mirror of https://github.com/zeldaret/mm.git
Target -> Attention (System Rename) (#1716)
* attention * revert flags, too large of a diff * more revert
This commit is contained in:
parent
1ddc836c8e
commit
6a0bb0345d
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@ -287,7 +287,7 @@ typedef struct LockOnReticle {
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/* 0x10 */ Color_RGBA8 color;
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} LockOnReticle; // size = 0x14
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typedef struct TargetContext {
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typedef struct Attention {
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/* 0x00 */ Vec3f fairyPos; // Used by Tatl to indicate a targetable actor or general hint
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/* 0x0C */ Vec3f reticlePos; // Main reticle pos which each `LockOnReticle` instance can reference
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/* 0x18 */ Color_RGBAf fairyInnerColor;
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@ -304,7 +304,7 @@ typedef struct TargetContext {
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/* 0x8C */ Actor* forcedTargetActor; // Never set to non-NULL
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/* 0x90 */ Actor* bgmEnemy;
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/* 0x94 */ Actor* arrowPointedActor;
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} TargetContext; // size = 0x98
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} Attention; // size = 0x98
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typedef enum TargetMode {
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/* 0 */ TARGET_MODE_0,
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@ -407,7 +407,7 @@ typedef struct ActorContext {
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/* 0x00F */ u8 numLensActors;
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/* 0x010 */ ActorListEntry actorLists[ACTORCAT_MAX];
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/* 0x0A0 */ Actor* lensActors[LENS_ACTOR_MAX]; // Draws up to LENS_ACTOR_MAX number of invisible actors
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/* 0x120 */ TargetContext targetCtx;
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/* 0x120 */ Attention attention;
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/* 0x1B8 */ ActorContextSceneFlags sceneFlags;
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/* 0x1E4 */ TitleCardContext titleCtxt;
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/* 0x1F4 */ PlayerImpact playerImpact;
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@ -696,7 +696,7 @@ void func_800B4AEC(struct PlayState* play, Actor* actor, f32 y);
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void func_800B4B50(Actor* actor, struct Lights* mapper, struct PlayState* play);
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void Actor_GetProjectedPos(struct PlayState* play, Vec3f* worldPos, Vec3f* projectedPos, f32* invW);
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void Target_Draw(TargetContext* targetCtx, struct PlayState* play);
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void Attention_Draw(Attention* attention, struct PlayState* play);
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s32 Flags_GetSwitch(struct PlayState* play, s32 flag);
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void Flags_SetSwitch(struct PlayState* play, s32 flag);
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@ -770,7 +770,7 @@ PosRot Actor_GetFocus(Actor* actor);
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PosRot Actor_GetWorld(Actor* actor);
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PosRot Actor_GetWorldPosShapeRot(Actor* actor);
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s32 Target_OutsideLeashRange(Actor* actor, struct Player* player, s32 ignoreLeash);
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s32 Attention_OutsideLeashRange(Actor* actor, struct Player* player, s32 ignoreLeash);
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s32 Actor_TalkOfferAccepted(Actor* actor, struct GameState* gameState);
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s32 Actor_OfferTalk(Actor* actor, struct PlayState* play, f32 radius);
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s32 Actor_OfferTalkNearColChkInfoCylinder(Actor* actor, struct PlayState* play);
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@ -63,7 +63,8 @@ struct Actor* D_801ED920; // 2 funcs. 1 out of z_actor
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void Actor_KillAllOnHalfDayChange(PlayState* play, ActorContext* actorCtx);
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Actor* Actor_SpawnEntry(ActorContext* actorCtx, ActorEntry* actorEntry, PlayState* play);
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Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play);
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void Target_GetTargetActor(PlayState* play, ActorContext* actorCtx, Actor** targetableP, Actor** arg3, Player* player);
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void Attention_GetTargetActor(PlayState* play, ActorContext* actorCtx, Actor** targetableP, Actor** arg3,
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Player* player);
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s32 func_800BA2FC(PlayState* play, Actor* actor, Vec3f* projectedPos, f32 projectedW);
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void Actor_AddToCategory(ActorContext* actorCtx, Actor* actor, u8 actorCategory);
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Actor* Actor_RemoveFromCategory(PlayState* play, ActorContext* actorCtx, Actor* actorToRemove);
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@ -426,12 +427,12 @@ void Actor_GetProjectedPos(PlayState* play, Vec3f* worldPos, Vec3f* projectedPos
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*invW = (*invW < 1.0f) ? 1.0f : (1.0f / *invW);
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}
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void Target_SetReticlePos(TargetContext* targetCtx, s32 reticleNum, f32 x, f32 y, f32 z) {
