diff --git a/include/z64actor.h b/include/z64actor.h index c076ece293..91e715e5a5 100644 --- a/include/z64actor.h +++ b/include/z64actor.h @@ -107,14 +107,19 @@ typedef struct ActorShape { /* 0x18 */ Vec3f feetPos[2]; // Update by using `Actor_SetFeetPos` in PostLimbDraw } ActorShape; // size = 0x30 -// -#define ACTOR_FLAG_0 (1 << 0) +// Actor is discoverable by the Attention System. This enables Navi to hover over the actor when it is in range. +// The actor can also be locked onto (as long as `ACTOR_FLAG_LOCK_ON_DISABLED` is not set). +#define ACTOR_FLAG_ATTENTION_ENABLED (1 << 0) -// -#define ACTOR_FLAG_2 (1 << 2) +// Actor is hostile toward the Player. Player has specific "battle" behavior when locked onto hostile actors. +// Enemy background music will also be played when the player is close enough to a hostile actor. +// Note: This must be paired with `ACTOR_FLAG_ATTENTION_ENABLED` to have any effect. +#define ACTOR_FLAG_HOSTILE (1 << 2) -// -#define ACTOR_FLAG_3 (1 << 3) +// Actor is not hostile toward the player; Opposite flag of `ACTOR_FLAG_HOSTILE`. +// Note that this flag doesn't have any effect on either the actor, or Player's behvaior. +// What actually matters is the presence or lack of `ACTOR_FLAG_HOSTILE`. +#define ACTOR_FLAG_NEUTRAL (1 << 3) // #define ACTOR_FLAG_4 (1 << 4) @@ -187,8 +192,9 @@ typedef struct ActorShape { // #define ACTOR_FLAG_26 (1 << 26) -// -#define ACTOR_FLAG_27 (1 << 27) +// Player is not able to lock onto the actor. +// Navi will still be able to hover over the actor, assuming `ACTOR_FLAG_ATTENTION_ENABLED` is set. +#define ACTOR_FLAG_LOCK_ON_DISABLED (1 << 27) // #define ACTOR_FLAG_28 (1 << 28) diff --git a/src/code/z_actor.c b/src/code/z_actor.c index fd5eb6806c..069bca7fa9 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -431,7 +431,7 @@ void Attention_Draw(Attention* attention, PlayState* play) { actor = attention->arrowHoverActor; - if ((actor != NULL) && !(actor->flags & ACTOR_FLAG_27)) { + if ((actor != NULL) && !(actor->flags & ACTOR_FLAG_LOCK_ON_DISABLED)) { AttentionColor* attentionColor = &sAttentionColors[actor->category]; POLY_XLU_DISP = Gfx_SetupDL(POLY_XLU_DISP, SETUPDL_7); @@ -545,8 +545,9 @@ void Attention_Update(Attention* attention, Player* player, Actor* playerFocusAc attention->reticleFadeAlphaControl = 0; } - lockOnSfxId = CHECK_FLAG_ALL(playerFocusActor->flags, ACTOR_FLAG_0 | ACTOR_FLAG_2) ? NA_SE_SY_LOCK_ON - : NA_SE_SY_LOCK_ON_HUMAN; + lockOnSfxId = CHECK_FLAG_ALL(playerFocusActor->flags, ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE) + ? NA_SE_SY_LOCK_ON + : NA_SE_SY_LOCK_ON_HUMAN; Sfx_PlaySfxCentered(lockOnSfxId); } @@ -848,7 +849,7 @@ s32 TitleCard_Clear(PlayState* play, TitleCardContext* titleCtx) { void Actor_Kill(Actor* actor) { actor->draw = NULL; actor->update = NULL; - actor->flags &= ~ACTOR_FLAG_0; + actor->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } void Actor_SetWorldToHome(Actor* actor) { @@ -1589,7 +1590,7 @@ f32 Attention_WeightedDistToPlayerSq(Actor* actor, Player* player, s16 playerSha s16 yawTempAbs = ABS(yawTemp); if (player->focusActor != NULL) { - if ((yawTempAbs > 0x4000) || (actor->flags & ACTOR_FLAG_27)) { + if ((yawTempAbs > 0x4000) || (actor->flags & ACTOR_FLAG_LOCK_ON_DISABLED)) { return MAXFLOAT; } else { f32 adjDistSq; @@ -1650,14 +1651,14 @@ u32 Attention_ActorIsInRange(Actor* actor, f32 distSq) { * Returns true if an actor lock-on should be released. * This function does not actually release the lock-on, as that is Player's responsibility. * - * If an actor's update function is NULL or `ACTOR_FLAG_0` is unset, the lock-on should be released. + * If an actor's update function is NULL or `ACTOR_FLAG_ATTENTION_ENABLED` is unset, the lock-on should be released. * * There is also a check for Player exceeding the lock-on leash distance. * Note that this check will be ignored if `ignoreLeash` is true. * */ s32 Attention_ShouldReleaseLockOn(Actor* actor, Player* player, s32 ignoreLeash) { - if ((actor->update == NULL) || !(actor->flags & ACTOR_FLAG_0)) { + if ((actor->update == NULL) || !(actor->flags & ACTOR_FLAG_ATTENTION_ENABLED)) { return true; } @@ -3208,7 +3209,7 @@ s16 sAttentionPlayerRotY; * To be considered an attention actor the actor needs to: * - Have a non-NULL update function (still active) * - Not be player (this is technically a redundant check because the PLAYER category is never searched) - * - Have `ACTOR_FLAG_0` set + * - Have `ACTOR_FLAG_ATTENTION_ENABLED` set * - Not be the current focus actor * - Be the closest attention actor found so far * - Be within range, specified by attentionRangeType @@ -3233,8 +3234,10 @@ void Attention_FindActorInCategory(PlayState* play, ActorContext* actorCtx, Play playerFocusActor = player->focusActor; while (actor != NULL) { - if ((actor->update != NULL) && ((Player*)actor != player) && CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_0)) { - if ((actorCategory == ACTORCAT_ENEMY) && CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_0 | ACTOR_FLAG_2) && + if ((actor->update != NULL) && ((Player*)actor != player) && + CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_ATTENTION_ENABLED)) { + if ((actorCategory == ACTORCAT_ENEMY) && + CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE) && (actor->xyzDistToPlayerSq < SQ(500.0f)) && (actor->xyzDistToPlayerSq < sBgmEnemyDistSq)) { actorCtx->attention.bgmEnemy = actor; sBgmEnemyDistSq = actor->xyzDistToPlayerSq; @@ -4335,10 +4338,10 @@ s16 func_80034DD4(Actor* actor, PlayState* play, s16 arg2, f32 arg3) { } if (arg3 < var) { - actor->flags &= ~ACTOR_FLAG_0; + actor->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Math_SmoothStepToS(&arg2, 0, 6, 0x14, 1); } else { - actor->flags |= ACTOR_FLAG_0; + actor->flags |= ACTOR_FLAG_ATTENTION_ENABLED; Math_SmoothStepToS(&arg2, 0xFF, 6, 0x14, 1); } diff --git a/src/code/z_en_a_keep.c b/src/code/z_en_a_keep.c index 80e49121e5..b6b513ce65 100644 --- a/src/code/z_en_a_keep.c +++ b/src/code/z_en_a_keep.c @@ -132,7 +132,7 @@ void EnAObj_Init(Actor* thisx, PlayState* play) { break; case A_OBJ_UNKNOWN_6: this->focusYoffset = 10.0f; - thisx->flags |= ACTOR_FLAG_0; + thisx->flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->dyna.bgId = 5; thisx->gravity = -2.0f; EnAObj_SetupWaitTalk(this, thisx->params); @@ -146,7 +146,7 @@ void EnAObj_Init(Actor* thisx, PlayState* play) { case A_OBJ_SIGNPOST_ARROW: thisx->textId = (this->textId & 0xFF) | 0x300; thisx->lockOnArrowOffset = 500.0f; - thisx->flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3; + thisx->flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL; this->focusYoffset = 45.0f; EnAObj_SetupWaitTalk(this, thisx->params); Collider_InitCylinder(play, &this->collider); diff --git a/src/code/z_player_call.c b/src/code/z_player_call.c index 2235c8b3d8..7b44d6afec 100644 --- a/src/code/z_player_call.c +++ b/src/code/z_player_call.c @@ -1,6 +1,7 @@ #include "global.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_25 | ACTOR_FLAG_26) +#define FLAGS \ + (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_25 | ACTOR_FLAG_26) #pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" diff --git a/src/overlays/actors/ovl_Bg_Bdan_Switch/z_bg_bdan_switch.c b/src/overlays/actors/ovl_Bg_Bdan_Switch/z_bg_bdan_switch.c index 780592cde5..cd4eb5ef8d 100644 --- a/src/overlays/actors/ovl_Bg_Bdan_Switch/z_bg_bdan_switch.c +++ b/src/overlays/actors/ovl_Bg_Bdan_Switch/z_bg_bdan_switch.c @@ -164,7 +164,7 @@ void BgBdanSwitch_Init(Actor* thisx, PlayState* play) { case YELLOW_TALL_1: case YELLOW_TALL_2: BgBdanSwitch_InitCollision(this, play); - this->dyna.actor.flags |= ACTOR_FLAG_0; + this->dyna.actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->dyna.actor.attentionRangeType = ATTENTION_RANGE_4; break; } diff --git a/src/overlays/actors/ovl_Bg_Haka_Sgami/z_bg_haka_sgami.c b/src/overlays/actors/ovl_Bg_Haka_Sgami/z_bg_haka_sgami.c index f9875ae0a4..bf908cd4bc 100644 --- a/src/overlays/actors/ovl_Bg_Haka_Sgami/z_bg_haka_sgami.c +++ b/src/overlays/actors/ovl_Bg_Haka_Sgami/z_bg_haka_sgami.c @@ -8,7 +8,7 @@ #include "assets/objects/object_haka_objects/object_haka_objects.h" #include "assets/objects/object_ice_objects/object_ice_objects.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_4) typedef enum SpinningScytheTrapMode { /* 0 */ SCYTHE_TRAP_SHADOW_TEMPLE, @@ -170,7 +170,7 @@ void BgHakaSgami_Init(Actor* thisx, PlayState* play) { if (thisx->params == SCYTHE_TRAP_SHADOW_TEMPLE) { this->requiredObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_HAKA_OBJECTS); - thisx->flags &= ~ACTOR_FLAG_0; + thisx->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } else { this->requiredObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_ICE_OBJECTS); this->colliderScytheCenter.dim.radius = 30; diff --git a/src/overlays/actors/ovl_Bg_Jya_Bombchuiwa/z_bg_jya_bombchuiwa.c b/src/overlays/actors/ovl_Bg_Jya_Bombchuiwa/z_bg_jya_bombchuiwa.c index e768e31e85..f1f3fcd6c5 100644 --- a/src/overlays/actors/ovl_Bg_Jya_Bombchuiwa/z_bg_jya_bombchuiwa.c +++ b/src/overlays/actors/ovl_Bg_Jya_Bombchuiwa/z_bg_jya_bombchuiwa.c @@ -1,7 +1,7 @@ #include "z_bg_jya_bombchuiwa.h" #include "overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.h" #include "assets/objects/object_jya_obj/object_jya_obj.h" -#define FLAGS ACTOR_FLAG_0 +#define FLAGS ACTOR_FLAG_ATTENTION_ENABLED void BgJyaBombchuiwa_Init(Actor* thisx, PlayState* play); void BgJyaBombchuiwa_Destroy(Actor* thisx, PlayState* play2); @@ -162,7 +162,7 @@ void BgJyaBombchuiwa_CleanUpAfterExplosion(BgJyaBombchuiwa* this, PlayState* pla BgJyaBombchuiwa_SetDrawFlags(this, 4); this->lightRayIntensity = 0.3f; this->timer = 0; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } void func_808949B8(BgJyaBombchuiwa* this, PlayState* play) { diff --git a/src/overlays/actors/ovl_Bg_Mizu_Movebg/z_bg_mizu_movebg.c b/src/overlays/actors/ovl_Bg_Mizu_Movebg/z_bg_mizu_movebg.c index fa3812cb94..c2d7cfff8d 100644 --- a/src/overlays/actors/ovl_Bg_Mizu_Movebg/z_bg_mizu_movebg.c +++ b/src/overlays/actors/ovl_Bg_Mizu_Movebg/z_bg_mizu_movebg.c @@ -330,7 +330,7 @@ void BgMizuMovebg_UpdateMain(BgMizuMovebg* this, PlayState* play) { this->dyna.actor.child->world.pos.x = this->dyna.actor.world.pos.x + offsetPos.x; this->dyna.actor.child->world.pos.y = this->dyna.actor.world.pos.y + offsetPos.y; this->dyna.actor.child->world.pos.z = this->dyna.actor.world.pos.z + offsetPos.z; - this->dyna.actor.child->flags &= ~ACTOR_FLAG_0; + this->dyna.actor.child->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } break; } diff --git a/src/overlays/actors/ovl_Bg_Mori_Hashigo/z_bg_mori_hashigo.c b/src/overlays/actors/ovl_Bg_Mori_Hashigo/z_bg_mori_hashigo.c index 5c5bf9f21a..9fa983e961 100644 --- a/src/overlays/actors/ovl_Bg_Mori_Hashigo/z_bg_mori_hashigo.c +++ b/src/overlays/actors/ovl_Bg_Mori_Hashigo/z_bg_mori_hashigo.c @@ -138,7 +138,7 @@ s32 BgMoriHashigo_SpawnLadder(BgMoriHashigo* this, PlayState* play) { s32 BgMoriHashigo_InitClasp(BgMoriHashigo* this, PlayState* play) { Actor_ProcessInitChain(&this->dyna.actor, sInitChainClasp); - this->dyna.actor.flags |= ACTOR_FLAG_0; + this->dyna.actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; Actor_SetFocus(&this->dyna.actor, 55.0f); BgMoriHashigo_InitCollider(this, play); if ((this->dyna.actor.params == HASHIGO_CLASP) && !BgMoriHashigo_SpawnLadder(this, play)) { diff --git a/src/overlays/actors/ovl_Bg_Treemouth/z_bg_treemouth.c b/src/overlays/actors/ovl_Bg_Treemouth/z_bg_treemouth.c index d6ed4698ce..fab8eb3fa2 100644 --- a/src/overlays/actors/ovl_Bg_Treemouth/z_bg_treemouth.c +++ b/src/overlays/actors/ovl_Bg_Treemouth/z_bg_treemouth.c @@ -142,9 +142,9 @@ void func_808BC8B8(BgTreemouth* this, PlayState* play) { if (!LINK_IS_ADULT) { if (Flags_GetEventChkInf(EVENTCHKINF_0C)) { if (Actor_IsFacingAndNearPlayer(&this->dyna.actor, 1658.0f, 0x7530)) { - this->dyna.actor.flags |= ACTOR_FLAG_0; + this->dyna.actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; if (this->dyna.actor.isLockedOn) { - this->dyna.actor.flags &= ~ACTOR_FLAG_0; + this->dyna.actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; play->csCtx.script = D_808BD2A0; gSaveContext.cutsceneTrigger = 1; BgTreemouth_SetupAction(this, func_808BC9EC); diff --git a/src/overlays/actors/ovl_Boss_Dodongo/z_boss_dodongo.c b/src/overlays/actors/ovl_Boss_Dodongo/z_boss_dodongo.c index 356772eeef..d15f60ac4f 100644 --- a/src/overlays/actors/ovl_Boss_Dodongo/z_boss_dodongo.c +++ b/src/overlays/actors/ovl_Boss_Dodongo/z_boss_dodongo.c @@ -3,7 +3,7 @@ #include "overlays/actors/ovl_Door_Warp1/z_door_warp1.h" #include "assets/scenes/dungeons/ddan_boss/ddan_boss_room_1.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_5) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4 | ACTOR_FLAG_5) void BossDodongo_Init(Actor* thisx, PlayState* play); void BossDodongo_Destroy(Actor* thisx, PlayState* play); @@ -217,7 +217,7 @@ void BossDodongo_Init(Actor* thisx, PlayState* play) { } } - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } void BossDodongo_Destroy(Actor* thisx, PlayState* play) { @@ -476,7 +476,7 @@ void BossDodongo_SetupWalk(BossDodongo* this) { this->unk_1AA = 0; this->actionFunc = BossDodongo_Walk; this->unk_1DA = 0; - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->unk_1E4 = 0.0f; } @@ -1279,7 +1279,7 @@ void BossDodongo_SetupDeathCutscene(BossDodongo* this) { Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_K_DEAD); this->unk_1DA = 0; this->csState = 0; - this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_2); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); this->unk_1BC = 1; SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 1); } diff --git a/src/overlays/actors/ovl_Boss_Fd/z_boss_fd.c b/src/overlays/actors/ovl_Boss_Fd/z_boss_fd.c index d467695c69..758c5d7ca8 100644 --- a/src/overlays/actors/ovl_Boss_Fd/z_boss_fd.c +++ b/src/overlays/actors/ovl_Boss_Fd/z_boss_fd.c @@ -12,7 +12,7 @@ #include "overlays/actors/ovl_Door_Warp1/z_door_warp1.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_5) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4 | ACTOR_FLAG_5) typedef enum BossFdIntroFlyState { /* 0 */ INTRO_FLY_EMERGE, @@ -1277,9 +1277,9 @@ void BossFd_Effects(BossFd* this, PlayState* play) { } if ((this->actor.world.pos.y < 90.0f) || (700.0f < this->actor.world.pos.y) || (this->actionFunc == BossFd_Wait)) { - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } else { - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } } diff --git a/src/overlays/actors/ovl_Boss_Fd2/z_boss_fd2.c b/src/overlays/actors/ovl_Boss_Fd2/z_boss_fd2.c index 61f455a6aa..879a5d56df 100644 --- a/src/overlays/actors/ovl_Boss_Fd2/z_boss_fd2.c +++ b/src/overlays/actors/ovl_Boss_Fd2/z_boss_fd2.c @@ -10,7 +10,7 @@ #include "overlays/actors/ovl_Door_Warp1/z_door_warp1.h" #include "terminal.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_5) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4 | ACTOR_FLAG_5) typedef enum BossFd2CutsceneState { /* 0 */ DEATH_START, @@ -612,7 +612,7 @@ void BossFd2_SetupDeath(BossFd2* this, PlayState* play) { Animation_Change(&this->skelAnime, &gHoleVolvagiaDamagedAnim, 1.0f, 0.0f, this->fwork[FD2_END_FRAME], ANIMMODE_ONCE_INTERP, -3.0f); this->actionFunc = BossFd2_Death; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->deathState = DEATH_START; } @@ -995,9 +995,9 @@ void BossFd2_Update(Actor* thisx, PlayState* play2) { this->fwork[FD2_TEX2_SCROLL_X] += 3.0f; this->fwork[FD2_TEX2_SCROLL_Y] -= 2.0f; if (this->actor.focus.pos.y < 90.0f) { - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } else { - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } } diff --git a/src/overlays/actors/ovl_Boss_Ganon/z_boss_ganon.c b/src/overlays/actors/ovl_Boss_Ganon/z_boss_ganon.c index 56ba3ec7dd..ee46aa17cb 100644 --- a/src/overlays/actors/ovl_Boss_Ganon/z_boss_ganon.c +++ b/src/overlays/actors/ovl_Boss_Ganon/z_boss_ganon.c @@ -9,7 +9,7 @@ #include "assets/objects/object_ganon_anime2/object_ganon_anime2.h" #include "assets/scenes/dungeons/ganon_boss/ganon_boss_scene.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_5) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4 | ACTOR_FLAG_5) void BossGanon_Init(Actor* thisx, PlayState* play2); void BossGanon_Destroy(Actor* thisx, PlayState* play); @@ -392,7 +392,7 @@ void BossGanon_Init(Actor* thisx, PlayState* play2) { 0, 0, 1); Actor_ChangeCategory(play, &play->actorCtx, thisx, ACTORCAT_BOSS); } else { - thisx->flags &= ~ACTOR_FLAG_0; + thisx->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->fwork[GDF_FWORK_1] = 255.0f; if (thisx->params >= 0xC8) { @@ -2521,7 +2521,7 @@ void BossGanon_Vulnerable(BossGanon* this, PlayState* play) { Vec3f sp40; if (this->timers[3] == 0) { - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } SkelAnime_Update(&this->skelAnime); @@ -2671,7 +2671,7 @@ void BossGanon_SetupDamaged(BossGanon* this, PlayState* play) { } void BossGanon_Damaged(BossGanon* this, PlayState* play) { - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; SkelAnime_Update(&this->skelAnime); @@ -2832,7 +2832,7 @@ void BossGanon_Update(Actor* thisx, PlayState* play2) { this->collider.base.colType = 3; sCape->gravity = -3.0f; this->shockGlow = false; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->unk_1A2++; this->unk_1A4++; diff --git a/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c b/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c index 2a87600073..8168c80586 100644 --- a/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c +++ b/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c @@ -7,7 +7,7 @@ #include "assets/objects/object_ganon_anime3/object_ganon_anime3.h" #include "assets/objects/object_geff/object_geff.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_5) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4 | ACTOR_FLAG_5) void BossGanon2_Init(Actor* thisx, PlayState* play); void BossGanon2_Destroy(Actor* thisx, PlayState* play); @@ -175,7 +175,7 @@ void func_808FD4D4(BossGanon2* this, PlayState* play, s16 arg2, s16 arg3) { void func_808FD5C4(BossGanon2* this, PlayState* play) { this->actionFunc = func_808FD5F4; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.world.pos.y = -3000.0f; } @@ -882,7 +882,7 @@ void func_808FD5F4(BossGanon2* this, PlayState* play) { this->unk_337 = 1; func_808FFDB0(this, play); this->unk_1A2[1] = 50; - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; sZelda->unk_3C8 = 7; } break; @@ -1054,7 +1054,7 @@ void func_808FFDB0(BossGanon2* this, PlayState* play) { } this->unk_336 = 1; - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->unk_228 = 1.0f; this->unk_224 = 1.0f; } else { diff --git a/src/overlays/actors/ovl_Boss_Ganondrof/z_boss_ganondrof.c b/src/overlays/actors/ovl_Boss_Ganondrof/z_boss_ganondrof.c index 80a02a7593..5f34b94ddc 100644 --- a/src/overlays/actors/ovl_Boss_Ganondrof/z_boss_ganondrof.c +++ b/src/overlays/actors/ovl_Boss_Ganondrof/z_boss_ganondrof.c @@ -12,7 +12,7 @@ #include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h" #include "overlays/actors/ovl_Door_Warp1/z_door_warp1.