;
Audio_UpdateEnemyBgmVolume(sqrtf(play->actorCtx.targetCtx.bgmEnemy->xyzDistToPlayerSq));
Audio_UpdateEnemyBgmVolume(sqrtf(play->actorCtx.attention.bgmEnemy->xyzDistToPlayerSq));
}
Audio_SetSequenceMode(seqMode);

View File

@ -669,12 +669,12 @@
0x800B4AEC:("func_800B4AEC",),
0x800B4B50:("func_800B4B50",),
0x800B4EDC:("Actor_GetProjectedPos",),
0x800B4F40:("Target_SetReticlePos",),
0x800B4F78:("Target_InitReticle",),
0x800B5040:("Target_SetFairyState",),
0x800B51A4:("Target_Init",),
0x800B5208:("Target_Draw",),
0x800B5814:("Target_Update",),
0x800B4F40:("Attention_SetReticlePos",),
0x800B4F78:("Attention_InitReticle",),
0x800B5040:("Attention_SetFairyState",),
0x800B51A4:("Attention_Init",),
0x800B5208:("Attention_Draw",),
0x800B5814:("Attention_Update",),
0x800B5BB0:("Flags_GetSwitch",),
0x800B5BF4:("Flags_SetSwitch",),
0x800B5C34:("Flags_UnsetSwitch",),
@ -766,9 +766,9 @@
0x800B81E0:("Actor_GetFocus",),
0x800B8214:("Actor_GetWorld",),
0x800B8248:("Actor_GetWorldPosShapeRot",),
0x800B82EC:("Target_GetAdjustedDistSq",),
0x800B83BC:("Target_IsActorInRange",),
0x800B83F8:("Target_OutsideLeashRange",),
0x800B82EC:("Attention_GetAdjustedDistSq",),
0x800B83BC:("Attention_IsActorInRange",),
0x800B83F8:("Attention_OutsideLeashRange",),
0x800B84D0:("Actor_TalkOfferAccepted",),
0x800B8500:("Actor_OfferTalkExchange",),
0x800B85E0:("Actor_OfferTalkExchangeEquiCylinder",),
@ -840,9 +840,9 @@
0x800BB140:("Actor_SpawnTransitionActors",),
0x800BB2D0:("Actor_SpawnEntry",),
0x800BB498:("Actor_Delete",),
0x800BB59C:("Target_InTargetableScreenRegion",),
0x800BB604:("Target_FindTargetableActorForCategory",),
0x800BB8EC:("Target_GetTargetActor",),
0x800BB59C:("Attention_InTargetableScreenRegion",),
0x800BB604:("Attention_FindTargetableActorForCategory",),
0x800BB8EC:("Attention_GetTargetActor",),
0x800BBA88:("Enemy_StartFinishingBlow",),
0x800BBAC0:("func_800BBAC0",),
0x800BBB74:("func_800BBB74",),

View File

@ -1297,15 +1297,15 @@ wordReplace = {
"play->actorCtx.unk3": "play->actorCtx.lensActive",
"play->actorCtx.unk4": "play->actorCtx.lensMaskSize",
"play->actorCtx.targetContext": "play->actorCtx.targetCtx",
"play->actorCtx.targetCtx.unk0": "play->actorCtx.targetCtx.fairyPos",
"play->actorCtx.targetCtx.unk40": "play->actorCtx.targetCtx.fairyMoveProgressFactor",
"play->actorCtx.targetCtx.unk44": "play->actorCtx.targetCtx.lockOnRadius",
"play->actorCtx.targetCtx.unk48": "play->actorCtx.targetCtx.lockOnAlpha",
"play->actorCtx.targetCtx.unk4B": "play->actorCtx.targetCtx.rotation",
"play->actorCtx.targetCtx.unk4C": "play->actorCtx.targetCtx.lockOnIndex",
"play->actorCtx.targetCtx.unk50": "play->actorCtx.targetCtx.lockOnTriangleSets",
"play->actorCtx.targetCtx.unk8C": "play->actorCtx.targetCtx.nextTarget",
"play->actorCtx.targetContext": "play->actorCtx.attention",
"play->actorCtx.attention.unk0": "play->actorCtx.attention.fairyPos",
"play->actorCtx.attention.unk40": "play->actorCtx.attention.fairyMoveProgressFactor",
"play->actorCtx.attention.unk44": "play->actorCtx.attention.lockOnRadius",
"play->actorCtx.attention.unk48": "play->actorCtx.attention.lockOnAlpha",
"play->actorCtx.attention.unk4B": "play->actorCtx.attention.rotation",
"play->actorCtx.attention.unk4C": "play->actorCtx.attention.lockOnIndex",
"play->actorCtx.attention.unk50": "play->actorCtx.attention.lockOnTriangleSets",
"play->actorCtx.attention.unk8C": "play->actorCtx.attention.nextTarget",
"play->doorCtx.transitionActorList": "play->transitionActors.list",
"play->nextEntranceIndex": "play->nextEntrance",
"play->sceneNum": "play->sceneId",