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targetCtx->lockOnReticles[reticleNum].pos.x = x;
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targetCtx->lockOnReticles[reticleNum].pos.y = y;
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targetCtx->lockOnReticles[reticleNum].pos.z = z;
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void Attention_SetReticlePos(Attention* attention, s32 reticleNum, f32 x, f32 y, f32 z) {
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attention->lockOnReticles[reticleNum].pos.x = x;
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attention->lockOnReticles[reticleNum].pos.y = y;
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attention->lockOnReticles[reticleNum].pos.z = z;
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targetCtx->lockOnReticles[reticleNum].radius = targetCtx->reticleRadius;
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attention->lockOnReticles[reticleNum].radius = attention->reticleRadius;
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}
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typedef struct {
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@ -456,19 +457,19 @@ TatlColor sTatlColorList[] = {
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{ { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, // ACTORCAT_MAX
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};
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void Target_InitReticle(TargetContext* targetCtx, ActorType actorCategory, PlayState* play) {
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void Attention_InitReticle(Attention* attention, ActorType actorCategory, PlayState* play) {
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TatlColor* tatlColorEntry;
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s32 i;
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LockOnReticle* reticle;
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Math_Vec3f_Copy(&targetCtx->reticlePos, &play->view.eye);
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targetCtx->reticleFadeAlphaControl = 256;
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Math_Vec3f_Copy(&attention->reticlePos, &play->view.eye);
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attention->reticleFadeAlphaControl = 256;
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tatlColorEntry = &sTatlColorList[actorCategory];
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targetCtx->reticleRadius = 500.0f;
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attention->reticleRadius = 500.0f;
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reticle = targetCtx->lockOnReticles;
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for (i = 0; i < ARRAY_COUNT(targetCtx->lockOnReticles); i++, reticle++) {
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Target_SetReticlePos(targetCtx, i, 0.0f, 0.0f, 0.0f);
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reticle = attention->lockOnReticles;
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for (i = 0; i < ARRAY_COUNT(attention->lockOnReticles); i++, reticle++) {
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Attention_SetReticlePos(attention, i, 0.0f, 0.0f, 0.0f);
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reticle->color.r = tatlColorEntry->inner.r;
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reticle->color.g = tatlColorEntry->inner.g;
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@ -476,34 +477,34 @@ void Target_InitReticle(TargetContext* targetCtx, ActorType actorCategory, PlayS
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}
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}
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void Target_SetFairyState(TargetContext* targetCtx, Actor* actor, ActorType type, PlayState* play) {
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targetCtx->fairyPos.x = actor->focus.pos.x;
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targetCtx->fairyPos.y = actor->focus.pos.y + (actor->targetArrowOffset * actor->scale.y);
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targetCtx->fairyPos.z = actor->focus.pos.z;
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void Attention_SetFairyState(Attention* attention, Actor* actor, ActorType type, PlayState* play) {
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attention->fairyPos.x = actor->focus.pos.x;
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attention->fairyPos.y = actor->focus.pos.y + (actor->targetArrowOffset * actor->scale.y);
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attention->fairyPos.z = actor->focus.pos.z;
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targetCtx->fairyInnerColor.r = sTatlColorList[type].inner.r;
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targetCtx->fairyInnerColor.g = sTatlColorList[type].inner.g;
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targetCtx->fairyInnerColor.b = sTatlColorList[type].inner.b;
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targetCtx->fairyInnerColor.a = sTatlColorList[type].inner.a;
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targetCtx->fairyOuterColor.r = sTatlColorList[type].outer.r;
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targetCtx->fairyOuterColor.g = sTatlColorList[type].outer.g;
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targetCtx->fairyOuterColor.b = sTatlColorList[type].outer.b;
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targetCtx->fairyOuterColor.a = sTatlColorList[type].outer.a;
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attention->fairyInnerColor.r = sTatlColorList[type].inner.r;
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attention->fairyInnerColor.g = sTatlColorList[type].inner.g;
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attention->fairyInnerColor.b = sTatlColorList[type].inner.b;
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attention->fairyInnerColor.a = sTatlColorList[type].inner.a;
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attention->fairyOuterColor.r = sTatlColorList[type].outer.r;