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_5) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4 | ACTOR_FLAG_5) typedef enum BossGanondrofDeathState { /* 0 */ NOT_DEAD, @@ -296,7 +296,7 @@ void BossGanondrof_Init(Actor* thisx, PlayState* play) { Collider_InitCylinder(play, &this->colliderSpear); Collider_SetCylinder(play, &this->colliderBody, &this->actor, &sCylinderInitBody); Collider_SetCylinder(play, &this->colliderSpear, &this->actor, &sCylinderInitSpear); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; if (Flags_GetClear(play, play->roomCtx.curRoom.num)) { Actor_Kill(&this->actor); Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, GND_BOSSROOM_CENTER_X, GND_BOSSROOM_CENTER_Y, @@ -438,7 +438,7 @@ void BossGanondrof_Paintings(BossGanondrof* this, PlayState* play) { EnfHG* horseTemp; Animation_MorphToPlayOnce(&this->skelAnime, &gPhantomGanonRideSpearRaiseAnim, -2.0f); - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; horseTemp = (EnfHG*)this->actor.child; Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_EN_FHG_FIRE, this->spearTip.x, this->spearTip.y, this->spearTip.z, 30, FHGFIRE_LIGHT_GREEN, 0, FHGFIRE_SPEAR_LIGHT); @@ -449,7 +449,7 @@ void BossGanondrof_Paintings(BossGanondrof* this, PlayState* play) { Animation_MorphToPlayOnce(&this->skelAnime, &gPhantomGanonRideSpearResetAnim, -2.0f); } else if (horse->bossGndSignal == FHG_RIDE) { Animation_MorphToLoop(&this->skelAnime, &gPhantomGanonRideAnim, -2.0f); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } PRINTF("RUN 3\n"); @@ -476,7 +476,7 @@ void BossGanondrof_Paintings(BossGanondrof* this, PlayState* play) { void BossGanondrof_SetupNeutral(BossGanondrof* this, f32 arg1) { Animation_MorphToLoop(&this->skelAnime, &gPhantomGanonNeutralAnim, arg1); this->actionFunc = BossGanondrof_Neutral; - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->fwork[GND_FLOAT_SPEED] = 0.0f; this->timers[0] = (s16)(Rand_ZeroOne() * 64.0f) + 30; } @@ -931,7 +931,7 @@ void BossGanondrof_SetupDeath(BossGanondrof* this, PlayState* play) { SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 1); Actor_PlaySfx(&this->actor, NA_SE_EN_FANTOM_DEAD); this->deathState = DEATH_START; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->work[GND_VARIANCE_TIMER] = 0; this->shockTimer = 50; } diff --git a/src/overlays/actors/ovl_Boss_Goma/z_boss_goma.c b/src/overlays/actors/ovl_Boss_Goma/z_boss_goma.c index 0ed382f3d9..fe72e733d3 100644 --- a/src/overlays/actors/ovl_Boss_Goma/z_boss_goma.c +++ b/src/overlays/actors/ovl_Boss_Goma/z_boss_goma.c @@ -4,7 +4,7 @@ #include "overlays/actors/ovl_Door_Shutter/z_door_shutter.h" #include "overlays/actors/ovl_Door_Warp1/z_door_warp1.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_5) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4 | ACTOR_FLAG_5) // IRIS_FOLLOW: gohma looks towards the player (iris rotation) // BONUS_IFRAMES: gain invincibility frames when the player does something (throwing things?), or @@ -404,7 +404,7 @@ void BossGoma_SetupDefeated(BossGoma* this, PlayState* play) { this->noBackfaceCulling = false; this->framesUntilNextAction = 1200; this->actionState = 0; - this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_2); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); this->actor.speed = 0.0f; this->actor.shape.shadowScale = 0.0f; SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 1); @@ -627,7 +627,7 @@ void BossGoma_SetupEncounterState4(BossGoma* this, PlayState* play) { player = GET_PLAYER(play); this->actionState = 4; - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; Cutscene_StartManual(play, &play->csCtx); Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1); this->subCamId = Play_CreateSubCamera(play); @@ -718,7 +718,7 @@ void BossGoma_Encounter(BossGoma* this, PlayState* play) { this->framesUntilNextAction = 50; this->timer = 80; this->frameCount = 0; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; FALLTHROUGH; case 2: // zoom on player from room center // room entrance, towards center diff --git a/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c b/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c index 5b920b71d3..2e3ddd1c23 100644 --- a/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c +++ b/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c @@ -12,7 +12,7 @@ #pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_5) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4 | ACTOR_FLAG_5) #define MO_WATER_LEVEL(play) play->colCtx.colHeader->waterBoxes[0].ySurface @@ -526,7 +526,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) { } switch (this->work[MO_TENT_ACTION_STATE]) { case MO_TENT_WAIT: - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; if (this == sMorphaTent2) { this->work[MO_TENT_ACTION_STATE] = MO_TENT_SPAWN; this->timers[0] = 70; @@ -919,7 +919,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) { Vec3f spFC; Vec3f spF0; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Math_ApproachF(&this->baseAlpha, 0.0, 1.0f, 5.0f); for (indS1 = 0; indS1 < 40; indS1++) { indS0 = sTentSpawnIndex[(s16)Rand_ZeroFloat(20.9f)]; @@ -963,7 +963,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) { } break; case MO_TENT_DESPAWN: - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Math_ApproachF(&this->baseAlpha, 0, 1.0f, 5.0f); if ((this->baseAlpha <= 0.5f) && (this->timers[0] == 0)) { this->meltIndex = 0; @@ -990,7 +990,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) { case MO_TENT_DEATH_3: this->baseBubblesTimer = 20; Math_ApproachF(&sMorphaCore->waterLevel, -300.0f, 0.1f, 0.8f); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; for (indS1 = 0; indS1 < 41; indS1++) { sin = Math_SinS(((s16)this->fwork[MO_TENT_SWING_LAG_X] * indS1) + this->xSwing); tempf1 = this->fwork[MO_TENT_SWING_SIZE_X] * (indS1 * 0.025f * sin); @@ -1357,8 +1357,8 @@ void BossMo_IntroCs(BossMo* this, PlayState* play) { this->subCamFov = 60.0f; this->actor.world.pos = sMorphaTent1->actor.world.pos; this->work[MO_TENT_ACTION_STATE] = MO_CORE_INTRO_REVEAL; - this->actor.flags &= ~ACTOR_FLAG_0; - sMorphaTent1->actor.flags |= ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; + sMorphaTent1->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; goto intro_reveal; } sMorphaTent1->xSwing = 0xCEC; @@ -1569,7 +1569,7 @@ void BossMo_DeathCs(BossMo* this, PlayState* play) { Rand_ZeroFloat(0.08f) + 0.13f); } this->drawActor = false; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Actor_PlaySfx(&this->actor, NA_SE_EN_MOFER_CORE_JUMP); SfxSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 70, NA_SE_EN_MOFER_LASTVOICE); } @@ -1810,7 +1810,7 @@ void BossMo_CoreCollisionCheck(BossMo* this, PlayState* play) { sMorphaTent1->cutScale = 1.0f; sMorphaTent1->work[MO_TENT_ACTION_STATE] = MO_TENT_CUT; sMorphaTent1->timers[0] = 40; - sMorphaTent1->actor.flags &= ~ACTOR_FLAG_0; + sMorphaTent1->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; if (player->actor.parent == &sMorphaTent1->actor) { player->av2.actionVar2 = 0x65; player->actor.parent = NULL; @@ -1877,7 +1877,7 @@ void BossMo_Core(BossMo* this, PlayState* play) { if ((this->csState != MO_BATTLE) && (this->csState < MO_DEATH_START)) { BossMo_IntroCs(this, play); if (this->work[MO_TENT_ACTION_STATE] == MO_CORE_INTRO_WAIT) { - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; return; } } else if (this->csState >= MO_DEATH_START) { @@ -1910,7 +1910,7 @@ void BossMo_Core(BossMo* this, PlayState* play) { } switch (this->work[MO_TENT_ACTION_STATE]) { case MO_CORE_MOVE: - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; if ((this->timers[0] == 0) && ((sMorphaTent1->work[MO_TENT_ACTION_STATE] == MO_TENT_WAIT) || (sMorphaTent1->work[MO_TENT_ACTION_STATE] == MO_TENT_READY)) && @@ -1949,7 +1949,7 @@ void BossMo_Core(BossMo* this, PlayState* play) { } break; case MO_CORE_STUNNED: - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; if (this->timers[0] == 0) { this->work[MO_TENT_ACTION_STATE] = MO_CORE_MOVE; this->timers[0] = 30; @@ -1966,7 +1966,7 @@ void BossMo_Core(BossMo* this, PlayState* play) { if (this->timers[0] == 0) { switch (this->work[MO_TENT_ACTION_STATE]) { case MO_CORE_ATTACK: - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->work[MO_CORE_POS_IN_TENT]++; if (sMorphaTent1->work[MO_TENT_ACTION_STATE] == MO_TENT_ATTACK) { temp = (s16)(Math_SinS(this->work[MO_TENT_MOVE_TIMER] * 0x300) * 10.0f) + 15; @@ -1991,7 +1991,7 @@ void BossMo_Core(BossMo* this, PlayState* play) { this->timers[0] = 0; break; case MO_CORE_INTRO_REVEAL: - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->work[MO_CORE_POS_IN_TENT]++; temp = (s16)(Math_SinS(this->work[MO_TENT_MOVE_TIMER] * 0x500) * 10.0f) + 15; if (this->work[MO_CORE_POS_IN_TENT] >= temp) { @@ -2258,7 +2258,7 @@ void BossMo_UpdateCore(Actor* thisx, PlayState* play) { } BossMo_UpdateEffects(this, play); if (player->actor.parent != NULL) { - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } #if !PLATFORM_N64 diff --git a/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.c b/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.c index d349a6a2b0..58dc8e6ccc 100644 --- a/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.c +++ b/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.c @@ -12,7 +12,7 @@ #pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_10) #define vParity actionVar #define vVanish actionVar @@ -304,7 +304,7 @@ void BossSst_Init(Actor* thisx, PlayState* play2) { sHands[LEFT]->actor.child = &sHands[RIGHT]->actor; sHands[RIGHT]->actor.child = &sHands[LEFT]->actor; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.update = BossSst_UpdateHead; this->actor.draw = BossSst_DrawHead; this->radius = -650.0f; @@ -329,7 +329,7 @@ void BossSst_Init(Actor* thisx, PlayState* play2) { ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 95.0f); this->handZPosMod = -3500; this->actor.lockOnArrowOffset = 5000.0f; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; BossSst_HandSetupWait(this); } } @@ -403,8 +403,8 @@ void BossSst_HeadIntro(BossSst* this, PlayState* play) { } if (this->timer == 0) { - sHands[RIGHT]->actor.flags |= ACTOR_FLAG_0; - sHands[LEFT]->actor.flags |= ACTOR_FLAG_0; + sHands[RIGHT]->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; + sHands[LEFT]->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; player->stateFlags1 &= ~PLAYER_STATE1_5; Cutscene_StopManual(play, &play->csCtx); Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7); @@ -1401,7 +1401,7 @@ void BossSst_HandSetupRetreat(BossSst* this) { Animation_MorphToPlayOnce(&this->skelAnime, sHandHangPoses[this->actor.params], 10.0f); this->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT); this->colliderJntSph.base.acFlags |= AC_ON; - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; BossSst_HandSetInvulnerable(this, false); this->timer = 0; this->actionFunc = BossSst_HandRetreat; @@ -2055,7 +2055,7 @@ void BossSst_HandShake(BossSst* this, PlayState* play) { this->timer = 80; } } else if (this->timer == 0) { - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; BossSst_HandSetupSlam(this); } } @@ -2536,7 +2536,7 @@ void BossSst_HandCollisionCheck(BossSst* this, PlayState* play) { BossSst_HandSetupRetreat(OTHER_HAND(this)); } - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; if (this->actor.colChkInfo.damageEffect == 3) { BossSst_HandSetupFrozen(this); } else { @@ -2678,9 +2678,9 @@ void BossSst_UpdateHead(Actor* thisx, PlayState* play) { ((this->actionFunc == BossSst_HeadReadyCharge) || (this->actionFunc == BossSst_HeadCharge) || (this->actionFunc == BossSst_HeadFrozenHand) || (this->actionFunc == BossSst_HeadStunned) || (this->actionFunc == BossSst_HeadVulnerable) || (this->actionFunc == BossSst_HeadDamage))) { - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } else { - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } if (this->actionFunc == BossSst_HeadCharge) { diff --git a/src/overlays/actors/ovl_Boss_Tw/z_boss_tw.c b/src/overlays/actors/ovl_Boss_Tw/z_boss_tw.c index 2c9efc6e67..9d1ae9c259 100644 --- a/src/overlays/actors/ovl_Boss_Tw/z_boss_tw.c +++ b/src/overlays/actors/ovl_Boss_Tw/z_boss_tw.c @@ -3,7 +3,7 @@ #include "assets/objects/object_tw/object_tw.h" #include "overlays/actors/ovl_Door_Warp1/z_door_warp1.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_5) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4 | ACTOR_FLAG_5) typedef enum TwEffType { /* 0 */ TWEFF_NONE, @@ -457,7 +457,7 @@ void BossTw_Init(Actor* thisx, PlayState* play2) { Actor_SetScale(&this->actor, 0.01f); this->actor.update = BossTw_BlastUpdate; this->actor.draw = BossTw_BlastDraw; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Collider_InitCylinder(play, &this->collider); Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInitBlasts); @@ -646,7 +646,7 @@ void BossTw_SetupFlyTo(BossTw* this, PlayState* play) { BossTw* otherTw = (BossTw*)this->actor.parent; this->unk_5F8 = 1; - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = BossTw_FlyTo; this->rotateSpeed = 0.0f; Animation_MorphToLoop(&this->skelAnime, &gTwinrovaKotakeKoumeFlyAnim, -10.0f); @@ -1470,7 +1470,7 @@ void BossTw_SetupWait(BossTw* this, PlayState* play) { this->actionFunc = BossTw_Wait; this->visible = false; this->actor.world.pos.y = -2000.0f; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } void BossTw_Wait(BossTw* this, PlayState* play) { @@ -1632,7 +1632,7 @@ void BossTw_TwinrovaMergeCS(BossTw* this, PlayState* play) { this->csState1 = 1; this->visible = true; - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.shape.rot.y = 0; BossTw_SetupWait(sKotakePtr, play); BossTw_SetupWait(sKoumePtr, play); @@ -1753,7 +1753,7 @@ void BossTw_SetupCSWait(BossTw* this, PlayState* play) { this->actionFunc = BossTw_CSWait; this->visible = false; this->actor.world.pos.y = -2000.0f; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } /** @@ -1766,7 +1766,7 @@ void BossTw_TwinrovaSetupIntroCS(BossTw* this, PlayState* play) { this->actionFunc = BossTw_TwinrovaIntroCS; this->visible = false; this->actor.world.pos.y = -2000.0f; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } void BossTw_TwinrovaIntroCS(BossTw* this, PlayState* play) { @@ -2372,7 +2372,7 @@ void BossTw_TwinrovaSetupDeathCS(BossTw* this, PlayState* play) { this->actionFunc = BossTw_TwinrovaDeathCS; Animation_MorphToLoop(&this->skelAnime, &gTwinrovaDamageAnim, -3.0f); this->actor.world.rot.y = this->actor.shape.rot.y; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->csState2 = this->csState1 = 0; this->work[CS_TIMER_1] = this->work[CS_TIMER_2] = 0; this->work[INVINC_TIMER] = 10000; @@ -2670,7 +2670,7 @@ void BossTw_TwinrovaDeathCS(BossTw* this, PlayState* play) { this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, TW_DEATHBALL_KOUME); Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_BOSS_TW, this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, TW_DEATHBALL_KOTAKE); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } } Actor_SetScale(&this->actor, this->actor.scale.x); @@ -2723,7 +2723,7 @@ void BossTw_TwinrovaDeathCS(BossTw* this, PlayState* play) { sKoumePtr->work[YAW_TGT] = sKotakePtr->work[YAW_TGT] = sKoumePtr->actor.shape.rot.x = sKotakePtr->actor.shape.rot.x = sKoumePtr->actor.shape.rot.y = sKotakePtr->actor.shape.rot.y = 0; Player_SetCsActionWithHaltedActors(play, &sKoumePtr->actor, PLAYER_CSACTION_1); - sKoumePtr->actor.flags |= ACTOR_FLAG_0; + sKoumePtr->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } break; case 2: diff --git a/src/overlays/actors/ovl_Boss_Va/z_boss_va.c b/src/overlays/actors/ovl_Boss_Va/z_boss_va.c index c4887b6e99..6dccaf33d6 100644 --- a/src/overlays/actors/ovl_Boss_Va/z_boss_va.c +++ b/src/overlays/actors/ovl_Boss_Va/z_boss_va.c @@ -9,7 +9,7 @@ #include "overlays/actors/ovl_En_Boom/z_en_boom.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_5) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4 | ACTOR_FLAG_5) #define GET_BODY(this) ((BossVa*)(this)->actor.parent) #define vaGorePulse offset.x @@ -756,7 +756,7 @@ void BossVa_SetupIntro(BossVa* this) { Animation_Change(&this->skelAnime, &gBarinadeBodyAnim, 1.0f, lastFrame, lastFrame, ANIMMODE_ONCE, 0.0f); this->actor.shape.yOffset = -450.0f; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; BossVa_SetupAction(this, BossVa_BodyIntro); } @@ -1048,7 +1048,7 @@ void BossVa_SetupBodyPhase1(BossVa* this) { Animation_Change(&this->skelAnime, &gBarinadeBodyAnim, 1.0f, lastFrame, lastFrame, ANIMMODE_ONCE, 0.0f); this->actor.shape.yOffset = -450.0f; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->timer = 25; sBodyState = 0x80; BossVa_SetupAction(this, BossVa_BodyPhase1); @@ -1115,7 +1115,7 @@ void BossVa_SetupBodyPhase2(BossVa* this, PlayState* play) { } this->invincibilityTimer = 0; - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; BossVa_SetupAction(this, BossVa_BodyPhase2); } @@ -1181,10 +1181,10 @@ void BossVa_BodyPhase2(BossVa* this, PlayState* play) { Math_SmoothStepToS(&this->actor.shape.rot.z, this->actor.world.rot.z, 1, 0xC8, 0); Math_SmoothStepToF(&this->actor.shape.yOffset, -1000.0f, 1.0f, 20.0f, 0.0f); if (!