View File

@ -183,12 +183,12 @@ asm/non_matchings/code/z_actor/Actor_SetFeetPos.s,Actor_SetFeetPos,0x800B4A98,0x
asm/non_matchings/code/z_actor/func_800B4AEC.s,func_800B4AEC,0x800B4AEC,0x19
asm/non_matchings/code/z_actor/func_800B4B50.s,func_800B4B50,0x800B4B50,0xE3
asm/non_matchings/code/z_actor/Actor_GetProjectedPos.s,Actor_GetProjectedPos,0x800B4EDC,0x19
asm/non_matchings/code/z_actor/Target_SetReticlePos.s,Target_SetReticlePos,0x800B4F40,0xE
asm/non_matchings/code/z_actor/Target_InitReticle.s,Target_InitReticle,0x800B4F78,0x32
asm/non_matchings/code/z_actor/Target_SetFairyState.s,Target_SetFairyState,0x800B5040,0x59
asm/non_matchings/code/z_actor/Target_Init.s,Target_Init,0x800B51A4,0x19
asm/non_matchings/code/z_actor/Target_Draw.s,Target_Draw,0x800B5208,0x183
asm/non_matchings/code/z_actor/Target_Update.s,Target_Update,0x800B5814,0xE7
asm/non_matchings/code/z_actor/Attention_SetReticlePos.s,Attention_SetReticlePos,0x800B4F40,0xE
asm/non_matchings/code/z_actor/Attention_InitReticle.s,Attention_InitReticle,0x800B4F78,0x32
asm/non_matchings/code/z_actor/Attention_SetFairyState.s,Attention_SetFairyState,0x800B5040,0x59
asm/non_matchings/code/z_actor/Attention_Init.s,Attention_Init,0x800B51A4,0x19
asm/non_matchings/code/z_actor/Attention_Draw.s,Attention_Draw,0x800B5208,0x183
asm/non_matchings/code/z_actor/Attention_Update.s,Attention_Update,0x800B5814,0xE7
asm/non_matchings/code/z_actor/Flags_GetSwitch.s,Flags_GetSwitch,0x800B5BB0,0x11
asm/non_matchings/code/z_actor/Flags_SetSwitch.s,Flags_SetSwitch,0x800B5BF4,0x10
asm/non_matchings/code/z_actor/Flags_UnsetSwitch.s,Flags_UnsetSwitch,0x800B5C34,0x11
@ -280,9 +280,9 @@ asm/non_matchings/code/z_actor/func_800B8118.s,func_800B8118,0x800B8118,0x32
asm/non_matchings/code/z_actor/Actor_GetFocus.s,Actor_GetFocus,0x800B81E0,0xD
asm/non_matchings/code/z_actor/Actor_GetWorld.s,Actor_GetWorld,0x800B8214,0xD
asm/non_matchings/code/z_actor/Actor_GetWorldPosShapeRot.s,Actor_GetWorldPosShapeRot,0x800B8248,0x29
asm/non_matchings/code/z_actor/Target_GetAdjustedDistSq.s,Target_GetAdjustedDistSq,0x800B82EC,0x34