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attention->fairyOuterColor.g = sTatlColorList[type].outer.g;
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attention->fairyOuterColor.b = sTatlColorList[type].outer.b;
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attention->fairyOuterColor.a = sTatlColorList[type].outer.a;
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}
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void Target_Init(TargetContext* targetCtx, Actor* actor, PlayState* play) {
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targetCtx->bgmEnemy = NULL;
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targetCtx->forcedTargetActor = NULL;
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targetCtx->reticleActor = NULL;
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targetCtx->fairyActor = NULL;
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targetCtx->reticleSpinCounter = 0;
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targetCtx->curReticle = 0;
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targetCtx->fairyMoveProgressFactor = 0.0f;
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Target_SetFairyState(targetCtx, actor, actor->category, play);
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Target_InitReticle(targetCtx, actor->category, play);
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void Attention_Init(Attention* attention, Actor* actor, PlayState* play) {
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attention->bgmEnemy = NULL;
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attention->forcedTargetActor = NULL;
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attention->reticleActor = NULL;
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attention->fairyActor = NULL;
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attention->reticleSpinCounter = 0;
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attention->curReticle = 0;
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attention->fairyMoveProgressFactor = 0.0f;
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Attention_SetFairyState(attention, actor, actor->category, play);
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Attention_InitReticle(attention, actor->category, play);
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}
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void Target_Draw(TargetContext* targetCtx, PlayState* play) {
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void Attention_Draw(Attention* attention, PlayState* play) {
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Player* player = GET_PLAYER(play);
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Actor* actor;
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@ -512,11 +513,11 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) {
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return;
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}
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actor = targetCtx->reticleActor;
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actor = attention->reticleActor;
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OPEN_DISPS(play->state.gfxCtx);
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if (targetCtx->reticleFadeAlphaControl != 0) {
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if (attention->reticleFadeAlphaControl != 0) {
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LockOnReticle* reticle;
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s16 alpha = 255;
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f32 projectdPosScale = 1.0f;
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@ -527,32 +528,32 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) {
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s32 curReticle;
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f32 lockOnScaleX;
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if (targetCtx->reticleSpinCounter != 0) {
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if (attention->reticleSpinCounter != 0) {
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// Reticle is spinning so it is active, only need to draw one
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numReticles = 1;
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} else {
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// Use multiple reticles for the motion blur effect from the reticle
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// quickly zooming in on an actor from off screen
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numReticles = ARRAY_COUNT(targetCtx->lockOnReticles);
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numReticles = ARRAY_COUNT(attention->lockOnReticles);
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}
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if (actor != NULL) {
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Math_Vec3f_Copy(&targetCtx->reticlePos, &actor->focus.pos);
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projectdPosScale = (500.0f - targetCtx->reticleRadius) / 420.0f;
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Math_Vec3f_Copy(&attention->reticlePos, &actor->focus.pos);
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projectdPosScale = (500.0f - attention->reticleRadius) / 420.0f;
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} else {
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// Not locked on, start fading out
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targetCtx->reticleFadeAlphaControl -= 120;
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attention->reticleFadeAlphaControl -= 120;
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if (targetCtx->reticleFadeAlphaControl < 0) {
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targetCtx->reticleFadeAlphaControl = 0;
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if (attention->reticleFadeAlphaControl < 0) {
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attention->reticleFadeAlphaControl = 0;
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}
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// `reticleFadeAlphaControl` is only used as an alpha when fading out.