(sPhase2Timer & 0x100)) { - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.speed = 1.0f; } else { - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.speed = 0.0f; } @@ -1247,7 +1247,7 @@ void BossVa_BodyPhase3(BossVa* this, PlayState* play) { Actor_PlaySfx(&this->actor, NA_SE_EN_BALINADE_FAINT); sBodyState = 1; this->timer = 131; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } else { sBodyState = 0; if (this->timer == 0) { @@ -1257,7 +1257,7 @@ void BossVa_BodyPhase3(BossVa* this, PlayState* play) { } Math_SmoothStepToF(&this->actor.speed, 3.0f, 1.0f, 0.15f, 0.0f); } - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } else { this->timer--; if (this->timer < 35) { @@ -1332,7 +1332,7 @@ void BossVa_BodyPhase3(BossVa* this, PlayState* play) { void BossVa_SetupBodyPhase4(BossVa* this, PlayState* play) { this->unk_1AC = 0; - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->vaBodySpinRate = this->unk_1AC; this->actor.world.rot.y = this->actor.yawTowardsPlayer; this->timer2 = (s16)(Rand_ZeroOne() * 150.0f) + 300; @@ -1511,7 +1511,7 @@ void BossVa_BodyPhase4(BossVa* this, PlayState* play) { void BossVa_SetupBodyDeath(BossVa* this, PlayState* play) { func_800F436C(&this->actor.projectedPos, NA_SE_EN_BALINADE_LEVEL - SFX_FLAG, 1.0f); - this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_2); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 1); this->vaCamRotMod = 0xC31; sCsState = DEATH_START; @@ -1800,7 +1800,7 @@ void BossVa_SupportCut(BossVa* this, PlayState* play) { lastFrame = Animation_GetLastFrame(&gBarinadeSupportDetachedAnim); Animation_Change(&this->skelAnime, &gBarinadeSupportDetachedAnim, 1.0f, 0.0f, lastFrame, ANIMMODE_LOOP_INTERP, 0.0f); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } if ((this->timer == 0) && (sCsState < DEATH_START)) { @@ -1854,7 +1854,7 @@ void BossVa_SupportCut(BossVa* this, PlayState* play) { void BossVa_SetupStump(BossVa* this, PlayState* play) { Animation_Change(&this->skelAnime, &gBarinadeStumpAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gBarinadeStumpAnim), ANIMMODE_ONCE, 0.0f); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; BossVa_SetupAction(this, BossVa_Stump); } @@ -1873,7 +1873,7 @@ void BossVa_SetupZapperIntro(BossVa* this, PlayState* play) { Animation_Change(&this->skelAnime, &gBarinadeZapperIdleAnim, 1.0f, lastFrame - 1.0f, lastFrame, ANIMMODE_LOOP_INTERP, -6.0f); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; BossVa_SetupAction(this, BossVa_ZapperIntro); } @@ -1900,7 +1900,7 @@ void BossVa_SetupZapperAttack(BossVa* this, PlayState* play) { Animation_Change(&this->skelAnime, &gBarinadeZapperIdleAnim, 1.0f, lastFrame - 1.0f, lastFrame, ANIMMODE_LOOP_INTERP, -6.0f); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; BossVa_SetupAction(this, BossVa_ZapperAttack); } @@ -2399,7 +2399,7 @@ void BossVa_SetupBariIntro(BossVa* this, PlayState* play) { this->actor.world.pos.y = sInitPosOffsets[this->actor.params + 10].y + this->actor.home.pos.y; this->actor.world.pos.z = sInitPosOffsets[this->actor.params + 10].z + this->actor.home.pos.z; this->timer = 45; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; BossVa_SetupAction(this, BossVa_BariIntro); } @@ -2521,7 +2521,7 @@ void BossVa_SetupBariPhase3Attack(BossVa* this, PlayState* play) { this->unk_1F0 = 0x78; this->unk_1A0 = 60.0f; this->unk_1A8 = 0.0f; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; BossVa_SetupAction(this, BossVa_BariPhase3Attack); } @@ -2608,7 +2608,7 @@ void BossVa_SetupBariPhase2Attack(BossVa* this, PlayState* play) { this->unk_1F0 = 0x78; this->unk_1A0 = 60.0f; this->unk_1A8 = 0.0f; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; BossVa_SetupAction(this, BossVa_BariPhase2Attack); } @@ -2658,7 +2658,7 @@ void BossVa_BariPhase2Attack(BossVa* this, PlayState* play) { if (!(sPhase2Timer & 0x100) && (GET_BODY(this)->actor.colorFilterTimer == 0)) { sp4C = 200.0f; BossVa_Spark(play, this, 1, 125, 15.0f, 7.0f, SPARK_TETHER, 1.0f, true); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; if (PARAMS_GET_U(this->actor.params, 0, 1)) { sp4C = -200.0f; } @@ -2681,7 +2681,7 @@ void BossVa_BariPhase2Attack(BossVa* this, PlayState* play) { CollisionCheck_SetAT(play, &play->colChkCtx, &this->colliderLightning.base); CollisionCheck_SetAT(play, &play->colChkCtx, &this->colliderSph.base); } else { - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; Math_SmoothStepToS(&this->unk_1AC, sp50 + 150, 1, 0x3C, 0); if (GET_BODY(this)->actor.colorFilterTimer == 0) { Math_SmoothStepToF(&this->unk_1A0, 180.0f, 1.0f, 1.5f, 0.0f); @@ -2722,7 +2722,7 @@ void BossVa_BariPhase2Attack(BossVa* this, PlayState* play) { } void BossVa_SetupBariPhase3Stunned(BossVa* this, PlayState* play) { - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->timer = GET_BODY(this)->timer; Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 255, COLORFILTER_BUFFLAG_XLU, this->timer); BossVa_SetupAction(this, BossVa_BariPhase3Stunned); @@ -2755,7 +2755,7 @@ void BossVa_BariPhase3Stunned(BossVa* this, PlayState* play) { } else { BossVa_Spark(play, this, 1, 85, 15.0f, 0.0f, SPARK_TETHER, 1.0f, true); if (this->timer2 >= 0x10) { - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->timer2 = 0x80; BossVa_SetupAction(this, BossVa_BariPhase3Attack); } @@ -2764,7 +2764,7 @@ void BossVa_BariPhase3Stunned(BossVa* this, PlayState* play) { } void BossVa_SetupBariDeath(BossVa* this) { - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->timer = 30; Actor_PlaySfx(&this->actor, NA_SE_EN_BALINADE_BL_DEAD); this->isDead++; @@ -2782,7 +2782,7 @@ void BossVa_SetupDoor(BossVa* this, PlayState* play) { if (sCsState >= INTRO_SPAWN_BARI) { sDoorState = 100; } - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; BossVa_SetupAction(this, BossVa_Door); } diff --git a/src/overlays/actors/ovl_Demo_Im/z_demo_im.c b/src/overlays/actors/ovl_Demo_Im/z_demo_im.c index 37226cc591..4eafb3aec8 100644 --- a/src/overlays/actors/ovl_Demo_Im/z_demo_im.c +++ b/src/overlays/actors/ovl_Demo_Im/z_demo_im.c @@ -11,7 +11,7 @@ #include "assets/objects/object_im/object_im.h" #include "terminal.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_4) void DemoIm_Init(Actor* thisx, PlayState* play); void DemoIm_Destroy(Actor* thisx, PlayState* play); @@ -861,7 +861,7 @@ s32 func_80986A5C(DemoIm* this, PlayState* play) { } s32 func_80986AD0(DemoIm* this, PlayState* play) { - this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL; if (!Actor_TalkOfferAccepted(&this->actor, play)) { this->actor.textId = 0x708E; Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play); @@ -957,7 +957,7 @@ void func_80986DC8(DemoIm* this, PlayState* play) { DemoIm_UpdateSkelAnime(this); func_80984BE0(this); func_80984E58(this, play); - this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_3); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL); } void func_80986E20(DemoIm* this, PlayState* play) { @@ -1004,7 +1004,7 @@ void func_80986FA8(DemoIm* this, PlayState* play) { DemoIm_UpdateSkelAnime(this); func_80984BE0(this); func_80984E58(this, play); - this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_3); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL); DemoIm_UpdateCollider(this, play); func_80986CFC(this, play); } @@ -1122,7 +1122,7 @@ void DemoIm_Init(Actor* thisx, PlayState* play) { ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 30.0f); DemoIm_InitCollider(thisx, play); SkelAnime_InitFlex(play, &this->skelAnime, &gImpaSkel, NULL, this->jointTable, this->morphTable, 17); - thisx->flags &= ~ACTOR_FLAG_0; + thisx->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; switch (this->actor.params) { case 2: diff --git a/src/overlays/actors/ovl_Elf_Msg2/z_elf_msg2.c b/src/overlays/actors/ovl_Elf_Msg2/z_elf_msg2.c index 4723acd318..348f57ddbe 100644 --- a/src/overlays/actors/ovl_Elf_Msg2/z_elf_msg2.c +++ b/src/overlays/actors/ovl_Elf_Msg2/z_elf_msg2.c @@ -88,7 +88,8 @@ void ElfMsg2_Init(Actor* thisx, PlayState* play) { ElfMsg2_SetupAction(this, ElfMsg2_WaitUntilActivated); } else { ElfMsg2_SetupAction(this, ElfMsg2_WaitForTextRead); - this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_18; // Make actor targetable and Navi-checkable + this->actor.flags |= + ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_18; // Make actor targetable and Navi-checkable this->actor.textId = ElfMsg2_GetMessageId(this); } this->actor.shape.rot.x = this->actor.shape.rot.y = this->actor.shape.rot.z = 0; @@ -140,7 +141,7 @@ void ElfMsg2_WaitUntilActivated(ElfMsg2* this, PlayState* play) { if ((this->actor.world.rot.y >= 0x41) && (this->actor.world.rot.y <= 0x80) && (Flags_GetSwitch(play, (this->actor.world.rot.y - 0x41)))) { ElfMsg2_SetupAction(this, ElfMsg2_WaitForTextRead); - this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_18; // Make actor targetable and Navi-checkable + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_18; // Make actor targetable and Navi-checkable this->actor.textId = ElfMsg2_GetMessageId(this); } } diff --git a/src/overlays/actors/ovl_En_Am/z_en_am.c b/src/overlays/actors/ovl_En_Am/z_en_am.c index a90dcfd1a3..48625a2e4d 100644 --- a/src/overlays/actors/ovl_En_Am/z_en_am.c +++ b/src/overlays/actors/ovl_En_Am/z_en_am.c @@ -8,7 +8,7 @@ #include "assets/objects/object_am/object_am.h" #include "overlays/actors/ovl_En_Bom/z_en_bom.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_26) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4 | ACTOR_FLAG_26) void EnAm_Init(Actor* thisx, PlayState* play); void EnAm_Destroy(Actor* thisx, PlayState* play); @@ -284,7 +284,7 @@ void EnAm_SetupStatue(EnAm* this) { f32 lastFrame = Animation_GetLastFrame(&gArmosRicochetAnim); Animation_Change(&this->skelAnime, &gArmosRicochetAnim, 0.0f, lastFrame, lastFrame, ANIMMODE_LOOP, 0.0f); - this->dyna.actor.flags &= ~ACTOR_FLAG_0; + this->dyna.actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->behavior = AM_BEHAVIOR_DO_NOTHING; this->dyna.actor.speed = 0.0f; EnAm_SetupAction(this, EnAm_Statue); @@ -385,7 +385,7 @@ void EnAm_Sleep(EnAm* this, PlayState* play) { if (this->textureBlend >= 240) { this->attackTimer = 200; this->textureBlend = 255; - this->dyna.actor.flags |= ACTOR_FLAG_0; + this->dyna.actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->dyna.actor.shape.yOffset = 0.0f; EnAm_SetupLunge(this); } else { @@ -406,7 +406,7 @@ void EnAm_Sleep(EnAm* this, PlayState* play) { this->textureBlend -= 10; } else { this->textureBlend = 0; - this->dyna.actor.flags &= ~ACTOR_FLAG_0; + this->dyna.actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; if (this->dyna.bgId < 0) { this->unk_264 = 0; diff --git a/src/overlays/actors/ovl_En_Ani/z_en_ani.c b/src/overlays/actors/ovl_En_Ani/z_en_ani.c index aca4646244..65f421de0b 100644 --- a/src/overlays/actors/ovl_En_Ani/z_en_ani.c +++ b/src/overlays/actors/ovl_En_Ani/z_en_ani.c @@ -7,7 +7,7 @@ #include "z_en_ani.h" #include "assets/objects/object_ani/object_ani.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL) void EnAni_Init(Actor* thisx, PlayState* play); void EnAni_Destroy(Actor* thisx, PlayState* play); diff --git a/src/overlays/actors/ovl_En_Anubice/z_en_anubice.c b/src/overlays/actors/ovl_En_Anubice/z_en_anubice.c index 2cb9e30b9f..d5889a5196 100644 --- a/src/overlays/actors/ovl_En_Anubice/z_en_anubice.c +++ b/src/overlays/actors/ovl_En_Anubice/z_en_anubice.c @@ -10,7 +10,7 @@ #include "overlays/actors/ovl_Bg_Hidan_Curtain/z_bg_hidan_curtain.h" #include "terminal.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4) void EnAnubice_Init(Actor* thisx, PlayState* play); void EnAnubice_Destroy(Actor* thisx, PlayState* play); @@ -146,7 +146,7 @@ void EnAnubice_Init(Actor* thisx, PlayState* play) { this->actor.colChkInfo.mass = MASS_IMMOVABLE; this->actor.shape.yOffset = -4230.0f; this->focusHeightOffset = 0.0f; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->home = this->actor.world.pos; this->actor.attentionRangeType = ATTENTION_RANGE_3; this->actionFunc = EnAnubice_FindFlameCircles; @@ -193,7 +193,7 @@ void EnAnubice_FindFlameCircles(EnAnubice* this, PlayState* play) { } this->hasSearchedForFlameCircles = true; } - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = EnAnubice_SetupIdle; } } @@ -374,7 +374,7 @@ void EnAnubice_Update(Actor* thisx, PlayState* play) { (fabsf(this->flameCircles[i]->actor.world.pos.z - this->actor.world.pos.z) < 60.0f) && (flameCircle->timer != 0)) { Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_PROP); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Enemy_StartFinishingBlow(play, &this->actor); Actor_PlaySfx(&this->actor, NA_SE_EN_ANUBIS_DEAD); this->actionFunc = EnAnubice_SetupDie; @@ -386,7 +386,7 @@ void EnAnubice_Update(Actor* thisx, PlayState* play) { this->collider.base.acFlags &= ~AC_HIT; if (this->actor.colChkInfo.damageEffect == ANUBICE_DMGEFF_FIRE) { Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_PROP); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Enemy_StartFinishingBlow(play, &this->actor); Actor_PlaySfx(&this->actor, NA_SE_EN_ANUBIS_DEAD); this->actionFunc = EnAnubice_SetupDie; diff --git a/src/overlays/actors/ovl_En_Attack_Niw/z_en_attack_niw.c b/src/overlays/actors/ovl_En_Attack_Niw/z_en_attack_niw.c index 6fa2b853d8..2461948d31 100644 --- a/src/overlays/actors/ovl_En_Attack_Niw/z_en_attack_niw.c +++ b/src/overlays/actors/ovl_En_Attack_Niw/z_en_attack_niw.c @@ -53,7 +53,7 @@ void EnAttackNiw_Init(Actor* thisx, PlayState* play) { this->unk_298.y = Rand_CenteredFloat(10.0f); this->unk_298.z = Rand_CenteredFloat(100.0f); Actor_SetScale(&this->actor, 0.01f); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.shape.rot.y = this->actor.world.rot.y = (Rand_ZeroOne() - 0.5f) * 60000.0f; this->actionFunc = func_809B5670; } diff --git a/src/overlays/actors/ovl_En_Ba/z_en_ba.c b/src/overlays/actors/ovl_En_Ba/z_en_ba.c index 8d667bc49d..e42bb4fa17 100644 --- a/src/overlays/actors/ovl_En_Ba/z_en_ba.c +++ b/src/overlays/actors/ovl_En_Ba/z_en_ba.c @@ -7,7 +7,7 @@ #include "z_en_ba.h" #include "assets/objects/object_bxa/object_bxa.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4) void EnBa_Init(Actor* thisx, PlayState* play); void EnBa_Destroy(Actor* thisx, PlayState* play); @@ -146,7 +146,7 @@ void EnBa_Idle(EnBa* this, PlayState* play) { if ((this->actor.colChkInfo.mass == MASS_IMMOVABLE) && (this->actor.xzDistToPlayer > 175.0f)) { Math_SmoothStepToF(&this->actor.world.pos.y, this->actor.home.pos.y + 330.0f, 1.0f, 7.0f, 0.0f); } else { - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; Math_SmoothStepToF(&this->actor.world.pos.y, this->actor.home.pos.y + 100.0f, 1.0f, 10.0f, 0.0f); } this->unk_2FC = this->actor.world.pos; @@ -402,7 +402,7 @@ void func_809B75A0(EnBa* this, PlayState* play2) { Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW); Matrix_RotateZYX(this->actor.shape.rot.x - 0x8000, this->actor.shape.rot.y, 0, MTXMODE_APPLY); Matrix_MultVec3f(&D_809B8080, &this->unk_158[0]); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; for (i = 5; i < 13; i++) { Math_SmoothStepToS(&this->unk_2A8[i].x, this->unk_2A8[5].x, 1, this->unk_31C, 0); Math_SmoothStepToS(&this->unk_2A8[i].y, this->unk_2A8[5].y, 1, this->unk_31C, 0); diff --git a/src/overlays/actors/ovl_En_Bb/z_en_bb.c b/src/overlays/actors/ovl_En_Bb/z_en_bb.c index af2cf4c380..52002c445d 100644 --- a/src/overlays/actors/ovl_En_Bb/z_en_bb.c +++ b/src/overlays/actors/ovl_En_Bb/z_en_bb.c @@ -8,7 +8,7 @@ #include "assets/objects/gameplay_keep/gameplay_keep.h" #include "assets/objects/object_Bb/object_Bb.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_24) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4 | ACTOR_FLAG_24) #define vBombHopPhase actionVar1 #define vTrailIdx actionVar1 @@ -412,7 +412,7 @@ void EnBb_SetupFlameTrail(EnBb* this) { this->actor.velocity.y = 0.0f; this->actor.gravity = 0.0f; this->actor.speed = 0.0f; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; EnBb_SetupAction(this, EnBb_FlameTrail); } @@ -700,7 +700,7 @@ void EnBb_Down(EnBb* this, PlayState* play) { this->moveMode = BBMOVE_HIDDEN; this->timer = 10; this->actionState++; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->action = BB_RED; EnBb_SetupAction(this, EnBb_Red); return; @@ -765,7 +765,7 @@ void EnBb_SetupRed(PlayState* play, EnBb* this) { this->actor.home.pos = this->actor.world.pos; this->actor.velocity.y = this->actor.gravity = this->actor.speed = 0.0f; this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } this->action = BB_RED; EnBb_SetupAction(this, EnBb_Red); @@ -799,7 +799,7 @@ void EnBb_Red(EnBb* this, PlayState* play) { case BBRED_ATTACK: if (this->timer == 0) { this->moveMode = BBMOVE_NORMAL; - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } this->bobPhase += Rand_ZeroOne(); Math_SmoothStepToF(&this->flameScaleY, 80.0f, 1.0f, 10.0f, 0.0f); @@ -818,7 +818,7 @@ void EnBb_Red(EnBb* this, PlayState* play) { this->moveMode = BBMOVE_HIDDEN; this->timer = 10; this->actionState++; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } else { this->actor.velocity.y *= -1.06f; if (this->actor.velocity.y > 13.0f) { @@ -1128,7 +1128,7 @@ void EnBb_Stunned(EnBb* this, PlayState* play) { EnBb_SetupDown(this); } } else { - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; EnBb_SetupDeath(this, play); } } @@ -1194,7 +1194,7 @@ void EnBb_CollisionCheck(EnBb* this, PlayState* play) { } } if (this->actor.colChkInfo.health == 0) { - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; if (this->actor.params == ENBB_RED) { EnBb_KillFlameTrail(this); } diff --git a/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c b/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c index 8e1217358c..d1ee18c4d1 100644 --- a/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c +++ b/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c @@ -1,7 +1,7 @@ #include "z_en_bigokuta.h" #include "assets/objects/object_bigokuta/object_bigokuta.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_5) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4 | ACTOR_FLAG_5) void EnBigokuta_Init(Actor* thisx, PlayState* play); void EnBigokuta_Destroy(Actor* thisx, PlayState* play); @@ -383,7 +383,7 @@ void func_809BD6B8(EnBigokuta* this) { void func_809BD768(EnBigokuta* this) { this->unk_194 = Rand_ZeroOne() < 0.5f ? -1 : 1; this->unk_19A = 0; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->cylinder[0].base.atFlags &= ~AT_ON; Actor_PlaySfx(&this->actor, NA_SE_EN_DAIOCTA_SINK); this->actionFunc = func_809BE4A4; @@ -684,7 +684,7 @@ void func_809BE4A4(EnBigokuta* this, PlayState* play) { void func_809BE518(EnBigokuta* this, PlayState* play) { if (Math_StepToF(&this->actor.world.pos.y, this->actor.home.pos.y, 10.0f)) { - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; func_809BD3F8(this); } } diff --git a/src/overlays/actors/ovl_En_Bili/z_en_bili.c b/src/overlays/actors/ovl_En_Bili/z_en_bili.c index 83ca17633c..dac6872172 100644 --- a/src/overlays/actors/ovl_En_Bili/z_en_bili.c +++ b/src/overlays/actors/ovl_En_Bili/z_en_bili.c @@ -7,7 +7,7 @@ #include "z_en_bili.h" #include "assets/objects/object_bl/object_bl.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_14) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_14) void EnBili_Init(Actor* thisx, PlayState* play); void EnBili_Destroy(Actor* thisx, PlayState* play); @@ -227,7 +227,7 @@ void EnBili_SetupBurnt(EnBili* this) { void EnBili_SetupDie(EnBili* this) { this->timer = 18; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = EnBili_Die; this->actor.speed = 0.0f; } @@ -555,7 +555,7 @@ void EnBili_UpdateDamage(EnBili* this, PlayState* play) { if (Actor_ApplyDamage(&this->actor) == 0) { Actor_PlaySfx(&this->actor, NA_SE_EN_BIRI_DEAD); Enemy_StartFinishingBlow(play, &this->actor); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } damageEffect = this->actor.colChkInfo.damageEffect; diff --git a/src/overlays/actors/ovl_En_Bom_Bowl_Man/z_en_bom_bowl_man.c b/src/overlays/actors/ovl_En_Bom_Bowl_Man/z_en_bom_bowl_man.c index b62e41ccda..80b4830015 100644 --- a/src/overlays/actors/ovl_En_Bom_Bowl_Man/z_en_bom_bowl_man.c +++ b/src/overlays/actors/ovl_En_Bom_Bowl_Man/z_en_bom_bowl_man.c @@ -4,7 +4,8 @@ #include "overlays/actors/ovl_En_Ex_Item/z_en_ex_item.h" #include "assets/objects/object_bg/object_bg.