asm/non_matchings/code/z_actor/Target_IsActorInRange.s,Target_IsActorInRange,0x800B83BC,0xF
asm/non_matchings/code/z_actor/Target_OutsideLeashRange.s,Target_OutsideLeashRange,0x800B83F8,0x36
asm/non_matchings/code/z_actor/Attention_GetAdjustedDistSq.s,Attention_GetAdjustedDistSq,0x800B82EC,0x34
asm/non_matchings/code/z_actor/Attention_IsActorInRange.s,Attention_IsActorInRange,0x800B83BC,0xF
asm/non_matchings/code/z_actor/Attention_OutsideLeashRange.s,Attention_OutsideLeashRange,0x800B83F8,0x36
asm/non_matchings/code/z_actor/Actor_TalkOfferAccepted.s,Actor_TalkOfferAccepted,0x800B84D0,0xC
asm/non_matchings/code/z_actor/Actor_OfferTalkExchange.s,Actor_OfferTalkExchange,0x800B8500,0x38
asm/non_matchings/code/z_actor/Actor_OfferTalkExchangeEquiCylinder.s,Actor_OfferTalkExchangeEquiCylinder,0x800B85E0,0xD
@ -354,9 +354,9 @@ asm/non_matchings/code/z_actor/Actor_SpawnAsChild.s,Actor_SpawnAsChild,0x800BB0C
asm/non_matchings/code/z_actor/Actor_SpawnTransitionActors.s,Actor_SpawnTransitionActors,0x800BB140,0x64
asm/non_matchings/code/z_actor/Actor_SpawnEntry.s,Actor_SpawnEntry,0x800BB2D0,0x72
asm/non_matchings/code/z_actor/Actor_Delete.s,Actor_Delete,0x800BB498,0x41
asm/non_matchings/code/z_actor/Target_InTargetableScreenRegion.s,Target_InTargetableScreenRegion,0x800BB59C,0x1A
asm/non_matchings/code/z_actor/Target_FindTargetableActorForCategory.s,Target_FindTargetableActorForCategory,0x800BB604,0xBA
asm/non_matchings/code/z_actor/Target_GetTargetActor.s,Target_GetTargetActor,0x800BB8EC,0x67
asm/non_matchings/code/z_actor/Attention_InTargetableScreenRegion.s,Attention_InTargetableScreenRegion,0x800BB59C,0x1A
asm/non_matchings/code/z_actor/Attention_FindTargetableActorForCategory.s,Attention_FindTargetableActorForCategory,0x800BB604,0xBA
asm/non_matchings/code/z_actor/Attention_GetTargetActor.s,Attention_GetTargetActor,0x800BB8EC,0x67
asm/non_matchings/code/z_actor/Enemy_StartFinishingBlow.s,Enemy_StartFinishingBlow,0x800BBA88,0xE
asm/non_matchings/code/z_actor/func_800BBAC0.s,func_800BBAC0,0x800BBAC0,0x2D
asm/non_matchings/code/z_actor/func_800BBB74.s,func_800BBB74,0x800BBB74,0x2B