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// Otherwise it defaults to 255, set above.
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alpha = targetCtx->reticleFadeAlphaControl;
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alpha = attention->reticleFadeAlphaControl;
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}
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Actor_GetProjectedPos(play, &targetCtx->reticlePos, &projectedPos, &invW);
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Actor_GetProjectedPos(play, &attention->reticlePos, &projectedPos, &invW);
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projectedPos.x = ((SCREEN_WIDTH / 2) * (projectedPos.x * invW)) * projectdPosScale;
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projectedPos.x = CLAMP(projectedPos.x, -SCREEN_WIDTH, SCREEN_WIDTH);
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@ -562,20 +563,20 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) {
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projectedPos.z *= projectdPosScale;
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targetCtx->curReticle--;
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attention->curReticle--;
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if (targetCtx->curReticle < 0) {
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targetCtx->curReticle = ARRAY_COUNT(targetCtx->lockOnReticles) - 1;
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if (attention->curReticle < 0) {
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attention->curReticle = ARRAY_COUNT(attention->lockOnReticles) - 1;
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}
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Target_SetReticlePos(targetCtx, targetCtx->curReticle, projectedPos.x, projectedPos.y, projectedPos.z);
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Attention_SetReticlePos(attention, attention->curReticle, projectedPos.x, projectedPos.y, projectedPos.z);
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if (!(player->stateFlags1 & PLAYER_STATE1_40) || (actor != player->focusActor)) {
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OVERLAY_DISP = Gfx_SetupDL(OVERLAY_DISP, SETUPDL_57);
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for (i = 0, curReticle = targetCtx->curReticle; i < numReticles;
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i++, curReticle = (curReticle + 1) % ARRAY_COUNT(targetCtx->lockOnReticles)) {
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reticle = &targetCtx->lockOnReticles[curReticle];
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for (i = 0, curReticle = attention->curReticle; i < numReticles;
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i++, curReticle = (curReticle + 1) % ARRAY_COUNT(attention->lockOnReticles)) {
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reticle = &attention->lockOnReticles[curReticle];
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if (reticle->radius < 500.0f) {
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s32 triangleIndex;
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@ -592,7 +593,7 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) {
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, reticle->color.r, reticle->color.g, reticle->color.b,
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(u8)alpha);
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Matrix_RotateZS(targetCtx->reticleSpinCounter * 0x200, MTXMODE_APPLY);
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Matrix_RotateZS(attention->reticleSpinCounter * 0x200, MTXMODE_APPLY);
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// Draw the 4 triangles that make up the reticle
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for (triangleIndex = 0; triangleIndex < 4; triangleIndex++) {
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@ -605,7 +606,7 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) {
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}
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}
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alpha -= 255 / ARRAY_COUNT(targetCtx->lockOnReticles);
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alpha -= 255 / ARRAY_COUNT(attention->lockOnReticles);
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if (alpha < 0) {
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alpha = 0;
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@ -614,7 +615,7 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) {
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}
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}
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actor = targetCtx->arrowPointedActor;
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actor = attention->arrowPointedActor;
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if ((actor != NULL) && !(actor->flags & ACTOR_FLAG_LOCK_ON_DISABLED)) {
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TatlColor* color = &sTatlColorList[actor->category];
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@ -634,7 +635,7 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) {
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CLOSE_DISPS(play->state.gfxCtx);
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}
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void Target_Update(TargetContext* targetCtx, Player* player, Actor* playerFocusActor, PlayState* play) {
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void Attention_Update(Attention* attention, Player* player, Actor* playerFocusActor, PlayState* play) {
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s32 pad;
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Actor* actor = NULL;
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s32 category;
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@ -644,15 +645,15 @@ void Target_Update(TargetContext* targetCtx, Player* player, Actor* playerFocusA
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// If currently not locked on to an actor and not pressing down on the analog stick then try to find a targetable
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// actor
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if ((player->focusActor != NULL) && (player->unk_AE3[player->unk_ADE] == 2)) {