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_27) +#define FLAGS \ + (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_LOCK_ON_DISABLED) typedef enum BombchuGirlEyeMode { /* 0 */ CHU_GIRL_EYES_ASLEEP, diff --git a/src/overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.c b/src/overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.c index 33c62c3f06..27b8af3059 100644 --- a/src/overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.c +++ b/src/overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.c @@ -234,7 +234,7 @@ void EnBomChu_WaitForRelease(EnBomChu* this, PlayState* play) { //! @bug there is no NULL check on the floor poly. If the player is out of bounds the floor poly will be NULL //! and will cause a crash inside this function. EnBomChu_UpdateFloorPoly(this, this->actor.floorPoly, play); - this->actor.flags |= ACTOR_FLAG_0; // make chu targetable + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; // make chu targetable func_8002F850(play, &this->actor); this->actionFunc = EnBomChu_Move; } diff --git a/src/overlays/actors/ovl_En_Bombf/z_en_bombf.c b/src/overlays/actors/ovl_En_Bombf/z_en_bombf.c index eaaf3bf66f..8127fd4622 100644 --- a/src/overlays/actors/ovl_En_Bombf/z_en_bombf.c +++ b/src/overlays/actors/ovl_En_Bombf/z_en_bombf.c @@ -8,7 +8,7 @@ #include "assets/objects/object_bombf/object_bombf.h" #include "overlays/effects/ovl_Effect_Ss_Dead_Sound/z_eff_ss_dead_sound.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_4) void EnBombf_Init(Actor* thisx, PlayState* play); void EnBombf_Destroy(Actor* thisx, PlayState* play); @@ -117,7 +117,7 @@ void EnBombf_Init(Actor* thisx, PlayState* play) { thisx->gravity = -1.5f; Actor_ChangeCategory(play, &play->actorCtx, thisx, ACTORCAT_EXPLOSIVE); thisx->colChkInfo.mass = 200; - thisx->flags &= ~ACTOR_FLAG_0; + thisx->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; EnBombf_SetupAction(this, EnBombf_Move); } else { thisx->colChkInfo.mass = MASS_IMMOVABLE; @@ -157,7 +157,7 @@ void EnBombf_GrowBomb(EnBombf* this, PlayState* play) { this->timer = 180; this->flowerBombScale = 0.0f; Actor_PlaySfx(&this->actor, NA_SE_PL_PULL_UP_ROCK); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } else { player->actor.child = NULL; player->heldActor = NULL; @@ -175,7 +175,7 @@ void EnBombf_GrowBomb(EnBombf* this, PlayState* play) { bombFlower->isFuseEnabled = true; bombFlower->timer = 0; this->timer = 180; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->flowerBombScale = 0.0f; } } @@ -186,7 +186,7 @@ void EnBombf_GrowBomb(EnBombf* this, PlayState* play) { if (bombFlower != NULL) { bombFlower->timer = 100; this->timer = 180; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->flowerBombScale = 0.0f; } } else { @@ -206,7 +206,7 @@ void EnBombf_GrowBomb(EnBombf* this, PlayState* play) { if (this->timer == 0) { this->flowerBombScale += 0.05f; if (this->flowerBombScale >= 1.0f) { - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } } diff --git a/src/overlays/actors/ovl_En_Brob/z_en_brob.c b/src/overlays/actors/ovl_En_Brob/z_en_brob.c index 948414a1dc..1238cceb84 100644 --- a/src/overlays/actors/ovl_En_Brob/z_en_brob.c +++ b/src/overlays/actors/ovl_En_Brob/z_en_brob.c @@ -7,7 +7,7 @@ #include "z_en_brob.h" #include "assets/objects/object_brob/object_brob.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE) void EnBrob_Init(Actor* thisx, PlayState* play); void EnBrob_Destroy(Actor* thisx, PlayState* play); @@ -91,7 +91,7 @@ void EnBrob_Init(Actor* thisx, PlayState* play) { this->colliders[1].dim.height *= thisx->scale.y; this->colliders[1].dim.yShift *= thisx->scale.y; this->actionFunc = NULL; - thisx->flags &= ~ACTOR_FLAG_0; + thisx->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; EnBrob_SetupIdle(this, play); } diff --git a/src/overlays/actors/ovl_En_Bubble/z_en_bubble.c b/src/overlays/actors/ovl_En_Bubble/z_en_bubble.c index 7d4c610481..dd45e05ef7 100644 --- a/src/overlays/actors/ovl_En_Bubble/z_en_bubble.c +++ b/src/overlays/actors/ovl_En_Bubble/z_en_bubble.c @@ -1,7 +1,7 @@ #include "z_en_bubble.h" #include "assets/objects/object_bubble/object_bubble.h" -#define FLAGS ACTOR_FLAG_0 +#define FLAGS ACTOR_FLAG_ATTENTION_ENABLED void EnBubble_Init(Actor* thisx, PlayState* play); void EnBubble_Destroy(Actor* thisx, PlayState* play); @@ -76,7 +76,7 @@ void EnBubble_SetDimensions(EnBubble* this, f32 dim) { f32 c; f32 d; - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; Actor_SetScale(&this->actor, 1.0f); this->actor.shape.yOffset = 16.0f; this->graphicRotSpeed = 16.0f; @@ -145,7 +145,7 @@ s32 EnBubble_Explosion(EnBubble* this, PlayState* play) { &sEffectEnvColor, Rand_S16Offset(100, 50), 0x19, 0); } Item_DropCollectibleRandom(play, NULL, &this->actor.world.pos, 0x50); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; return Rand_S16Offset(90, 60); } diff --git a/src/overlays/actors/ovl_En_Bw/z_en_bw.c b/src/overlays/actors/ovl_En_Bw/z_en_bw.c index e9f062e153..01a10a2636 100644 --- a/src/overlays/actors/ovl_En_Bw/z_en_bw.c +++ b/src/overlays/actors/ovl_En_Bw/z_en_bw.c @@ -8,7 +8,7 @@ #include "assets/objects/gameplay_keep/gameplay_keep.h" #include "assets/objects/object_bw/object_bw.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4) void EnBw_Init(Actor* thisx, PlayState* play); void EnBw_Destroy(Actor* thisx, PlayState* play); @@ -573,7 +573,7 @@ void func_809CFF98(EnBw* this, PlayState* play) { void func_809D00F4(EnBw* this) { this->unk_220 = 0; this->unk_222 = 40; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.speed = 0.0f; Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLEWALK_DEAD); EnBw_SetupAction(this, func_809D014C); diff --git a/src/overlays/actors/ovl_En_Changer/z_en_changer.c b/src/overlays/actors/ovl_En_Changer/z_en_changer.c index d473d3f585..58b4d9e9a2 100644 --- a/src/overlays/actors/ovl_En_Changer/z_en_changer.c +++ b/src/overlays/actors/ovl_En_Changer/z_en_changer.c @@ -194,7 +194,7 @@ void EnChanger_Init(Actor* thisx, PlayState* play2) { ((this->rightChestNum & 0x1F) << 8) + (rightChestItem & 0xFF)); } - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = EnChanger_Wait; } diff --git a/src/overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.c b/src/overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.c index cdba3e9eaa..aefa8ea5ee 100644 --- a/src/overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.c +++ b/src/overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.c @@ -1,6 +1,6 @@ #include "z_en_clear_tag.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_5) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4 | ACTOR_FLAG_5) void EnClearTag_Init(Actor* thisx, PlayState* play); void EnClearTag_Destroy(Actor* thisx, PlayState* play); @@ -250,7 +250,7 @@ void EnClearTag_Init(Actor* thisx, PlayState* play) { Collider_SetCylinder(play, &this->collider, &this->actor, &sLaserCylinderInit); Actor_PlaySfx(&this->actor, NA_SE_IT_SWORD_REFLECT_MG); } else { // Initialize the Arwing. - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.attentionRangeType = ATTENTION_RANGE_5; Collider_SetCylinder(play, &this->collider, &this->actor, &sArwingCylinderInit); this->actor.colChkInfo.health = 3; @@ -537,7 +537,7 @@ void EnClearTag_Update(Actor* thisx, PlayState* play2) { if (this->drawMode != CLEAR_TAG_DRAW_MODE_ARWING) { this->drawMode = CLEAR_TAG_DRAW_MODE_EFFECT; this->deathTimer = 70; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } else { Actor_Kill(&this->actor); } diff --git a/src/overlays/actors/ovl_En_Cow/z_en_cow.c b/src/overlays/actors/ovl_En_Cow/z_en_cow.c index 0bdb89b3a6..6b6c80339b 100644 --- a/src/overlays/actors/ovl_En_Cow/z_en_cow.c +++ b/src/overlays/actors/ovl_En_Cow/z_en_cow.c @@ -6,7 +6,7 @@ #include "z_en_cow.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL) void EnCow_Init(Actor* thisx, PlayState* play); void EnCow_Destroy(Actor* thisx, PlayState* play); @@ -158,7 +158,7 @@ void EnCow_Init(Actor* thisx, PlayState* play) { this->actor.draw = EnCow_DrawTail; this->actionFunc = EnCow_IdleTail; EnCow_SetTailPos(this); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->animationTimer = (u16)Rand_ZeroFloat(1000.0f) + 40.0f; break; } diff --git a/src/overlays/actors/ovl_En_Crow/z_en_crow.c b/src/overlays/actors/ovl_En_Crow/z_en_crow.c index a9332385d8..6c78f8f505 100644 --- a/src/overlays/actors/ovl_En_Crow/z_en_crow.c +++ b/src/overlays/actors/ovl_En_Crow/z_en_crow.c @@ -1,7 +1,7 @@ #include "z_en_crow.h" #include "assets/objects/object_crow/object_crow.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_14) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_14) void EnCrow_Init(Actor* thisx, PlayState* play); void EnCrow_Destroy(Actor* thisx, PlayState* play); @@ -400,7 +400,7 @@ void EnCrow_Respawn(EnCrow* this, PlayState* play) { target = 0.01f; } if (Math_StepToF(&this->actor.scale.x, target, target * 0.1f)) { - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.flags &= ~ACTOR_FLAG_4; this->actor.colChkInfo.health = 1; EnCrow_SetupFlyIdle(this); @@ -418,7 +418,7 @@ void EnCrow_UpdateDamage(EnCrow* this, PlayState* play) { EnCrow_SetupTurnAway(this); } else { Actor_ApplyDamage(&this->actor); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Enemy_StartFinishingBlow(play, &this->actor); EnCrow_SetupDamaged(this, play); } diff --git a/src/overlays/actors/ovl_En_Cs/z_en_cs.c b/src/overlays/actors/ovl_En_Cs/z_en_cs.c index 1acaaa8e41..e4f69fdc8a 100644 --- a/src/overlays/actors/ovl_En_Cs/z_en_cs.c +++ b/src/overlays/actors/ovl_En_Cs/z_en_cs.c @@ -2,7 +2,7 @@ #include "assets/objects/object_cs/object_cs.h" #include "assets/objects/object_link_child/object_link_child.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL) void EnCs_Init(Actor* thisx, PlayState* play); void EnCs_Destroy(Actor* thisx, PlayState* play); diff --git a/src/overlays/actors/ovl_En_Daiku/z_en_daiku.c b/src/overlays/actors/ovl_En_Daiku/z_en_daiku.c index 2345bada28..48215978c4 100644 --- a/src/overlays/actors/ovl_En_Daiku/z_en_daiku.c +++ b/src/overlays/actors/ovl_En_Daiku/z_en_daiku.c @@ -2,7 +2,7 @@ #include "overlays/actors/ovl_En_GeldB/z_en_geldb.h" #include "assets/objects/object_daiku/object_daiku.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4) typedef struct EnDaikuEscapeSubCamParam { Vec3f eyePosDeltaLocal; @@ -367,7 +367,7 @@ void EnDaiku_Jailed(EnDaiku* this, PlayState* play) { this->actionFunc = EnDaiku_WaitFreedom; } else if (!(this->stateFlags & ENDAIKU_STATEFLAG_GERUDOFIGHTING) && !gerudo->invisible) { this->stateFlags |= ENDAIKU_STATEFLAG_GERUDOFIGHTING; - this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_3); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL); } } @@ -379,7 +379,7 @@ void EnDaiku_WaitFreedom(EnDaiku* this, PlayState* play) { SkelAnime_Update(&this->skelAnime); if (Flags_GetSwitch(play, PARAMS_GET_U(this->actor.params, 8, 6))) { - this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL; EnDaiku_UpdateText(this, play); } } diff --git a/src/overlays/actors/ovl_En_Daiku_Kakariko/z_en_daiku_kakariko.c b/src/overlays/actors/ovl_En_Daiku_Kakariko/z_en_daiku_kakariko.c index 3a244bb82c..9116940a63 100644 --- a/src/overlays/actors/ovl_En_Daiku_Kakariko/z_en_daiku_kakariko.c +++ b/src/overlays/actors/ovl_En_Daiku_Kakariko/z_en_daiku_kakariko.c @@ -7,7 +7,7 @@ #include "z_en_daiku_kakariko.h" #include "assets/objects/object_daiku/object_daiku.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4) typedef enum KakarikoCarpenterType { /* 0x0 */ CARPENTER_ICHIRO, // Red and purple pants, normal hair diff --git a/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.c b/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.c index f954f2b8d8..d4c29f173e 100644 --- a/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.c +++ b/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.c @@ -3,7 +3,7 @@ #include "assets/objects/gameplay_keep/gameplay_keep.h" #include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE) void EnDekubaba_Init(Actor* thisx, PlayState* play); void EnDekubaba_Destroy(Actor* thisx, PlayState* play); @@ -955,7 +955,7 @@ void EnDekubaba_PrunedSomersault(EnDekubaba* this, PlayState* play) { ((this->actor.bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) || (this->actor.bgCheckFlags & BGCHECKFLAG_WALL))) { this->actor.scale.x = this->actor.scale.y = this->actor.scale.z = 0.0f; this->actor.speed = 0.0f; - this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_2); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); EffectSsHahen_SpawnBurst(play, &this->actor.world.pos, this->size * 3.0f, 0, this->size * 12.0f, this->size * 5.0f, 15, HAHEN_OBJECT_DEFAULT, 10, NULL); } diff --git a/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.c b/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.c index 332407e4ed..ff005e5895 100644 --- a/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.c +++ b/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.c @@ -8,7 +8,7 @@ #include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h" #include "assets/objects/object_dekunuts/object_dekunuts.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE) #define DEKUNUTS_FLOWER 10 @@ -111,7 +111,7 @@ void EnDekunuts_Init(Actor* thisx, PlayState* play) { Actor_ProcessInitChain(&this->actor, sInitChain); if (thisx->params == DEKUNUTS_FLOWER) { - thisx->flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_2); + thisx->flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); } else { ActorShape_Init(&thisx->shape, 0.0f, ActorShadow_DrawCircle, 35.0f); SkelAnime_Init(play, &this->skelAnime, &gDekuNutsSkel, &gDekuNutsStandAnim, this->jointTable, this->morphTable, diff --git a/src/overlays/actors/ovl_En_Dh/z_en_dh.c b/src/overlays/actors/ovl_En_Dh/z_en_dh.c index 0ad0136d8f..ffc94d20de 100644 --- a/src/overlays/actors/ovl_En_Dh/z_en_dh.c +++ b/src/overlays/actors/ovl_En_Dh/z_en_dh.c @@ -1,7 +1,7 @@ #include "z_en_dh.h" #include "assets/objects/object_dh/object_dh.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4 | ACTOR_FLAG_10) typedef enum EnDhAction { /* 0 */ DH_WAIT, @@ -148,7 +148,7 @@ void EnDh_Init(Actor* thisx, PlayState* play) { this->actor.colChkInfo.mass = MASS_HEAVY; this->actor.colChkInfo.health = LINK_IS_ADULT ? 14 : 20; this->alpha = this->unk_258 = 255; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Collider_InitCylinder(play, &this->collider1); Collider_SetCylinder(play, &this->collider1, &this->actor, &sCylinderInit); Collider_InitJntSph(play, &this->collider2); @@ -206,7 +206,7 @@ void EnDh_Wait(EnDh* this, PlayState* play) { if ((this->actor.params >= ENDH_START_ATTACK_GRAB) || (this->actor.params <= ENDH_HANDS_KILLED_4)) { switch (this->actionState) { case 0: - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.shape.rot.y = this->actor.yawTowardsPlayer; this->actor.flags &= ~ACTOR_FLAG_REACT_TO_LENS; this->actionState++; @@ -366,7 +366,7 @@ void EnDh_SetupBurrow(EnDh* this) { this->actor.world.rot.y = this->actor.shape.rot.y; this->dirtWavePhase = 0; this->actionState = 0; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Actor_PlaySfx(&this->actor, NA_SE_EN_DEADHAND_HIDE); EnDh_SetupAction(this, EnDh_Burrow); } @@ -437,7 +437,7 @@ void EnDh_SetupDeath(EnDh* this) { Animation_MorphToPlayOnce(&this->skelAnime, &object_dh_Anim_0032BC, -1.0f); this->curAction = DH_DEATH; this->timer = 300; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.speed = 0.0f; func_800F5B58(); this->actor.params = ENDH_DEATH; diff --git a/src/overlays/actors/ovl_En_Dha/z_en_dha.c b/src/overlays/actors/ovl_En_Dha/z_en_dha.c index a48fdfdd6a..e193d17db8 100644 --- a/src/overlays/actors/ovl_En_Dha/z_en_dha.c +++ b/src/overlays/actors/ovl_En_Dha/z_en_dha.c @@ -8,7 +8,7 @@ #include "overlays/actors/ovl_En_Dh/z_en_dh.h" #include "assets/objects/object_dh/object_dh.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4) void EnDha_Init(Actor* thisx, PlayState* play); void EnDha_Destroy(Actor* thisx, PlayState* play); @@ -166,7 +166,7 @@ void EnDha_Init(Actor* thisx, PlayState* play) { this->limbAngleX[0] = -0x4000; Collider_InitJntSph(play, &this->collider); Collider_SetJntSph(play, &this->collider, &this->actor, &sJntSphInit, this->colliderItem); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; EnDha_SetupWait(this); } diff --git a/src/overlays/actors/ovl_En_Diving_Game/z_en_diving_game.c b/src/overlays/actors/ovl_En_Diving_Game/z_en_diving_game.c index 6a758c454c..9a40d4a927 100644 --- a/src/overlays/actors/ovl_En_Diving_Game/z_en_diving_game.c +++ b/src/overlays/actors/ovl_En_Diving_Game/z_en_diving_game.c @@ -9,7 +9,7 @@ #include "assets/objects/object_zo/object_zo.h" #include "terminal.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4) void EnDivingGame_Init(Actor* thisx, PlayState* play); void EnDivingGame_Destroy(Actor* thisx, PlayState* play); diff --git a/src/overlays/actors/ovl_En_Dns/z_en_dns.c b/src/overlays/actors/ovl_En_Dns/z_en_dns.c index c1b8eea2f3..e7a082260e 100644 --- a/src/overlays/actors/ovl_En_Dns/z_en_dns.c +++ b/src/overlays/actors/ovl_En_Dns/z_en_dns.c @@ -7,7 +7,7 @@ #include "z_en_dns.h" #include "terminal.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL) void EnDns_Init(Actor* thisx, PlayState* play); void EnDns_Destroy(Actor* thisx, PlayState* play); @@ -435,7 +435,7 @@ void EnDns_SetupBurrow(EnDns* this, PlayState* play) { this->dnsItemEntry->payment(this); this->dropCollectible = true; this->isColliderEnabled = false; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; EnDns_ChangeAnim(this, DNS_ANIM_BURROW); this->actionFunc = EnDns_Burrow; } @@ -443,7 +443,7 @@ void EnDns_SetupBurrow(EnDns* this, PlayState* play) { this->dnsItemEntry->payment(this); this->dropCollectible = true; this->isColliderEnabled = false; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; EnDns_ChangeAnim(this, DNS_ANIM_BURROW); this->actionFunc = EnDns_Burrow; } @@ -452,7 +452,7 @@ void EnDns_SetupBurrow(EnDns* this, PlayState* play) { void EnDns_SetupNoSaleBurrow(EnDns* this, PlayState* play) { if ((Message_GetState(&play->msgCtx) == TEXT_STATE_DONE) && Message_ShouldAdvance(play)) { this->isColliderEnabled = false; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; EnDns_ChangeAnim(this, DNS_ANIM_BURROW); this->actionFunc = EnDns_Burrow; } diff --git a/src/overlays/actors/ovl_En_Dnt_Demo/z_en_dnt_demo.c b/src/overlays/actors/ovl_En_Dnt_Demo/z_en_dnt_demo.c index e2af5e3d84..15ba4bb788 100644 --- a/src/overlays/actors/ovl_En_Dnt_Demo/z_en_dnt_demo.c +++ b/src/overlays/actors/ovl_En_Dnt_Demo/z_en_dnt_demo.c @@ -98,7 +98,7 @@ void EnDntDemo_Init(Actor* thisx, PlayState* play2) { PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ じじじじじじじじじじい ☆☆☆☆☆ %x\n" VT_RST, this->leader); } this->subCamId = SUB_CAM_ID_DONE; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = EnDntDemo_Judge; } diff --git a/src/overlays/actors/ovl_En_Dnt_Jiji/z_en_dnt_jiji.c b/src/overlays/actors/ovl_En_Dnt_Jiji/z_en_dnt_jiji.c index 0cca8f1ca6..ac1b1e91db 100644 --- a/src/overlays/actors/ovl_En_Dnt_Jiji/z_en_dnt_jiji.c +++ b/src/overlays/actors/ovl_En_Dnt_Jiji/z_en_dnt_jiji.c @@ -10,7 +10,7 @@ #include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h" #include "terminal.