1 asm/non_matchings/code/z_en_a_keep/EnAObj_Init.s EnAObj_Init 0x800A5AC0 0x2B
183 asm/non_matchings/code/z_actor/func_800B4AEC.s func_800B4AEC 0x800B4AEC 0x19
184 asm/non_matchings/code/z_actor/func_800B4B50.s func_800B4B50 0x800B4B50 0xE3
185 asm/non_matchings/code/z_actor/Actor_GetProjectedPos.s Actor_GetProjectedPos 0x800B4EDC 0x19
186 asm/non_matchings/code/z_actor/Target_SetReticlePos.s asm/non_matchings/code/z_actor/Attention_SetReticlePos.s Target_SetReticlePos Attention_SetReticlePos 0x800B4F40 0xE
187 asm/non_matchings/code/z_actor/Target_InitReticle.s asm/non_matchings/code/z_actor/Attention_InitReticle.s Target_InitReticle Attention_InitReticle 0x800B4F78 0x32
188 asm/non_matchings/code/z_actor/Target_SetFairyState.s asm/non_matchings/code/z_actor/Attention_SetFairyState.s Target_SetFairyState Attention_SetFairyState 0x800B5040 0x59
189 asm/non_matchings/code/z_actor/Target_Init.s asm/non_matchings/code/z_actor/Attention_Init.s Target_Init Attention_Init 0x800B51A4 0x19
190 asm/non_matchings/code/z_actor/Target_Draw.s asm/non_matchings/code/z_actor/Attention_Draw.s Target_Draw Attention_Draw 0x800B5208 0x183
191 asm/non_matchings/code/z_actor/Target_Update.s asm/non_matchings/code/z_actor/Attention_Update.s Target_Update Attention_Update 0x800B5814 0xE7
192 asm/non_matchings/code/z_actor/Flags_GetSwitch.s Flags_GetSwitch 0x800B5BB0 0x11
193 asm/non_matchings/code/z_actor/Flags_SetSwitch.s Flags_SetSwitch 0x800B5BF4 0x10
194 asm/non_matchings/code/z_actor/Flags_UnsetSwitch.s Flags_UnsetSwitch 0x800B5C34 0x11
280 asm/non_matchings/code/z_actor/Actor_GetFocus.s Actor_GetFocus 0x800B81E0 0xD
281 asm/non_matchings/code/z_actor/Actor_GetWorld.s Actor_GetWorld 0x800B8214 0xD
282 asm/non_matchings/code/z_actor/Actor_GetWorldPosShapeRot.s Actor_GetWorldPosShapeRot 0x800B8248 0x29
283 asm/non_matchings/code/z_actor/Target_GetAdjustedDistSq.s asm/non_matchings/code/z_actor/Attention_GetAdjustedDistSq.s Target_GetAdjustedDistSq Attention_GetAdjustedDistSq 0x800B82EC 0x34
284 asm/non_matchings/code/z_actor/Target_IsActorInRange.s asm/non_matchings/code/z_actor/Attention_IsActorInRange.s Target_IsActorInRange Attention_IsActorInRange 0x800B83BC 0xF
285 asm/non_matchings/code/z_actor/Target_OutsideLeashRange.s asm/non_matchings/code/z_actor/Attention_OutsideLeashRange.s Target_OutsideLeashRange Attention_OutsideLeashRange 0x800B83F8 0x36
286 asm/non_matchings/code/z_actor/Actor_TalkOfferAccepted.s Actor_TalkOfferAccepted 0x800B84D0 0xC
287 asm/non_matchings/code/z_actor/Actor_OfferTalkExchange.s Actor_OfferTalkExchange 0x800B8500 0x38
288 asm/non_matchings/code/z_actor/Actor_OfferTalkExchangeEquiCylinder.s Actor_OfferTalkExchangeEquiCylinder 0x800B85E0 0xD
354 asm/non_matchings/code/z_actor/Actor_SpawnTransitionActors.s Actor_SpawnTransitionActors 0x800BB140 0x64
355 asm/non_matchings/code/z_actor/Actor_SpawnEntry.s Actor_SpawnEntry 0x800BB2D0 0x72
356 asm/non_matchings/code/z_actor/Actor_Delete.s Actor_Delete 0x800BB498 0x41
357 asm/non_matchings/code/z_actor/Target_InTargetableScreenRegion.s asm/non_matchings/code/z_actor/Attention_InTargetableScreenRegion.s Target_InTargetableScreenRegion Attention_InTargetableScreenRegion 0x800BB59C 0x1A
358 asm/non_matchings/code/z_actor/Target_FindTargetableActorForCategory.s asm/non_matchings/code/z_actor/Attention_FindTargetableActorForCategory.s Target_FindTargetableActorForCategory Attention_FindTargetableActorForCategory 0x800BB604 0xBA
359 asm/non_matchings/code/z_actor/Target_GetTargetActor.s asm/non_matchings/code/z_actor/Attention_GetTargetActor.s Target_GetTargetActor Attention_GetTargetActor 0x800BB8EC 0x67
360 asm/non_matchings/code/z_actor/Enemy_StartFinishingBlow.s Enemy_StartFinishingBlow 0x800BBA88 0xE
361 asm/non_matchings/code/z_actor/func_800BBAC0.s func_800BBAC0 0x800BBAC0 0x2D
362 asm/non_matchings/code/z_actor/func_800BBB74.s func_800BBB74 0x800BBB74 0x2B