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targetCtx->arrowPointedActor = NULL;
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attention->arrowPointedActor = NULL;
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} else {
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Target_GetTargetActor(play, &play->actorCtx, &actor, &D_801ED920, player);
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targetCtx->arrowPointedActor = actor;
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Attention_GetTargetActor(play, &play->actorCtx, &actor, &D_801ED920, player);
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attention->arrowPointedActor = actor;
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}
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if (targetCtx->forcedTargetActor != NULL) {
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actor = targetCtx->forcedTargetActor;
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targetCtx->forcedTargetActor = NULL;
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if (attention->forcedTargetActor != NULL) {
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actor = attention->forcedTargetActor;
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attention->forcedTargetActor = NULL;
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} else if (playerFocusActor != NULL) {
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actor = playerFocusActor;
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}
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@ -663,30 +664,30 @@ void Target_Update(TargetContext* targetCtx, Player* player, Actor* playerFocusA
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category = player->actor.category;
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}
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if ((actor != targetCtx->fairyActor) || (category != targetCtx->fairyActorCategory)) {
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targetCtx->fairyActor = actor;
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targetCtx->fairyActorCategory = category;
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targetCtx->fairyMoveProgressFactor = 1.0f;
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if ((actor != attention->fairyActor) || (category != attention->fairyActorCategory)) {
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attention->fairyActor = actor;
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attention->fairyActorCategory = category;
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attention->fairyMoveProgressFactor = 1.0f;
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}
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if (actor == NULL) {
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actor = &player->actor;
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}
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if (!Math_StepToF(&targetCtx->fairyMoveProgressFactor, 0.0f, 0.25f)) {
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f32 fairyMoveScale = 0.25f / targetCtx->fairyMoveProgressFactor;
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f32 x = actor->focus.pos.x - targetCtx->fairyPos.x;
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f32 y = (actor->focus.pos.y + (actor->targetArrowOffset * actor->scale.y)) - targetCtx->fairyPos.y;
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f32 z = actor->focus.pos.z - targetCtx->fairyPos.z;
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if (!Math_StepToF(&attention->fairyMoveProgressFactor, 0.0f, 0.25f)) {
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f32 fairyMoveScale = 0.25f / attention->fairyMoveProgressFactor;
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f32 x = actor->focus.pos.x - attention->fairyPos.x;
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f32 y = (actor->focus.pos.y + (actor->targetArrowOffset * actor->scale.y)) - attention->fairyPos.y;
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f32 z = actor->focus.pos.z - attention->fairyPos.z;
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targetCtx->fairyPos.x += x * fairyMoveScale;
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targetCtx->fairyPos.y += y * fairyMoveScale;
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targetCtx->fairyPos.z += z * fairyMoveScale;
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attention->fairyPos.x += x * fairyMoveScale;
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attention->fairyPos.y += y * fairyMoveScale;
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attention->fairyPos.z += z * fairyMoveScale;
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} else {
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Target_SetFairyState(targetCtx, actor, category, play);
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Attention_SetFairyState(attention, actor, category, play);
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}
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if ((playerFocusActor != NULL) && (targetCtx->reticleSpinCounter == 0)) {
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if ((playerFocusActor != NULL) && (attention->reticleSpinCounter == 0)) {
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Actor_GetProjectedPos(play, &playerFocusActor->focus.pos, &projectedPos, &invW);
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if ((projectedPos.z <= 0.0f) || (fabsf(projectedPos.x * invW) >= 1.0f) ||
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(fabsf(projectedPos.y * invW) >= 1.0f)) {
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@ -695,17 +696,17 @@ void Target_Update(TargetContext* targetCtx, Player* player, Actor* playerFocusA
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}
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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++;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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++) {
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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 {
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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",),
|
||||
|
|
|
@ -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",
|
||||
|
|
|
@ -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
|
||||
|
|
|
Loading…
Reference in New Issue