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4) void EnDntJiji_Init(Actor* thisx, PlayState* play); void EnDntJiji_Destroy(Actor* thisx, PlayState* play); @@ -82,7 +82,7 @@ void EnDntJiji_Init(Actor* thisx, PlayState* play) { PRINTF("\n\n"); // "Deku Scrub mask show elder" PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ デグナッツお面品評会長老 ☆☆☆☆☆ %x\n" VT_RST, this->stage); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.colChkInfo.mass = 0xFF; this->actor.attentionRangeType = ATTENTION_RANGE_6; this->actionFunc = EnDntJiji_SetFlower; @@ -221,7 +221,7 @@ void EnDntJiji_SetupCower(EnDntJiji* this, PlayState* play) { } else { this->getItemId = GI_DEKU_NUT_UPGRADE_40; } - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.textId = 0x10DB; this->unused = 5; this->actionFunc = EnDntJiji_Cower; @@ -302,7 +302,7 @@ void EnDntJiji_GivePrize(EnDntJiji* this, PlayState* play) { this->stage->leaderSignal = DNT_SIGNAL_RETURN; } } - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; if (!this->unburrow) { this->actionFunc = EnDntJiji_SetupHide; } else { diff --git a/src/overlays/actors/ovl_En_Dnt_Nomal/z_en_dnt_nomal.c b/src/overlays/actors/ovl_En_Dnt_Nomal/z_en_dnt_nomal.c index eb215b32c2..1e62d2e0d9 100644 --- a/src/overlays/actors/ovl_En_Dnt_Nomal/z_en_dnt_nomal.c +++ b/src/overlays/actors/ovl_En_Dnt_Nomal/z_en_dnt_nomal.c @@ -122,7 +122,7 @@ void EnDntNomal_Init(Actor* thisx, PlayState* play) { if (this->type < ENDNTNOMAL_TARGET) { this->type = ENDNTNOMAL_TARGET; } - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.colChkInfo.mass = 0xFF; this->objectId = -1; if (this->type == ENDNTNOMAL_TARGET) { diff --git a/src/overlays/actors/ovl_En_Dodojr/z_en_dodojr.c b/src/overlays/actors/ovl_En_Dodojr/z_en_dodojr.c index 0a882fe0cb..468d9cf7e4 100644 --- a/src/overlays/actors/ovl_En_Dodojr/z_en_dodojr.c +++ b/src/overlays/actors/ovl_En_Dodojr/z_en_dodojr.c @@ -8,7 +8,7 @@ #include "overlays/actors/ovl_En_Bom/z_en_bom.h" #include "assets/objects/object_dodojr/object_dodojr.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE) void EnDodojr_Init(Actor* thisx, PlayState* play); void EnDodojr_Destroy(Actor* thisx, PlayState* play); @@ -76,7 +76,7 @@ void EnDodojr_Init(Actor* thisx, PlayState* play) { CollisionCheck_SetInfo2(&this->actor.colChkInfo, DamageTable_Get(4), &sColChkInit); this->actor.naviEnemyId = NAVI_ENEMY_BABY_DODONGO; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Actor_SetScale(&this->actor, 0.02f); @@ -203,7 +203,7 @@ void EnDodojr_SetupJumpAttackBounce(EnDodojr* this) { void EnDodojr_SetupDespawn(EnDodojr* this) { this->actor.shape.shadowDraw = NULL; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.home.pos = this->actor.world.pos; this->actor.speed = 0.0f; this->actor.gravity = -0.8f; @@ -315,7 +315,7 @@ s32 EnDodojr_IsPlayerWithinAttackRange(EnDodojr* this) { void EnDodojr_SetupStandardDeathBounce(EnDodojr* this) { Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_M_DEAD); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; EnDodojr_SetupFlipBounce(this); this->actionFunc = EnDodojr_StandardDeathBounce; } @@ -400,7 +400,7 @@ void EnDodojr_WaitUnderground(EnDodojr* this, PlayState* play) { -10.0f); Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_M_UP); this->actor.world.pos.y -= 60.0f; - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.world.rot.x -= 0x4000; this->actor.shape.rot.x = this->actor.world.rot.x; this->dustPos = this->actor.world.pos; @@ -477,7 +477,7 @@ void EnDodojr_EatBomb(EnDodojr* this, PlayState* play) { void EnDodojr_SwallowBomb(EnDodojr* this, PlayState* play) { if (DECR(this->timer) == 0) { EnDodojr_DoSwallowedBombEffects(this); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; EnDodojr_SetupFlipBounce(this); this->actionFunc = EnDodojr_SwallowedBombDeathBounce; } diff --git a/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c b/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c index 1f3ba0cfa4..ef09744a7c 100644 --- a/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c +++ b/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c @@ -3,7 +3,7 @@ #include "overlays/actors/ovl_En_Bombf/z_en_bombf.h" #include "assets/objects/object_dodongo/object_dodongo.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4) typedef enum EnDodongoActionState { DODONGO_SWEEP_TAIL, @@ -563,12 +563,12 @@ void EnDodongo_Walk(EnDodongo* this, PlayState* play) { if (Math_Vec3f_DistXZ(&this->actor.home.pos, &player->actor.world.pos) < 400.0f) { Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 1, 0x1F4, 0); - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; if ((this->actor.xzDistToPlayer < 100.0f) && (yawDiff < 0x1388) && (this->actor.yDistToPlayer < 60.0f)) { EnDodongo_SetupBreatheFire(this); } } else { - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; if ((Math_Vec3f_DistXZ(&this->actor.world.pos, &this->actor.home.pos) > 150.0f) || (this->retreatTimer != 0)) { s16 yawToHome = Math_Vec3f_Yaw(&this->actor.world.pos, &this->actor.home.pos); @@ -663,7 +663,7 @@ void EnDodongo_SetupDeath(EnDodongo* this, PlayState* play) { this->timer = 0; Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_J_DEAD); this->actionState = DODONGO_DEATH; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.speed = 0.0f; EnDodongo_SetupAction(this, EnDodongo_Death); } diff --git a/src/overlays/actors/ovl_En_Door/z_en_door.c b/src/overlays/actors/ovl_En_Door/z_en_door.c index 25f237d298..b9a6e9ea9d 100644 --- a/src/overlays/actors/ovl_En_Door/z_en_door.c +++ b/src/overlays/actors/ovl_En_Door/z_en_door.c @@ -206,7 +206,7 @@ void EnDoor_SetupType(EnDoor* this, PlayState* play) { doorType = DOOR_SCENEEXIT; } else { this->actionFunc = EnDoor_WaitForCheck; - this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_27; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_LOCK_ON_DISABLED; } } // Replace the door type it was loaded with by the new type diff --git a/src/overlays/actors/ovl_En_Ds/z_en_ds.c b/src/overlays/actors/ovl_En_Ds/z_en_ds.c index d07d7937a6..3ba350174d 100644 --- a/src/overlays/actors/ovl_En_Ds/z_en_ds.c +++ b/src/overlays/actors/ovl_En_Ds/z_en_ds.c @@ -7,7 +7,7 @@ #include "z_en_ds.h" #include "assets/objects/object_ds/object_ds.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL) void EnDs_Init(Actor* thisx, PlayState* play); void EnDs_Destroy(Actor* thisx, PlayState* play); @@ -43,7 +43,7 @@ void EnDs_Init(Actor* thisx, PlayState* play) { this->actionFunc = EnDs_Wait; this->actor.attentionRangeType = ATTENTION_RANGE_1; this->unk_1E8 = 0; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->unk_1E4 = 0.0f; } diff --git a/src/overlays/actors/ovl_En_Du/z_en_du.c b/src/overlays/actors/ovl_En_Du/z_en_du.c index d1994135b6..d6ca5252df 100644 --- a/src/overlays/actors/ovl_En_Du/z_en_du.c +++ b/src/overlays/actors/ovl_En_Du/z_en_du.c @@ -2,7 +2,7 @@ #include "assets/objects/object_du/object_du.h" #include "assets/scenes/overworld/spot18/spot18_scene.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_25) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_25) void EnDu_Init(Actor* thisx, PlayState* play); void EnDu_Destroy(Actor* thisx, PlayState* play); diff --git a/src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.c b/src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.c index 2b93c1d6a5..dc9bf033a3 100644 --- a/src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.c +++ b/src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.c @@ -1,7 +1,7 @@ #include "z_en_eiyer.h" #include "assets/objects/object_ei/object_ei.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE) void EnEiyer_Init(Actor* thisx, PlayState* play); void EnEiyer_Destroy(Actor* thisx, PlayState* play); @@ -200,7 +200,7 @@ void EnEiyer_SetupAppearFromGround(EnEiyer* this) { this->collider.base.atFlags &= ~AT_ON; this->collider.base.acFlags &= ~AC_ON; - this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_IGNORE_QUAKE); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_IGNORE_QUAKE); this->actor.shape.shadowScale = 0.0f; this->actor.shape.yOffset = 0.0f; this->actionFunc = EnEiyer_AppearFromGround; @@ -216,11 +216,11 @@ void EnEiyer_SetupUnderground(EnEiyer* this) { this->collider.base.acFlags |= AC_ON; this->actor.flags &= ~ACTOR_FLAG_4; - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } void EnEiyer_SetupInactive(EnEiyer* this) { - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.world.rot.y = this->actor.shape.rot.y; this->actionFunc = EnEiyer_Inactive; } @@ -608,7 +608,7 @@ void EnEiyer_UpdateDamage(EnEiyer* this, PlayState* play) { if (Actor_ApplyDamage(&this->actor) == 0) { Enemy_StartFinishingBlow(play, &this->actor); Actor_PlaySfx(&this->actor, NA_SE_EN_EIER_DEAD); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } // If underground, one hit kill @@ -672,7 +672,7 @@ void EnEiyer_Update(Actor* thisx, PlayState* play) { } } - if (this->actor.flags & ACTOR_FLAG_0) { + if (this->actor.flags & ACTOR_FLAG_ATTENTION_ENABLED) { this->actor.focus.pos.x = this->actor.world.pos.x + Math_SinS(this->actor.shape.rot.y) * 12.5f; this->actor.focus.pos.z = this->actor.world.pos.z + Math_CosS(this->actor.shape.rot.y) * 12.5f; this->actor.focus.pos.y = this->actor.world.pos.y; diff --git a/src/overlays/actors/ovl_En_Encount1/z_en_encount1.c b/src/overlays/actors/ovl_En_Encount1/z_en_encount1.c index ed34f4537a..2854fd88dd 100644 --- a/src/overlays/actors/ovl_En_Encount1/z_en_encount1.c +++ b/src/overlays/actors/ovl_En_Encount1/z_en_encount1.c @@ -2,7 +2,7 @@ #include "terminal.h" #include "overlays/actors/ovl_En_Tite/z_en_tite.h" -#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_27) +#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_LOCK_ON_DISABLED) void EnEncount1_Init(Actor* thisx, PlayState* play); void EnEncount1_Update(Actor* thisx, PlayState* play); @@ -66,7 +66,7 @@ void EnEncount1_Init(Actor* thisx, PlayState* play) { this->spawnRange); PRINTF("\n\n"); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; switch (this->spawnType) { case SPAWNER_LEEVER: this->timer = 30; diff --git a/src/overlays/actors/ovl_En_Ex_Item/z_en_ex_item.c b/src/overlays/actors/ovl_En_Ex_Item/z_en_ex_item.c index 54ed4e8621..f84adf216e 100644 --- a/src/overlays/actors/ovl_En_Ex_Item/z_en_ex_item.c +++ b/src/overlays/actors/ovl_En_Ex_Item/z_en_ex_item.c @@ -51,7 +51,7 @@ void EnExItem_Init(Actor* thisx, PlayState* play) { s32 pad; EnExItem* this = (EnExItem*)thisx; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->type = PARAMS_GET_U(this->actor.params, 0, 8); this->unusedParam = PARAMS_GET_U(this->actor.params, 8, 8); PRINTF("\n\n"); diff --git a/src/overlays/actors/ovl_En_Ex_Ruppy/z_en_ex_ruppy.c b/src/overlays/actors/ovl_En_Ex_Ruppy/z_en_ex_ruppy.c index 0704ac3de1..4d2f66ba20 100644 --- a/src/overlays/actors/ovl_En_Ex_Ruppy/z_en_ex_ruppy.c +++ b/src/overlays/actors/ovl_En_Ex_Ruppy/z_en_ex_ruppy.c @@ -105,7 +105,7 @@ void EnExRuppy_Init(Actor* thisx, PlayState* play) { this->unk_15A = this->actor.world.rot.z; this->actor.world.rot.z = 0; this->timer = 30; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = EnExRuppy_DropIntoWater; break; @@ -123,7 +123,7 @@ void EnExRuppy_Init(Actor* thisx, PlayState* play) { PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ わーなーコイン ☆☆☆☆☆ \n" VT_RST); this->actor.shape.shadowScale = 6.0f; this->actor.shape.yOffset = 700.0f; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = EnExRuppy_WaitToBlowUp; break; @@ -145,13 +145,13 @@ void EnExRuppy_Init(Actor* thisx, PlayState* play) { PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ ノーマルルピー ☆☆☆☆☆ \n" VT_RST); this->actor.shape.shadowScale = 6.0f; this->actor.shape.yOffset = 700.0f; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = EnExRuppy_WaitAsCollectible; break; case 4: // Progress markers in the shooting gallery this->actor.gravity = -3.0f; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Actor_SetScale(&this->actor, 0.01f); this->actor.shape.shadowScale = 6.0f; this->actor.shape.yOffset = -700.0f; diff --git a/src/overlays/actors/ovl_En_Fd/z_en_fd.c b/src/overlays/actors/ovl_En_Fd/z_en_fd.c index 10bf1520b3..cb62c9d622 100644 --- a/src/overlays/actors/ovl_En_Fd/z_en_fd.c +++ b/src/overlays/actors/ovl_En_Fd/z_en_fd.c @@ -8,7 +8,7 @@ #include "assets/objects/gameplay_keep/gameplay_keep.h" #include "assets/objects/object_fw/object_fw.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_9) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4 | ACTOR_FLAG_9) void EnFd_Init(Actor* thisx, PlayState* play); void EnFd_Destroy(Actor* thisx, PlayState* play); @@ -288,7 +288,7 @@ s32 EnFd_ColliderCheck(EnFd* this, PlayState* play) { return false; } this->invincibilityTimer = 30; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Actor_PlaySfx(&this->actor, NA_SE_EN_FLAME_DAMAGE); Enemy_StartFinishingBlow(play, &this->actor); return true; @@ -452,7 +452,7 @@ void EnFd_Init(Actor* thisx, PlayState* play) { Collider_InitJntSph(play, &this->collider); Collider_SetJntSph(play, &this->collider, &this->actor, &sJntSphInit, this->colSphs); CollisionCheck_SetInfo2(&this->actor.colChkInfo, DamageTable_Get(0xF), &sColChkInit); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.flags |= ACTOR_FLAG_24; Actor_SetScale(&this->actor, 0.01f); this->firstUpdateFlag = true; @@ -485,7 +485,7 @@ void EnFd_SpinAndGrow(EnFd* this, PlayState* play) { this->actor.velocity.y = 6.0f; this->actor.scale.y = 0.01f; this->actor.world.rot.y ^= 0x8000; - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.speed = 8.0f; Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENFD_ANIM_1); this->actionFunc = EnFd_JumpToGround; @@ -663,7 +663,7 @@ void EnFd_Update(Actor* thisx, PlayState* play) { if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_13)) { // has been hookshoted if (EnFd_SpawnCore(this, play)) { - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->invincibilityTimer = 30; Actor_PlaySfx(&this->actor, NA_SE_EN_FLAME_DAMAGE); Enemy_StartFinishingBlow(play, &this->actor); diff --git a/src/overlays/actors/ovl_En_Fd_Fire/z_en_fd_fire.c b/src/overlays/actors/ovl_En_Fd_Fire/z_en_fd_fire.c index f3c9f148d0..a98ba9e08f 100644 --- a/src/overlays/actors/ovl_En_Fd_Fire/z_en_fd_fire.c +++ b/src/overlays/actors/ovl_En_Fd_Fire/z_en_fd_fire.c @@ -1,7 +1,7 @@ #include "z_en_fd_fire.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4) void EnFdFire_Init(Actor* thisx, PlayState* play); void EnFdFire_Destroy(Actor* thisx, PlayState* play); @@ -128,7 +128,7 @@ void EnFdFire_Init(Actor* thisx, PlayState* play) { Collider_InitCylinder(play, &this->collider); Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit); CollisionCheck_SetInfo2(&this->actor.colChkInfo, &sDamageTable, &sColChkInit); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.gravity = -0.6f; this->actor.speed = 5.0f; this->actor.velocity.y = 12.0f; diff --git a/src/overlays/actors/ovl_En_Firefly/z_en_firefly.c b/src/overlays/actors/ovl_En_Firefly/z_en_firefly.c index 00be9adeae..0e2c334179 100644 --- a/src/overlays/actors/ovl_En_Firefly/z_en_firefly.c +++ b/src/overlays/actors/ovl_En_Firefly/z_en_firefly.c @@ -8,7 +8,7 @@ #include "assets/objects/object_firefly/object_firefly.h" #include "overlays/actors/ovl_Obj_Syokudai/z_obj_syokudai.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_14) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_14) void EnFirefly_Init(Actor* thisx, PlayState* play); void EnFirefly_Destroy(Actor* thisx, PlayState* play); @@ -625,7 +625,7 @@ void EnFirefly_UpdateDamage(EnFirefly* this, PlayState* play) { if ((this->actor.colChkInfo.damageEffect != 0) || (this->actor.colChkInfo.damage != 0)) { if (Actor_ApplyDamage(&this->actor) == 0) { Enemy_StartFinishingBlow(play, &this->actor); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } damageEffect = this->actor.colChkInfo.damageEffect; diff --git a/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c b/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c index 4ae4598081..516a2ed6aa 100644 --- a/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c +++ b/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c @@ -7,7 +7,7 @@ #include "z_en_floormas.h" #include "assets/objects/object_wallmaster/object_wallmaster.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10) #define SPAWN_INVISIBLE 0x8000 #define SPAWN_SMALL 0x10 @@ -144,7 +144,7 @@ void EnFloormas_Init(Actor* thisx, PlayState* play2) { if (this->actor.params == SPAWN_SMALL) { this->actor.draw = NULL; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = EnFloormas_SmallWait; } else { // spawn first small floormaster @@ -345,7 +345,7 @@ void EnFloormas_SetupGrabLink(EnFloormas* this, Player* player) { f32 xzDelta; Animation_Change(&this->skelAnime, &gWallmasterJumpAnim, 1.0f, 36.0f, 45.0f, ANIMMODE_ONCE, -3.0f); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.speed = 0.0f; this->actor.velocity.y = 0.0f; EnFloormas_MakeInvulnerable(this); @@ -384,7 +384,7 @@ void EnFloormas_SetupSmallWait(EnFloormas* this) { } this->actor.draw = NULL; this->actionFunc = EnFloormas_SmallWait; - this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_4); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_4); } void EnFloormas_SetupTakeDamage(EnFloormas* this) { @@ -662,7 +662,7 @@ void EnFloormas_Land(EnFloormas* this, PlayState* play) { void EnFloormas_Split(EnFloormas* this, PlayState* play) { if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) { if (SkelAnime_Update(&this->skelAnime)) { - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->smallActionTimer = 50; EnFloormas_SetupStand(this); } @@ -804,7 +804,7 @@ void EnFloormas_GrabLink(EnFloormas* this, PlayState* play) { this->actor.shape.rot.x = 0; this->actor.velocity.y = 6.0f; - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.speed = -3.0f; EnFloormas_SetupLand(this); } else { @@ -996,7 +996,7 @@ void EnFloormas_ColliderCheck(EnFloormas* this, PlayState* play) { Actor_PlaySfx(&this->actor, NA_SE_EN_FALL_DEAD); } Enemy_StartFinishingBlow(play, &this->actor); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } else if (this->actor.colChkInfo.damage != 0) { Actor_PlaySfx(&this->actor, NA_SE_EN_FALL_DAMAGE); } diff --git a/src/overlays/actors/ovl_En_Fr/z_en_fr.c b/src/overlays/actors/ovl_En_Fr/z_en_fr.c index f8943dcd8c..08943b92fb 100644 --- a/src/overlays/actors/ovl_En_Fr/z_en_fr.c +++ b/src/overlays/actors/ovl_En_Fr/z_en_fr.c @@ -3,7 +3,7 @@ #include "terminal.h" #include "assets/objects/object_fr/object_fr.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4 | ACTOR_FLAG_25) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4 | ACTOR_FLAG_25) void EnFr_Init(Actor* thisx, PlayState* play); void EnFr_Destroy(Actor* thisx, PlayState* play); @@ -236,7 +236,7 @@ void EnFr_Init(Actor* thisx, PlayState* play) { this->actor.destroy = NULL; this->actor.draw = NULL; this->actor.update = EnFr_UpdateIdle; - this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_4); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_4); this->actor.flags &= ~0; Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_PROP); this->actor.textId = 0x40AC; @@ -321,7 +321,7 @@ void EnFr_Update(Actor* thisx, PlayState* play) { this->posButterflyLight.x = this->posButterfly.x = this->posLogSpot.x; this->posButterflyLight.y = this->posButterfly.y = this->posLogSpot.y + 50.0f; this->posButterflyLight.z = this->posButterfly.z = this->posLogSpot.z; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } } diff --git a/src/overlays/actors/ovl_En_Fu/z_en_fu.c b/src/overlays/actors/ovl_En_Fu/z_en_fu.c index 5056d0b7c6..5c65d7bf41 100644 --- a/src/overlays/actors/ovl_En_Fu/z_en_fu.c +++ b/src/overlays/actors/ovl_En_Fu/z_en_fu.c @@ -8,7 +8,7 @@ #include "assets/objects/object_fu/object_fu.h" #include "assets/scenes/indoors/hakasitarelay/hakasitarelay_scene.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4 | ACTOR_FLAG_25) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4 | ACTOR_FLAG_25) #define FU_RESET_LOOK_ANGLE (1 << 0) #define FU_WAIT (1 << 1) diff --git a/src/overlays/actors/ovl_En_Fw/z_en_fw.c b/src/overlays/actors/ovl_En_Fw/z_en_fw.c index fbe16442c8..98799ac9a0 100644 --- a/src/overlays/actors/ovl_En_Fw/z_en_fw.c +++ b/src/overlays/actors/ovl_En_Fw/z_en_fw.c @@ -9,7 +9,7 @@ #include "overlays/actors/ovl_En_Bom/z_en_bom.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_9) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4 | ACTOR_FLAG_9) void EnFw_Init(Actor* thisx, PlayState* play); void EnFw_Destroy(Actor* thisx, PlayState* play); diff --git a/src/overlays/actors/ovl_En_Fz/z_en_fz.c b/src/overlays/actors/ovl_En_Fz/z_en_fz.c index 492b42158e..f3f0165a9a 100644 --- a/src/overlays/actors/ovl_En_Fz/z_en_fz.c +++ b/src/overlays/actors/ovl_En_Fz/z_en_fz.c @@ -1,7 +1,7 @@ #include "z_en_fz.h" #include "assets/objects/object_fz/object_fz.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4 | ACTOR_FLAG_10) void EnFz_Init(Actor* thisx, PlayState* play); void EnFz_Destroy(Actor* thisx, PlayState* play); @@ -173,7 +173,7 @@ void EnFz_Init(Actor* thisx, PlayState* play) { Actor_SetScale(&this->actor, 0.008f); this->actor.colChkInfo.mass = MASS_IMMOVABLE; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->unusedTimer1 = 0; this->unusedCounter = 0; this->updateBgInfo = true; @@ -389,7 +389,7 @@ void EnFz_SetYawTowardsPlayer(EnFz* this) { void EnFz_SetupDisappear(EnFz* this) { this->state = 2; this->isFreezing = false; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = EnFz_Disappear; } @@ -447,7 +447,7 @@ void EnFz_SetupAimForMove(EnFz* this) { this->timer = 40; this->updateBgInfo = true; this->isFreezing = true; - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = EnFz_AimForMove; this->actor.gravity = -1.0f; } @@ -554,7 +554,7 @@ void EnFz_SetupDespawn(EnFz* this, PlayState* play) { this->updateBgInfo = true; this->isFreezing = false; this->isDespawning = true; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->isActive = false; this->timer = 60; Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_PROP); @@ -572,7 +572,7 @@ void EnFz_SetupMelt(EnFz* this) { this->state = 3; this->isFreezing = false; this->isDespawning = true; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.speed = 0.0f; this->speedXZ = 0.0f; this->actionFunc = EnFz_Melt; @@ -603,7 +603,7 @@ void EnFz_SetupBlowSmokeStationary(EnFz* this) { this->timer = 40; this->updateBgInfo = true; this->isFreezing = true; - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = EnFz_BlowSmokeStationary; this->actor.gravity = -1.0f; } diff --git a/src/overlays/actors/ovl_En_Ganon_Mant/z_en_ganon_mant.c b/src/overlays/actors/ovl_En_Ganon_Mant/z_en_ganon_mant.c index 1b106d6726..efae964b29 100644 --- a/src/overlays/actors/ovl_En_Ganon_Mant/z_en_ganon_mant.c +++ b/src/overlays/actors/ovl_En_Ganon_Mant/z_en_ganon_mant.c @@ -102,7 +102,7 @@ static u64 sForceAlignment = 0; void EnGanonMant_Init(Actor* thisx, PlayState* play) { EnGanonMant* this = (EnGanonMant*)thisx; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } void EnGanonMant_Destroy(Actor* thisx, PlayState* play) { diff --git a/src/overlays/actors/ovl_En_Ganon_Organ/z_en_ganon_organ.c b/src/overlays/actors/ovl_En_Ganon_Organ/z_en_ganon_organ.c index 572152575c..66c4b15333 100644 --- a/src/overlays/actors/ovl_En_Ganon_Organ/z_en_ganon_organ.c +++ b/src/overlays/actors/ovl_En_Ganon_Organ/z_en_ganon_organ.c @@ -31,7 +31,7 @@ static u64 sForceAlignment = 0; #include "assets/overlays/ovl_En_Ganon_Organ/ovl_En_Ganon_Organ.c" void EnGanonOrgan_Init(Actor* thisx, PlayState* play) { - thisx->flags &= ~ACTOR_FLAG_0; + thisx->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } void EnGanonOrgan_Destroy(Actor* thisx, PlayState* play) { diff --git a/src/overlays/actors/ovl_En_Gb/z_en_gb.c b/src/overlays/actors/ovl_En_Gb/z_en_gb.c index ffb3bb2051..699bdafb42 100644 --- a/src/overlays/actors/ovl_En_Gb/z_en_gb.c +++ b/src/overlays/actors/ovl_En_Gb/z_en_gb.c @@ -7,7 +7,7 @@ #include "z_en_gb.h" #include "assets/objects/object_ps/object_ps.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL) void EnGb_Init(Actor* thisx, PlayState* play); void EnGb_Destroy(Actor* thisx, PlayState* play); diff --git a/src/overlays/actors/ovl_En_Ge1/z_en_ge1.c b/src/overlays/actors/ovl_En_Ge1/z_en_ge1.c index 0583aae68f..56fb1dd27e 100644 --- a/src/overlays/actors/ovl_En_Ge1/z_en_ge1.c +++ b/src/overlays/actors/ovl_En_Ge1/z_en_ge1.c @@ -8,7 +8,7 @@ #include "terminal.h" #include "assets/objects/object_ge1/object_ge1.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL) #define GE1_STATE_TALKING (1 << 0) #define GE1_STATE_GIVE_QUIVER (1 << 1) diff --git a/src/overlays/actors/ovl_En_Ge2/z_en_ge2.c b/src/overlays/actors/ovl_En_Ge2/z_en_ge2.c index 5d52081e20..a5903e21f0 100644 --- a/src/overlays/actors/ovl_En_Ge2/z_en_ge2.c +++ b/src/overlays/actors/ovl_En_Ge2/z_en_ge2.c @@ -8,7 +8,7 @@ #include "terminal.h" #include "assets/objects/object_gla/object_gla.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4) #define GE2_STATE_ANIMCOMPLETE (1 << 1) #define GE2_STATE_KO (1 << 2) @@ -298,7 +298,7 @@ void EnGe2_KnockedOut(EnGe2* this, PlayState* play) { s32 effectAngle; Vec3f effectPos; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; if (this->stateFlags & GE2_STATE_ANIMCOMPLETE) { effectAngle = (play->state.frames) * 0x2800; effectPos.x = this->actor.focus.pos.x + (Math_CosS(effectAngle) * 5.0f); diff --git a/src/overlays/actors/ovl_En_Ge3/z_en_ge3.c b/src/overlays/actors/ovl_En_Ge3/z_en_ge3.c index 4eaf327282..68be541e7a 100644 --- a/src/overlays/actors/ovl_En_Ge3/z_en_ge3.c +++ b/src/overlays/actors/ovl_En_Ge3/z_en_ge3.c @@ -8,7 +8,7 @@ #include "assets/objects/object_geldb/object_geldb.h" #include "versions.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4) void EnGe3_Init(Actor* thisx, PlayState* play2); void EnGe3_Destroy(Actor* thisx, PlayState* play); diff --git a/src/overlays/actors/ovl_En_GeldB/z_en_geldb.c b/src/overlays/actors/ovl_En_GeldB/z_en_geldb.c index d81e358799..d9fed96d1e 100644 --- a/src/overlays/actors/ovl_En_GeldB/z_en_geldb.c +++ b/src/overlays/actors/ovl_En_GeldB/z_en_geldb.c @@ -7,7 +7,7 @@ #include "z_en_geldb.h" #include "assets/objects/object_geldb/object_geldb.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4) typedef enum EnGeldBAction { /* 0 */ GELDB_WAIT, @@ -355,7 +355,7 @@ void EnGeldB_SetupWait(EnGeldB* this) { this->action = GELDB_WAIT; this->actor.bgCheckFlags &= ~(BGCHECKFLAG_GROUND | BGCHECKFLAG_GROUND_TOUCH); this->actor.gravity = -2.0f; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; EnGeldB_SetupAction(this, EnGeldB_Wait); } @@ -372,7 +372,7 @@ void EnGeldB_Wait(EnGeldB* this, PlayState* play) { Actor_PlaySfx(&this->actor, NA_SE_EN_RIZA_DOWN); this->skelAnime.playSpeed = 1.0f; this->actor.world.pos.y = this->actor.floorHeight; - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.focus.pos = this->actor.world.pos; this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND_TOUCH; this->actor.velocity.y = 0.0f; @@ -1328,7 +1328,7 @@ void EnGeldB_SetupDefeated(EnGeldB* this) { this->invisible = true; } this->action = GELDB_DEFEAT; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Actor_PlaySfx(&this->actor, NA_SE_EN_GERUDOFT_DEAD); EnGeldB_SetupAction(this, EnGeldB_Defeated); } diff --git a/src/overlays/actors/ovl_En_GirlA/z_en_girla.c b/src/overlays/actors/ovl_En_GirlA/z_en_girla.c index 2426fdd174..a2a437ef43 100644 --- a/src/overlays/actors/ovl_En_GirlA/z_en_girla.c +++ b/src/overlays/actors/ovl_En_GirlA/z_en_girla.c @@ -7,7 +7,7 @@ #include "z_en_girla.h" #include "terminal.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4) void EnGirlA_Init(Actor* thisx, PlayState* play); void EnGirlA_Destroy(Actor* thisx, PlayState* play); @@ -1058,7 +1058,7 @@ void EnGirlA_WaitForObject(EnGirlA* this, PlayState* play) { this->hiliteFunc = itemEntry->hiliteFunc; this->giDrawId = itemEntry->giDrawId; PRINTF("%s(%2d)\n", sShopItemDescriptions[params], params); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Actor_SetScale(&this->actor, 0.25f); this->actor.shape.yOffset = 24.0f; this->actor.shape.shadowScale = 4.0f; diff --git a/src/overlays/actors/ovl_En_Gm/z_en_gm.c b/src/overlays/actors/ovl_En_Gm/z_en_gm.c index a71831496e..68fca33fdd 100644 --- a/src/overlays/actors/ovl_En_Gm/z_en_gm.c +++ b/src/overlays/actors/ovl_En_Gm/z_en_gm.c @@ -9,7 +9,7 @@ #include "assets/objects/object_gm/object_gm.h" #include "terminal.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4) void EnGm_Init(Actor* thisx, PlayState* play); void EnGm_Destroy(Actor* thisx, PlayState* play); diff --git a/src/overlays/actors/ovl_En_Go/z_en_go.c b/src/overlays/actors/ovl_En_Go/z_en_go.c index 380f5f938c..42dd76fde4 100644 --- a/src/overlays/actors/ovl_En_Go/z_en_go.c +++ b/src/overlays/actors/ovl_En_Go/z_en_go.c @@ -3,7 +3,7 @@ #include "assets/objects/gameplay_keep/gameplay_keep.h" #include "assets/objects/object_oF1d_map/object_oF1d_map.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4 | ACTOR_FLAG_5) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4 | ACTOR_FLAG_5) void EnGo_Init(Actor* thisx, PlayState* play); void EnGo_Destroy(Actor* thisx, PlayState* play); diff --git a/src/overlays/actors/ovl_En_Go2/z_en_go2.c b/src/overlays/actors/ovl_En_Go2/z_en_go2.c index fd39536714..4ba779c80f 100644 --- a/src/overlays/actors/ovl_En_Go2/z_en_go2.c +++ b/src/overlays/actors/ovl_En_Go2/z_en_go2.c @@ -5,7 +5,7 @@ #include "quake.h" #include "versions.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4 | ACTOR_FLAG_5) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4 | ACTOR_FLAG_5) /* FLAGS @@ -961,10 +961,10 @@ s32 EnGo2_IsWakingUp(EnGo2* this) { if (PARAMS_GET_S(this->actor.params, 0, 5) == GORON_DMT_BIGGORON) { if (!(this->collider.base.ocFlags2 & OC2_HIT_PLAYER)) { - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; return false; } else { - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; return true; } } @@ -1296,7 +1296,7 @@ void EnGo2_GetDustData(EnGo2* this, s32 index2) { void EnGo2_RollingAnimation(EnGo2* this, PlayState* play) { if (PARAMS_GET_S(this->actor.params, 0, 5) == GORON_DMT_BIGGORON) { - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENGO2_ANIM_10); this->skelAnime.playSpeed = -0.5f; } else { @@ -1601,7 +1601,7 @@ void EnGo2_Init(Actor* thisx, PlayState* play) { break; case GORON_DMT_BIGGORON: this->actor.shape.shadowDraw = NULL; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; if ((INV_CONTENT(ITEM_TRADE_ADULT) >= ITEM_BROKEN_GORONS_SWORD) && (INV_CONTENT(ITEM_TRADE_ADULT) <= ITEM_EYE_DROPS)) { this->eyeMouthTexState = 1; @@ -1680,7 +1680,7 @@ void func_80A46B40(EnGo2* this, PlayState* play) { } else { if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) { if (PARAMS_GET_S(this->actor.params, 0, 5) == GORON_DMT_BIGGORON) { - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } func_80A454CC(this); this->unk_211 = true; @@ -1828,7 +1828,7 @@ void EnGo2_BiggoronEyedrops(EnGo2* this, PlayState* play) { switch (this->goronState) { case 0: Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENGO2_ANIM_5); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.shape.rot.y += 0x5B0; this->trackingMode = NPC_TRACKING_NONE; this->animTimer = this->skelAnime.endFrame + 60.0f + 60.0f; // eyeDrops animation timer @@ -1859,7 +1859,7 @@ void EnGo2_BiggoronEyedrops(EnGo2* this, PlayState* play) { } if (Message_GetState(&play->msgCtx) == TEXT_STATE_CLOSING) { Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENGO2_ANIM_1); - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->trackingMode = NPC_TRACKING_HEAD_AND_TORSO; this->skelAnime.playSpeed = 0.0f; this->skelAnime.curFrame = this->skelAnime.endFrame; diff --git a/src/overlays/actors/ovl_En_Goma/z_en_goma.c b/src/overlays/actors/ovl_En_Goma/z_en_goma.c index 7a1f370f18..abeb85fa9a 100644 --- a/src/overlays/actors/ovl_En_Goma/z_en_goma.c +++ b/src/overlays/actors/ovl_En_Goma/z_en_goma.c @@ -4,7 +4,7 @@ #include "overlays/actors/ovl_Boss_Goma/z_boss_goma.h" #include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_5) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4 | ACTOR_FLAG_5) void EnGoma_Init(Actor* thisx, PlayState* play); void EnGoma_Destroy(Actor* thisx, PlayState* play); @@ -119,10 +119,10 @@ void EnGoma_Init(Actor* thisx, PlayState* play) { this->gomaType = ENGOMA_BOSSLIMB; ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 0.0f); this->actionTimer = this->actor.params + 150; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } else if (params >= 10) { // Debris when hatching this->actor.gravity = -1.3f; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionTimer = 50; this->gomaType = ENGOMA_HATCH_DEBRIS; this->eggScale = 1.0f; @@ -366,7 +366,7 @@ void EnGoma_SetupDie(EnGoma* this) { } this->invincibilityTimer = 100; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } void EnGoma_Die(EnGoma* this, PlayState* play) { diff --git a/src/overlays/actors/ovl_En_Gs/z_en_gs.c b/src/overlays/actors/ovl_En_Gs/z_en_gs.c index c008c007fe..28d8779629 100644 --- a/src/overlays/actors/ovl_En_Gs/z_en_gs.c +++ b/src/overlays/actors/ovl_En_Gs/z_en_gs.c @@ -9,7 +9,7 @@ #include "overlays/actors/ovl_En_Elf/z_en_elf.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_25) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_25) void EnGs_Init(Actor* thisx, PlayState* play); void EnGs_Destroy(Actor* thisx, PlayState* play); diff --git a/src/overlays/actors/ovl_En_Guest/z_en_guest.c b/src/overlays/actors/ovl_En_Guest/z_en_guest.c index a2b5e695a1..41fd2d9439 100644 --- a/src/overlays/actors/ovl_En_Guest/z_en_guest.c +++ b/src/overlays/actors/ovl_En_Guest/z_en_guest.c @@ -9,7 +9,7 @@ #include "assets/objects/object_boj/object_boj.h" #include "terminal.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4) void EnGuest_Init(Actor* thisx, PlayState* play); void EnGuest_Destroy(Actor* thisx, PlayState* play); diff --git a/src/overlays/actors/ovl_En_Heishi2/z_en_heishi2.c b/src/overlays/actors/ovl_En_Heishi2/z_en_heishi2.c index 7e76139bfc..8c43bf2c14 100644 --- a/src/overlays/actors/ovl_En_Heishi2/z_en_heishi2.c +++ b/src/overlays/actors/ovl_En_Heishi2/z_en_heishi2.c @@ -12,7 +12,7 @@ #include "overlays/actors/ovl_En_Bom/z_en_bom.h" #include "overlays/actors/ovl_Bg_Spot15_Saku/z_bg_spot15_saku.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL) void EnHeishi2_Init(Actor* thisx, PlayState* play); void EnHeishi2_Destroy(Actor* thisx, PlayState* play); @@ -92,7 +92,7 @@ void EnHeishi2_Init(Actor* thisx, PlayState* play) { if ((this->type == 6) || (this->type == 9)) { this->actor.draw = EnHeishi2_DrawKingGuard; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_PROP); if (this->type == 6) { this->actionFunc = EnHeishi2_DoNothing1; @@ -112,7 +112,7 @@ void EnHeishi2_Init(Actor* thisx, PlayState* play) { this->actor.shape.rot.y = this->actor.world.rot.y; Collider_DestroyCylinder(play, &this->collider); Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8); - this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_4; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_4; this->actionFunc = func_80A544AC; } } else { @@ -143,7 +143,7 @@ void EnHeishi2_Init(Actor* thisx, PlayState* play) { // "Peep hole soldier!" PRINTF(VT_FGCOL(GREEN) " ☆☆☆☆☆ 覗き穴奥兵士ふぃ〜 ☆☆☆☆☆ \n" VT_RST); Collider_DestroyCylinder(play, collider); - this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_3); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL); this->actionFunc = EnHeishi_DoNothing2; break; } diff --git a/src/overlays/actors/ovl_En_Heishi4/z_en_heishi4.c b/src/overlays/actors/ovl_En_Heishi4/z_en_heishi4.c index 40a046d94a..ec04d982b5 100644 --- a/src/overlays/actors/ovl_En_Heishi4/z_en_heishi4.c +++ b/src/overlays/actors/ovl_En_Heishi4/z_en_heishi4.c @@ -2,7 +2,7 @@ #include "assets/objects/object_sd/object_sd.h" #include "terminal.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL) void EnHeishi4_Init(Actor* thisx, PlayState* play); void EnHeishi4_Destroy(Actor* thisx, PlayState* play); diff --git a/src/overlays/actors/ovl_En_Hintnuts/z_en_hintnuts.c b/src/overlays/actors/ovl_En_Hintnuts/z_en_hintnuts.c index 61260ee834..af3083c97a 100644 --- a/src/overlays/actors/ovl_En_Hintnuts/z_en_hintnuts.c +++ b/src/overlays/actors/ovl_En_Hintnuts/z_en_hintnuts.c @@ -7,7 +7,7 @@ #include "z_en_hintnuts.h" #include "assets/objects/object_hintnuts/object_hintnuts.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE) void EnHintnuts_Init(Actor* thisx, PlayState* play); void EnHintnuts_Destroy(Actor* thisx, PlayState* play); @@ -75,7 +75,7 @@ void EnHintnuts_Init(Actor* thisx, PlayState* play) { Actor_ProcessInitChain(&this->actor, sInitChain); if (this->actor.params == 0xA) { - this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_2); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); } else { ActorShape_Init(&this->actor.shape, 0x0, ActorShadow_DrawCircle, 35.0f); SkelAnime_Init(play, &this->skelAnime, &gHintNutsSkel, &gHintNutsStandAnim, this->jointTable, this->morphTable, @@ -110,8 +110,8 @@ void EnHintnuts_Destroy(Actor* thisx, PlayState* play) { void EnHintnuts_HitByScrubProjectile1(EnHintnuts* this, PlayState* play) { if (this->actor.textId != 0 && this->actor.category == ACTORCAT_ENEMY && ((this->actor.params == 0) || (sPuzzleCounter == 2))) { - this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_2); - this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3; + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL; Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_BG); } } @@ -204,7 +204,7 @@ void EnHintnuts_SetupLeave(EnHintnuts* this, PlayState* play) { void EnHintnuts_SetupFreeze(EnHintnuts* this) { Animation_PlayLoop(&this->skelAnime, &gHintNutsFreezeAnim); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 255, COLORFILTER_BUFFLAG_OPA, 100); this->actor.colorFilterTimer = 1; this->animFlagAndTimer = 0; @@ -377,8 +377,8 @@ void EnHintnuts_Run(EnHintnuts* this, PlayState* play) { fabsf(this->actor.world.pos.y - this->actor.home.pos.y) < 2.0f) { this->actor.speed = 0.0f; if (this->actor.category == ACTORCAT_BG) { - this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_16); - this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_2; + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_16); + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE; Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_ENEMY); } EnHintnuts_SetupBurrow(this); @@ -449,7 +449,7 @@ void EnHintnuts_Freeze(EnHintnuts* this, PlayState* play) { if (this->animFlagAndTimer == 1) { Actor_Kill(&this->actor); } else { - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.flags &= ~ACTOR_FLAG_4; this->actor.colChkInfo.health = sColChkInfoInit.health; this->actor.colorFilterTimer = 0; diff --git a/src/overlays/actors/ovl_En_Hs/z_en_hs.c b/src/overlays/actors/ovl_En_Hs/z_en_hs.c index 2bfd15c386..f5f07ff45e 100644 --- a/src/overlays/actors/ovl_En_Hs/z_en_hs.c +++ b/src/overlays/actors/ovl_En_Hs/z_en_hs.c @@ -8,7 +8,7 @@ #include "terminal.h" #include "assets/objects/object_hs/object_hs.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL) void EnHs_Init(Actor* thisx, PlayState* play); void EnHs_Destroy(Actor* thisx, PlayState* play); diff --git a/src/overlays/actors/ovl_En_Hs2/z_en_hs2.c b/src/overlays/actors/ovl_En_Hs2/z_en_hs2.c index c260b9159f..267258ee7a 100644 --- a/src/overlays/actors/ovl_En_Hs2/z_en_hs2.c +++ b/src/overlays/actors/ovl_En_Hs2/z_en_hs2.c @@ -8,7 +8,7 @@ #include "terminal.h" #include "assets/objects/object_hs/object_hs.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL) void EnHs2_Init(Actor* thisx, PlayState* play); void EnHs2_Destroy(Actor* thisx, PlayState* play); diff --git a/src/overlays/actors/ovl_En_Hy/z_en_hy.c b/src/overlays/actors/ovl_En_Hy/z_en_hy.c index 0257fd3565..b5d86df314 100644 --- a/src/overlays/actors/ovl_En_Hy/z_en_hy.c +++ b/src/overlays/actors/ovl_En_Hy/z_en_hy.c @@ -15,7 +15,7 @@ #include "assets/objects/object_cob/object_cob.h" #include "assets/objects/object_os_anime/object_os_anime.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4) void EnHy_Init(Actor* thisx, PlayState* play); void EnHy_Destroy(Actor* thisx, PlayState* play); diff --git a/src/overlays/actors/ovl_En_Ice_Hono/z_en_ice_hono.c b/src/overlays/actors/ovl_En_Ice_Hono/z_en_ice_hono.c index 50547cb7b7..64a4b02589 100644 --- a/src/overlays/actors/ovl_En_Ice_Hono/z_en_ice_hono.c +++ b/src/overlays/actors/ovl_En_Ice_Hono/z_en_ice_hono.c @@ -105,7 +105,7 @@ void EnIceHono_InitCapturableFlame(Actor* thisx, PlayState* play) { Actor_ProcessInitChain(&this->actor, sInitChainCapturableFlame); Actor_SetScale(&this->actor, 0.0074f); - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; Actor_SetFocus(&this->actor, 10.0f); Collider_InitCylinder(play, &this->collider); diff --git a/src/overlays/actors/ovl_En_Ik/z_en_ik.c b/src/overlays/actors/ovl_En_Ik/z_en_ik.c index 307ff68496..494bfc3b28 100644 --- a/src/overlays/actors/ovl_En_Ik/z_en_ik.c +++ b/src/overlays/actors/ovl_En_Ik/z_en_ik.c @@ -313,7 +313,7 @@ void EnIk_StandUp(EnIk* this, PlayState* play) { } if (SkelAnime_Update(&this->skelAnime)) { - this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_2; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE; EnIk_SetupWalkOrRun(this); } } @@ -321,7 +321,7 @@ void EnIk_StandUp(EnIk* this, PlayState* play) { void EnIk_SetupIdle(EnIk* this) { f32 endFrame = Animation_GetLastFrame(&object_ik_Anim_00DD50); - this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_2; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE; this->unk_2F8 = 4; this->actor.speed = 0.0f; Animation_Change(&this->skelAnime, &object_ik_Anim_00DD50, 0.0f, 0.0f, endFrame, ANIMMODE_LOOP, 4.0f); @@ -1522,7 +1522,7 @@ void EnIk_CsInit(EnIk* this, PlayState* play) { void EnIk_ChangeToEnemy(EnIk* this, PlayState* play) { this->actor.update = EnIk_UpdateEnemy; this->actor.draw = EnIk_DrawEnemy; - this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_2; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE; SET_EVENTCHKINF(EVENTCHKINF_3B); Actor_SetScale(&this->actor, 0.012f); EnIk_SetupIdle(this); diff --git a/src/overlays/actors/ovl_En_In/z_en_in.c b/src/overlays/actors/ovl_En_In/z_en_in.c index 2e1b2a7ed1..3b63d0434c 100644 --- a/src/overlays/actors/ovl_En_In/z_en_in.c +++ b/src/overlays/actors/ovl_En_In/z_en_in.c @@ -2,7 +2,7 @@ #include "overlays/actors/ovl_En_Horse/z_en_horse.h" #include "assets/objects/object_in/object_in.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4) void EnIn_Init(Actor* thisx, PlayState* play); void EnIn_Destroy(Actor* thisx, PlayState* play); @@ -467,7 +467,7 @@ void func_80A79C78(EnIn* this, PlayState* play) { player->rideActor->freezeTimer = 10; } player->actor.freezeTimer = 10; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Letterbox_SetSizeTarget(32); Interface_ChangeHudVisibilityMode(HUD_VISIBILITY_NOTHING_ALT); } diff --git a/src/overlays/actors/ovl_En_Js/z_en_js.c b/src/overlays/actors/ovl_En_Js/z_en_js.c index aec212f0ff..17c4b041b4 100644 --- a/src/overlays/actors/ovl_En_Js/z_en_js.c +++ b/src/overlays/actors/ovl_En_Js/z_en_js.c @@ -7,7 +7,7 @@ #include "z_en_js.h" #include "assets/objects/object_js/object_js.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL) void EnJs_Init(Actor* thisx, PlayState* play); void EnJs_Destroy(Actor* thisx, PlayState* play); diff --git a/src/overlays/actors/ovl_En_Jsjutan/z_en_jsjutan.c b/src/overlays/actors/ovl_En_Jsjutan/z_en_jsjutan.c index 607ccb17a2..cfae60a130 100644 --- a/src/overlays/actors/ovl_En_Jsjutan/z_en_jsjutan.c +++ b/src/overlays/actors/ovl_En_Jsjutan/z_en_jsjutan.c @@ -7,7 +7,7 @@ #include "z_en_jsjutan.h" #include "overlays/actors/ovl_En_Bom/z_en_bom.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL) void EnJsjutan_Init(Actor* thisx, PlayState* play); void EnJsjutan_Destroy(Actor* thisx, PlayState* play); @@ -40,7 +40,7 @@ void EnJsjutan_Init(Actor* thisx, PlayState* play) { s32 pad; CollisionHeader* header = NULL; - this->dyna.actor.flags &= ~ACTOR_FLAG_0; + this->dyna.actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; DynaPolyActor_Init(&this->dyna, 0); CollisionHeader_GetVirtual(&sCol, &header); this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, header); diff --git a/src/overlays/actors/ovl_En_Kakasi/z_en_kakasi.c b/src/overlays/actors/ovl_En_Kakasi/z_en_kakasi.c index e829b9b8c0..91f6149099 100644 --- a/src/overlays/actors/ovl_En_Kakasi/z_en_kakasi.c +++ b/src/overlays/actors/ovl_En_Kakasi/z_en_kakasi.c @@ -8,7 +8,7 @@ #include "terminal.h" #include "assets/objects/object_ka/object_ka.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_25) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_25) void EnKakasi_Init(Actor* thisx, PlayState* play); void EnKakasi_Destroy(Actor* thisx, PlayState* play); diff --git a/src/overlays/actors/ovl_En_Kakasi2/z_en_kakasi2.c b/src/overlays/actors/ovl_En_Kakasi2/z_en_kakasi2.c index c74de73295..ae3e104f62 100644 --- a/src/overlays/actors/ovl_En_Kakasi2/z_en_kakasi2.c +++ b/src/overlays/actors/ovl_En_Kakasi2/z_en_kakasi2.c @@ -8,7 +8,7 @@ #include "terminal.h" #include "assets/objects/object_ka/object_ka.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_25 | ACTOR_FLAG_27) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_25 | ACTOR_FLAG_LOCK_ON_DISABLED) static ColliderCylinderInit sCylinderInit = { { @@ -124,7 +124,7 @@ void func_80A90264(EnKakasi2* this, PlayState* play) { Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit); SkelAnime_InitFlex(play, &this->skelAnime, &object_ka_Skel_0065B0, &object_ka_Anim_000214, NULL, NULL, 0); OnePointCutscene_Attention(play, &this->actor); - this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_27; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_LOCK_ON_DISABLED; Sfx_PlaySfxCentered(NA_SE_SY_CORRECT_CHIME); if (this->switchFlag >= 0) { @@ -151,7 +151,7 @@ void func_80A90264(EnKakasi2* this, PlayState* play) { OnePointCutscene_Attention(play, &this->actor); Sfx_PlaySfxCentered(NA_SE_SY_CORRECT_CHIME); - this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_27; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_LOCK_ON_DISABLED; this->actionFunc = func_80A904D8; } } diff --git a/src/overlays/actors/ovl_En_Kakasi3/z_en_kakasi3.c b/src/overlays/actors/ovl_En_Kakasi3/z_en_kakasi3.c index 306b341d39..bca4a7f43e 100644 --- a/src/overlays/actors/ovl_En_Kakasi3/z_en_kakasi3.c +++ b/src/overlays/actors/ovl_En_Kakasi3/z_en_kakasi3.c @@ -8,7 +8,7 @@ #include "terminal.h" #include "assets/objects/object_ka/object_ka.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_25) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_25) void EnKakasi3_Init(Actor* thisx, PlayState* play); void EnKakasi3_Destroy(Actor* thisx, PlayState* play); diff --git a/src/overlays/actors/ovl_En_Kanban/z_en_kanban.c b/src/overlays/actors/ovl_En_Kanban/z_en_kanban.c index a767d19e89..0462b4a3c7 100644 --- a/src/overlays/actors/ovl_En_Kanban/z_en_kanban.c +++ b/src/overlays/actors/ovl_En_Kanban/z_en_kanban.c @@ -10,7 +10,7 @@ #include "assets/objects/object_kanban/object_kanban.h" #include "terminal.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4) #define PART_UPPER_LEFT (1 << 0) #define PART_LEFT_UPPER (1 << 1) @@ -215,7 +215,7 @@ void EnKanban_Init(Actor* thisx, PlayState* play) { Actor_SetScale(&this->actor, 0.01f); if (this->actor.params != ENKANBAN_PIECE) { this->actor.attentionRangeType = ATTENTION_RANGE_0; - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; Collider_InitCylinder(play, &this->collider); Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit); PRINTF("KANBAN ARG %x\n", this->actor.params); @@ -287,7 +287,7 @@ void EnKanban_Update(Actor* thisx, PlayState* play2) { this->zTargetTimer--; } if (this->zTargetTimer == 1) { - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } if (this->partFlags == 0xFFFF) { EnKanban_Message(this, play); @@ -405,7 +405,7 @@ void EnKanban_Update(Actor* thisx, PlayState* play2) { piece->direction = -1; } piece->airTimer = 100; - piece->actor.flags &= ~ACTOR_FLAG_0; + piece->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; piece->actor.flags |= ACTOR_FLAG_25; this->cutMarkTimer = 5; Actor_PlaySfx(&this->actor, NA_SE_IT_SWORD_STRIKE); @@ -417,7 +417,7 @@ void EnKanban_Update(Actor* thisx, PlayState* play2) { CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base); CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base); if (this->actor.xzDistToPlayer > 500.0f) { - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->partFlags = 0xFFFF; } if (this->cutMarkTimer != 0) { @@ -780,7 +780,7 @@ void EnKanban_Update(Actor* thisx, PlayState* play2) { ((pDiff + yDiff + rDiff + this->spinRot.x + this->spinRot.z) == 0) && (this->floorRot.x == 0.0f) && (this->floorRot.z == 0.0f)) { signpost->partFlags |= this->partFlags; - signpost->actor.flags |= ACTOR_FLAG_0; + signpost->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; Actor_Kill(&this->actor); } } break; diff --git a/src/overlays/actors/ovl_En_Karebaba/z_en_karebaba.c b/src/overlays/actors/ovl_En_Karebaba/z_en_karebaba.c index 8094cf8aee..a071219e00 100644 --- a/src/overlays/actors/ovl_En_Karebaba/z_en_karebaba.c +++ b/src/overlays/actors/ovl_En_Karebaba/z_en_karebaba.c @@ -9,7 +9,7 @@ #include "assets/objects/gameplay_keep/gameplay_keep.h" #include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE) void EnKarebaba_Init(Actor* thisx, PlayState* play); void EnKarebaba_Destroy(Actor* thisx, PlayState* play); @@ -328,7 +328,7 @@ void EnKarebaba_Dying(EnKarebaba* this, PlayState* play) { ((this->actor.bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) || (this->actor.bgCheckFlags & BGCHECKFLAG_WALL))) { this->actor.scale.x = this->actor.scale.y = this->actor.scale.z = 0.0f; this->actor.speed = 0.0f; - this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_2); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); EffectSsHahen_SpawnBurst(play, &this->actor.world.pos, 3.0f, 0, 12, 5, 15, HAHEN_OBJECT_DEFAULT, 10, NULL); } @@ -400,7 +400,7 @@ void EnKarebaba_Regrow(EnKarebaba* this, PlayState* play) { if (this->actor.params == 20) { this->actor.flags &= ~ACTOR_FLAG_4; - this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_2; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE; Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_ENEMY); EnKarebaba_SetupIdle(this); } diff --git a/src/overlays/actors/ovl_En_Ko/z_en_ko.c b/src/overlays/actors/ovl_En_Ko/z_en_ko.c index 74c3ea22e7..0c738afefe 100644 --- a/src/overlays/actors/ovl_En_Ko/z_en_ko.c +++ b/src/overlays/actors/ovl_En_Ko/z_en_ko.c @@ -11,7 +11,7 @@ #include "assets/objects/object_kw1/object_kw1.h" #include "terminal.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4) #define ENKO_TYPE PARAMS_GET_S(this->actor.params, 0, 8) #define ENKO_PATH PARAMS_GET_S(this->actor.params, 8, 8) @@ -1105,9 +1105,9 @@ void func_80A98DB4(EnKo* this, PlayState* play) { Math_SmoothStepToF(&this->modelAlpha, (this->appearDist < dist) ? 0.0f : 255.0f, 0.3f, 40.0f, 1.0f); if (this->modelAlpha < 10.0f) { - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } else { - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } } diff --git a/src/overlays/actors/ovl_En_Kz/z_en_kz.c b/src/overlays/actors/ovl_En_Kz/z_en_kz.c index 86f7ef4800..43c72e7149 100644 --- a/src/overlays/actors/ovl_En_Kz/z_en_kz.c +++ b/src/overlays/actors/ovl_En_Kz/z_en_kz.c @@ -7,7 +7,7 @@ #include "z_en_kz.h" #include "assets/objects/object_kz/object_kz.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL) void EnKz_Init(Actor* thisx, PlayState* play); void EnKz_Destroy(Actor* thisx, PlayState* play); @@ -214,11 +214,11 @@ s32 EnKz_UpdateTalking(PlayState* play, Actor* thisx, s16* talkState, f32 intera yaw = Math_Vec3f_Yaw(&thisx->home.pos, &player->actor.world.pos); yaw -= thisx->shape.rot.y; if ((fabsf(yaw) > 1638.0f) || (thisx->xzDistToPlayer < 265.0f)) { - thisx->flags &= ~ACTOR_FLAG_0; + thisx->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; return false; } - thisx->flags |= ACTOR_FLAG_0; + thisx->flags |= ACTOR_FLAG_ATTENTION_ENABLED; Actor_GetScreenPos(play, thisx, &x, &y); if (!((x >= -30) && (x < 361) && (y >= -10) && (y < 241))) { diff --git a/src/overlays/actors/ovl_En_Ma1/z_en_ma1.c b/src/overlays/actors/ovl_En_Ma1/z_en_ma1.c index fcc3179f57..caf06ced84 100644 --- a/src/overlays/actors/ovl_En_Ma1/z_en_ma1.c +++ b/src/overlays/actors/ovl_En_Ma1/z_en_ma1.c @@ -7,7 +7,7 @@ #include "z_en_ma1.h" #include "assets/objects/object_ma1/object_ma1.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_25) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_25) void EnMa1_Init(Actor* thisx, PlayState* play); void EnMa1_Destroy(Actor* thisx, PlayState* play); diff --git a/src/overlays/actors/ovl_En_Ma2/z_en_ma2.c b/src/overlays/actors/ovl_En_Ma2/z_en_ma2.c index bd992587c0..1f56ab1d71 100644 --- a/src/overlays/actors/ovl_En_Ma2/z_en_ma2.c +++ b/src/overlays/actors/ovl_En_Ma2/z_en_ma2.c @@ -1,7 +1,7 @@ #include "z_en_ma2.h" #include "assets/objects/object_ma2/object_ma2.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_25) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_25) void EnMa2_Init(Actor* thisx, PlayState* play); void EnMa2_Destroy(Actor* thisx, PlayState* play); diff --git a/src/overlays/actors/ovl_En_Ma3/z_en_ma3.c b/src/overlays/actors/ovl_En_Ma3/z_en_ma3.c index c65dba93ae..f547ba3251 100644 --- a/src/overlays/actors/ovl_En_Ma3/z_en_ma3.c +++ b/src/overlays/actors/ovl_En_Ma3/z_en_ma3.c @@ -7,7 +7,7 @@ #include "z_en_ma3.h" #include "assets/objects/object_ma2/object_ma2.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4 | ACTOR_FLAG_5) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4 | ACTOR_FLAG_5) void EnMa3_Init(Actor* thisx, PlayState* play); void EnMa3_Destroy(Actor* thisx, PlayState* play); diff --git a/src/overlays/actors/ovl_En_Mb/z_en_mb.c b/src/overlays/actors/ovl_En_Mb/z_en_mb.c index ca6597b593..8796955aa6 100644 --- a/src/overlays/actors/ovl_En_Mb/z_en_mb.c +++ b/src/overlays/actors/ovl_En_Mb/z_en_mb.c @@ -14,7 +14,7 @@ * - "Spear Patrol" (variable 0xPP00 PP=pathId): uses a spear, patrols following a path, charges */ -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4) typedef enum EnMbType { /* -1 */ ENMB_TYPE_SPEAR_GUARD = -1, @@ -307,7 +307,7 @@ void EnMb_Init(Actor* thisx, PlayState* play) { } ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFeet, 90.0f); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.naviEnemyId += NAVI_ENEMY_MOBLIN_CLUB - NAVI_ENEMY_MOBLIN; EnMb_SetupClubWaitPlayerNear(this); break; @@ -323,7 +323,7 @@ void EnMb_Init(Actor* thisx, PlayState* play) { this->actor.colChkInfo.mass = MASS_HEAVY; this->maxHomeDist = 350.0f; this->playerDetectionRange = 1750.0f; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; EnMb_SetupSpearPatrolTurnTowardsWaypoint(this, play); break; } @@ -574,7 +574,7 @@ void EnMb_SetupClubDamagedWhileKneeling(EnMb* this) { void EnMb_SetupClubDead(EnMb* this) { Animation_MorphToPlayOnce(&this->skelAnime, &gEnMbClubFallOnItsBackAnim, -4.0f); this->state = ENMB_STATE_CLUB_DEAD; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->bodyCollider.dim.height = 80; this->bodyCollider.dim.radius = 95; this->timer1 = 30; @@ -1134,12 +1134,12 @@ void EnMb_SpearGuardWalk(EnMb* this, PlayState* play) { if (this->timer3 == 0 && Math_Vec3f_DistXZ(&this->actor.home.pos, &player->actor.world.pos) < this->playerDetectionRange) { Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 1, 0x2EE, 0); - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; if (this->actor.xzDistToPlayer < 500.0f && relYawTowardsPlayer < 0x1388) { EnMb_SetupSpearPrepareAndCharge(this); } } else { - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; if (Math_Vec3f_DistXZ(&this->actor.world.pos, &this->actor.home.pos) > this->maxHomeDist || this->timer2 != 0) { yawTowardsHome = Math_Vec3f_Yaw(&this->actor.world.pos, &this->actor.home.pos); Math_SmoothStepToS(&this->actor.world.rot.y, yawTowardsHome, 1, 0x2EE, 0); @@ -1286,7 +1286,7 @@ void EnMb_SetupSpearDead(EnMb* this) { this->timer1 = 30; this->state = ENMB_STATE_SPEAR_SPEARPATH_DAMAGED; Actor_PlaySfx(&this->actor, NA_SE_EN_MORIBLIN_DEAD); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; EnMb_SetupAction(this, EnMb_SpearDead); } diff --git a/src/overlays/actors/ovl_En_Md/z_en_md.c b/src/overlays/actors/ovl_En_Md/z_en_md.c index fc9f902ade..04f5e03ce0 100644 --- a/src/overlays/actors/ovl_En_Md/z_en_md.c +++ b/src/overlays/actors/ovl_En_Md/z_en_md.c @@ -8,7 +8,7 @@ #include "assets/objects/object_md/object_md.h" #include "overlays/actors/ovl_En_Elf/z_en_elf.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4 | ACTOR_FLAG_25) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4 | ACTOR_FLAG_25) void EnMd_Init(Actor* thisx, PlayState* play); void EnMd_Destroy(Actor* thisx, PlayState* play); diff --git a/src/overlays/actors/ovl_En_Mk/z_en_mk.c b/src/overlays/actors/ovl_En_Mk/z_en_mk.c index 9c40c24141..31e89655ce 100644 --- a/src/overlays/actors/ovl_En_Mk/z_en_mk.c +++ b/src/overlays/actors/ovl_En_Mk/z_en_mk.c @@ -7,7 +7,7 @@ #include "z_en_mk.h" #include "assets/objects/object_mk/object_mk.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4) void EnMk_Init(Actor* thisx, PlayState* play); void EnMk_Destroy(Actor* thisx, PlayState* play); diff --git a/src/overlays/actors/ovl_En_Mm/z_en_mm.c b/src/overlays/actors/ovl_En_Mm/z_en_mm.c index e8ac9f176a..e9f8387fc0 100644 --- a/src/overlays/actors/ovl_En_Mm/z_en_mm.c +++ b/src/overlays/actors/ovl_En_Mm/z_en_mm.c @@ -8,7 +8,7 @@ #include "assets/objects/object_mm/object_mm.h" #include "assets/objects/object_link_child/object_link_child.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4) typedef enum RunningManAnimIndex { /* 0 */ RM_ANIM_RUN, diff --git a/src/overlays/actors/ovl_En_Mm2/z_en_mm2.c b/src/overlays/actors/ovl_En_Mm2/z_en_mm2.c index f3307daf59..d5cb108400 100644 --- a/src/overlays/actors/ovl_En_Mm2/z_en_mm2.c +++ b/src/overlays/actors/ovl_En_Mm2/z_en_mm2.c @@ -8,7 +8,7 @@ #include "terminal.h" #include "assets/objects/object_mm/object_mm.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4) typedef enum RunningManAnimIndex { /* 0 */ RM2_ANIM_RUN, diff --git a/src/overlays/actors/ovl_En_Ms/z_en_ms.c b/src/overlays/actors/ovl_En_Ms/z_en_ms.c index 1cd83280b1..3f8ad8d7ca 100644 --- a/src/overlays/actors/ovl_En_Ms/z_en_ms.c +++ b/src/overlays/actors/ovl_En_Ms/z_en_ms.c @@ -7,7 +7,7 @@ #include "z_en_ms.h" #include "assets/objects/object_ms/object_ms.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL) void EnMs_Init(Actor* thisx, PlayState* play); void EnMs_Destroy(Actor* thisx, PlayState* play); diff --git a/src/overlays/actors/ovl_En_Mu/z_en_mu.c b/src/overlays/actors/ovl_En_Mu/z_en_mu.c index 112e884f5f..af1c6d32ef 100644 --- a/src/overlays/actors/ovl_En_Mu/z_en_mu.c +++ b/src/overlays/actors/ovl_En_Mu/z_en_mu.c @@ -7,7 +7,7 @@ #include "z_en_mu.h" #include "assets/objects/object_mu/object_mu.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL) void EnMu_Init(Actor* thisx, PlayState* play); void EnMu_Destroy(Actor* thisx, PlayState* play); diff --git a/src/overlays/actors/ovl_En_Nb/z_en_nb.c b/src/overlays/actors/ovl_En_Nb/z_en_nb.c index cb5563cfbf..270e59bbcc 100644 --- a/src/overlays/actors/ovl_En_Nb/z_en_nb.c +++ b/src/overlays/actors/ovl_En_Nb/z_en_nb.c @@ -1134,7 +1134,7 @@ void EnNb_CrawlspaceSpawnCheck(EnNb* this, PlayState* play) { EnNb_SetCurrentAnim(this, &gNabooruStandingHandsOnHipsAnim, 0, 0.0f, 0); this->headTurnFlag = 1; - this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL; this->actor.world.pos = this->finalPos; this->action = NB_IDLE_AFTER_TALK; this->drawMode = NB_DRAW_DEFAULT; @@ -1214,7 +1214,7 @@ void EnNb_SetupIdleCrawlspace(EnNb* this, s32 animFinished) { if (animFinished) { EnNb_SetCurrentAnim(this, &gNabooruStandingHandsOnHipsAnim, 0, -8.0f, 0); this->headTurnFlag = 1; - this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL; this->action = NB_IDLE_CRAWLSPACE; } } @@ -1225,7 +1225,7 @@ void func_80AB3838(EnNb* this, PlayState* play) { this->action = NB_IN_DIALOG; } else { - this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL; if (!GET_INFTABLE(INFTABLE_16C)) { this->actor.textId = 0x601D; @@ -1241,7 +1241,7 @@ void EnNb_SetupPathMovement(EnNb* this, PlayState* play) { EnNb_SetCurrentAnim(this, &gNabooruStandingToWalkingTransitionAnim, 2, -8.0f, 0); SET_EVENTCHKINF(EVENTCHKINF_94); this->action = NB_IN_PATH; - this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_3); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL); } void EnNb_SetTextIdAsChild(EnNb* this, PlayState* play) { @@ -1261,7 +1261,7 @@ void EnNb_SetTextIdAsChild(EnNb* this, PlayState* play) { } this->action = NB_IDLE_CRAWLSPACE; } - this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_3); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL); } else if ((Message_GetState(&play->msgCtx) == TEXT_STATE_CHOICE) && Message_ShouldAdvance(play)) { choiceIndex = play->msgCtx.choiceIndex; @@ -1319,7 +1319,7 @@ void func_80AB3B04(EnNb* this, PlayState* play) { this->action = NB_ACTION_30; } else { - this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL; this->actor.textId = MaskReaction_GetTextId(play, MASK_REACTION_SET_NABOORU); if (this->actor.textId == 0) { @@ -1333,7 +1333,7 @@ void func_80AB3B04(EnNb* this, PlayState* play) { void func_80AB3B7C(EnNb* this, PlayState* play) { if (Message_GetState(&play->msgCtx) == TEXT_STATE_CLOSING) { this->action = NB_IDLE_AFTER_TALK; - this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_3); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL); } } diff --git a/src/overlays/actors/ovl_En_Niw/z_en_niw.c b/src/overlays/actors/ovl_En_Niw/z_en_niw.c index 2f021ed3e6..84f56859f0 100644 --- a/src/overlays/actors/ovl_En_Niw/z_en_niw.c +++ b/src/overlays/actors/ovl_En_Niw/z_en_niw.c @@ -151,7 +151,7 @@ void EnNiw_Init(Actor* thisx, PlayState* play) { } Actor_ProcessInitChain(&this->actor, sInitChain); - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 25.0f); SkelAnime_InitFlex(play, &this->skelAnime, &gCuccoSkel, &gCuccoAnim, this->jointTable, this->morphTable, 16); @@ -213,7 +213,7 @@ void EnNiw_Init(Actor* thisx, PlayState* play) { FALLTHROUGH; case 0xE: this->actor.colChkInfo.mass = 0; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; break; case 4: this->actor.gravity = 0.0f; @@ -461,7 +461,7 @@ void func_80AB6450(EnNiw* this, PlayState* play) { this->sfxTimer1 = 30; this->path = 0; this->timer4 = 30; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.speed = 0.0f; this->actionFunc = func_80AB6BF8; } else { @@ -483,7 +483,7 @@ void func_80AB6570(EnNiw* this, PlayState* play) { this->sfxTimer1 = 30; this->path = 0; this->timer4 = 30; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.speed = 0.0f; this->actionFunc = func_80AB6BF8; return; @@ -644,7 +644,7 @@ void func_80AB6BF8(EnNiw* this, PlayState* play) { this->actor.shape.rot.z = 0; this->actor.shape.rot.y = this->actor.shape.rot.z; this->actor.shape.rot.x = this->actor.shape.rot.z; - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = func_80AB6D08; } func_80AB5BF8(this, play, 2); @@ -692,7 +692,7 @@ void func_80AB6D08(EnNiw* this, PlayState* play) { this->sfxTimer1 = 30; this->path = 0; this->timer4 = 30; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.speed = 0.0f; this->actionFunc = func_80AB6BF8; } else { @@ -799,7 +799,7 @@ void func_80AB714C(EnNiw* this, PlayState* play) { if (this->timer5 == 0) { this->timer7 = 10; this->unk_2E4 = this->actor.yawTowardsPlayer; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = func_80AB7204; } diff --git a/src/overlays/actors/ovl_En_Niw_Girl/z_en_niw_girl.c b/src/overlays/actors/ovl_En_Niw_Girl/z_en_niw_girl.c index 89d37ad3b1..066ef78c62 100644 --- a/src/overlays/actors/ovl_En_Niw_Girl/z_en_niw_girl.c +++ b/src/overlays/actors/ovl_En_Niw_Girl/z_en_niw_girl.c @@ -8,7 +8,7 @@ #include "assets/objects/object_gr/object_gr.h" #include "terminal.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4) void EnNiwGirl_Init(Actor* thisx, PlayState* play); void EnNiwGirl_Destroy(Actor* thisx, PlayState* play); @@ -96,7 +96,7 @@ void EnNiwGirl_Destroy(Actor* thisx, PlayState* play) { void EnNiwGirl_Jump(EnNiwGirl* this, PlayState* play) { f32 frameCount = Animation_GetLastFrame(&gNiwGirlRunAnim); Animation_Change(&this->skelAnime, &gNiwGirlRunAnim, 1.0f, 0.0f, frameCount, 0, -10.0f); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = func_80AB9210; } @@ -137,7 +137,7 @@ void func_80AB9210(EnNiwGirl* this, PlayState* play) { void EnNiwGirl_Talk(EnNiwGirl* this, PlayState* play) { Animation_Change(&this->skelAnime, &gNiwGirlJumpAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gNiwGirlJumpAnim), 0, -10.0f); - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.textId = 0x7000; if (GET_EVENTCHKINF(EVENTCHKINF_80) && (this->unk_27A == 0)) { this->actor.textId = 0x70EA; diff --git a/src/overlays/actors/ovl_En_Niw_Lady/z_en_niw_lady.c b/src/overlays/actors/ovl_En_Niw_Lady/z_en_niw_lady.c index c54da3b643..439af090f9 100644 --- a/src/overlays/actors/ovl_En_Niw_Lady/z_en_niw_lady.c +++ b/src/overlays/actors/ovl_En_Niw_Lady/z_en_niw_lady.c @@ -4,7 +4,7 @@ #include "overlays/actors/ovl_En_Niw/z_en_niw.h" #include "terminal.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4) void EnNiwLady_Init(Actor* thisx, PlayState* play); void EnNiwLady_Destroy(Actor* thisx, PlayState* play); diff --git a/src/overlays/actors/ovl_En_Ny/z_en_ny.c b/src/overlays/actors/ovl_En_Ny/z_en_ny.c index b76655be8a..d0eac54fa0 100644 --- a/src/overlays/actors/ovl_En_Ny/z_en_ny.c +++ b/src/overlays/actors/ovl_En_Ny/z_en_ny.c @@ -1,7 +1,7 @@ #include "z_en_ny.h" #include "assets/objects/object_ny/object_ny.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE) void EnNy_Init(Actor* thisx, PlayState* play); void EnNy_Destroy(Actor* thisx, PlayState* play); @@ -331,7 +331,7 @@ s32 EnNy_CollisionCheck(EnNy* this, PlayState* play) { this->stoneTimer = 0; if (this->actor.colChkInfo.health == 0) { this->actor.shape.shadowAlpha = 0; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->unk_1D0 = sp3F; Enemy_StartFinishingBlow(play, &this->actor); return 1; diff --git a/src/overlays/actors/ovl_En_OE2/z_en_oe2.c b/src/overlays/actors/ovl_En_OE2/z_en_oe2.c index cfd4f7377f..ec67cf0c50 100644 --- a/src/overlays/actors/ovl_En_OE2/z_en_oe2.c +++ b/src/overlays/actors/ovl_En_OE2/z_en_oe2.c @@ -6,7 +6,7 @@ #include "z_en_oe2.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL) void EnOE2_Init(Actor* thisx, PlayState* play); void EnOE2_Destroy(Actor* thisx, PlayState* play); diff --git a/src/overlays/actors/ovl_En_Okarina_Tag/z_en_okarina_tag.c b/src/overlays/actors/ovl_En_Okarina_Tag/z_en_okarina_tag.c index 9059d41dea..3fe68d7218 100644 --- a/src/overlays/actors/ovl_En_Okarina_Tag/z_en_okarina_tag.c +++ b/src/overlays/actors/ovl_En_Okarina_Tag/z_en_okarina_tag.c @@ -46,7 +46,7 @@ void EnOkarinaTag_Init(Actor* thisx, PlayState* play) { PRINTF("\n\n"); // "Ocarina tag outbreak" PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ オカリナタグ発生 ☆☆☆☆☆ %x\n" VT_RST, this->actor.params); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->type = PARAMS_GET_U(this->actor.params, 10, 6); this->ocarinaSong = PARAMS_GET_U(this->actor.params, 6, 4); this->switchFlag = PARAMS_GET_U(this->actor.params, 0, 6); @@ -112,7 +112,7 @@ void func_80ABEF2C(EnOkarinaTag* this, PlayState* play) { player = GET_PLAYER(play); this->unk_15A++; if ((this->switchFlag >= 0) && (Flags_GetSwitch(play, this->switchFlag))) { - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } else { if ((this->ocarinaSong != 6) || (gSaveContext.save.info.scarecrowSpawnSongSet)) { if (player->stateFlags2 & PLAYER_STATE2_24) { @@ -189,7 +189,7 @@ void func_80ABF28C(EnOkarinaTag* this, PlayState* play) { this->unk_15A++; if ((this->ocarinaSong != 6) || (gSaveContext.save.info.scarecrowSpawnSongSet)) { if ((this->switchFlag >= 0) && Flags_GetSwitch(play, this->switchFlag)) { - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } else if (((this->type != 4) || !GET_EVENTCHKINF(EVENTCHKINF_4B)) && ((this->type != 6) || !GET_EVENTCHKINF(EVENTCHKINF_1D)) && (this->actor.xzDistToPlayer < (90.0f + this->interactRange)) && diff --git a/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c b/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c index 6639663bae..a25f0632ab 100644 --- a/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c +++ b/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c @@ -1,7 +1,7 @@ #include "z_en_okuta.h" #include "assets/objects/object_okuta/object_okuta.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE) void EnOkuta_Init(Actor* thisx, PlayState* play); void EnOkuta_Destroy(Actor* thisx, PlayState* play); @@ -145,7 +145,7 @@ void EnOkuta_Init(Actor* thisx, PlayState* play) { EnOkuta_SetupWaitToAppear(this); } else { ActorShape_Init(&thisx->shape, 1100.0f, ActorShadow_DrawCircle, 18.0f); - thisx->flags &= ~ACTOR_FLAG_0; + thisx->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; thisx->flags |= ACTOR_FLAG_4; Collider_InitCylinder(play, &this->collider); Collider_SetCylinder(play, &this->collider, thisx, &sProjectileColliderInit); @@ -197,7 +197,7 @@ void EnOkuta_SpawnRipple(EnOkuta* this, PlayState* play) { void EnOkuta_SetupWaitToAppear(EnOkuta* this) { this->actor.draw = NULL; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = EnOkuta_WaitToAppear; this->actor.world.pos.y = this->actor.home.pos.y; } @@ -205,7 +205,7 @@ void EnOkuta_SetupWaitToAppear(EnOkuta* this) { void EnOkuta_SetupAppear(EnOkuta* this, PlayState* play) { this->actor.draw = EnOkuta_Draw; this->actor.shape.rot.y = this->actor.yawTowardsPlayer; - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; Animation_PlayOnce(&this->skelAnime, &gOctorokAppearAnim); EnOkuta_SpawnBubbles(this, play); this->actionFunc = EnOkuta_Appear; @@ -559,7 +559,7 @@ void EnOkuta_ColliderCheck(EnOkuta* this, PlayState* play) { if ((this->actor.colChkInfo.damageEffect != 0) || (this->actor.colChkInfo.damage != 0)) { Enemy_StartFinishingBlow(play, &this->actor); this->actor.colChkInfo.health = 0; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; if (this->actor.colChkInfo.damageEffect == 3) { EnOkuta_SetupFreeze(this); } else { diff --git a/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c b/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c index 2b185c9c41..e8a86a7d3f 100644 --- a/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c +++ b/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c @@ -14,7 +14,7 @@ #include "assets/objects/object_masterzoora/object_masterzoora.h" #include "assets/objects/object_masterkokirihead/object_masterkokirihead.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4) #if !PLATFORM_GC #define CURSOR_COLOR_R 0 @@ -2205,7 +2205,7 @@ void EnOssan_InitActionFunc(EnOssan* this, PlayState* play) { this->blinkTimer = 20; this->eyeTextureIdx = 0; this->blinkFunc = EnOssan_WaitForBlink; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; EnOssan_SetupAction(this, EnOssan_MainActionFunc); } } diff --git a/src/overlays/actors/ovl_En_Owl/z_en_owl.c b/src/overlays/actors/ovl_En_Owl/z_en_owl.c index bb4407209a..7cdc19b979 100644 --- a/src/overlays/actors/ovl_En_Owl/z_en_owl.c +++ b/src/overlays/actors/ovl_En_Owl/z_en_owl.c @@ -10,7 +10,7 @@ #include "assets/scenes/overworld/spot16/spot16_scene.h" #include "terminal.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4) void EnOwl_Init(Actor* thisx, PlayState* play); void EnOwl_Destroy(Actor* thisx, PlayState* play); diff --git a/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c b/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c index d97d5f2082..db6419abdf 100644 --- a/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c +++ b/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c @@ -3,7 +3,7 @@ #include "overlays/actors/ovl_En_Bom/z_en_bom.h" #include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_24) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4 | ACTOR_FLAG_24) #define GROUND_HOVER_HEIGHT 75.0f #define MAX_LARVA 3 @@ -223,7 +223,7 @@ void EnPeehat_Init(Actor* thisx, PlayState* play) { this->xzDistToRise = 2800.0f; this->xzDistMax = 1400.0f; EnPeehat_Flying_SetStateGround(this); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; break; case PEAHAT_TYPE_LARVA: this->actor.scale.x = this->actor.scale.z = 0.006f; @@ -322,7 +322,7 @@ void EnPeehat_Ground_SetStateGround(EnPeehat* this) { void EnPeehat_Ground_StateGround(EnPeehat* this, PlayState* play) { if (IS_DAY) { - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; if (this->riseDelayTimer == 0) { if (this->actor.xzDistToPlayer < this->xzDistToRise) { EnPeehat_Ground_SetStateRise(this); @@ -332,7 +332,7 @@ void EnPeehat_Ground_StateGround(EnPeehat* this, PlayState* play) { this->riseDelayTimer--; } } else { - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Math_SmoothStepToF(&this->actor.shape.yOffset, -1000.0f, 1.0f, 50.0f, 0.0f); if (this->unk_2D4 != 0) { this->unk_2D4--; diff --git a/src/overlays/actors/ovl_En_Po_Desert/z_en_po_desert.c b/src/overlays/actors/ovl_En_Po_Desert/z_en_po_desert.c index e866ffe13c..626b9e880a 100644 --- a/src/overlays/actors/ovl_En_Po_Desert/z_en_po_desert.c +++ b/src/overlays/actors/ovl_En_Po_Desert/z_en_po_desert.c @@ -197,11 +197,11 @@ void EnPoDesert_Update(Actor* thisx, PlayState* play) { Collider_UpdateCylinder(&this->actor, &this->collider); CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base); if (play->actorCtx.lensActive) { - this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_REACT_TO_LENS; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_REACT_TO_LENS; this->actor.shape.shadowDraw = ActorShadow_DrawCircle; } else { this->actor.shape.shadowDraw = NULL; - this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_REACT_TO_LENS); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_REACT_TO_LENS); } } diff --git a/src/overlays/actors/ovl_En_Po_Field/z_en_po_field.c b/src/overlays/actors/ovl_En_Po_Field/z_en_po_field.c index 14df53b27c..a0946648c6 100644 --- a/src/overlays/actors/ovl_En_Po_Field/z_en_po_field.c +++ b/src/overlays/actors/ovl_En_Po_Field/z_en_po_field.c @@ -8,7 +8,8 @@ #include "assets/objects/gameplay_keep/gameplay_keep.h" #include "assets/objects/object_po_field/object_po_field.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_IGNORE_QUAKE) +#define FLAGS \ + (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_IGNORE_QUAKE) void EnPoField_Init(Actor* thisx, PlayState* play); void EnPoField_Destroy(Actor* thisx, PlayState* play); @@ -192,7 +193,7 @@ void EnPoField_SetupWaitForSpawn(EnPoField* this, PlayState* play) { Lights_PointSetColorAndRadius(&this->lightInfo, 0, 0, 0, 0); this->actionTimer = 200; Actor_SetScale(&this->actor, 0.0f); - this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_16); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_16); this->collider.base.acFlags &= ~AC_ON; this->collider.base.ocFlags1 = OC1_ON | OC1_TYPE_ALL; this->actor.colChkInfo.health = D_80AD70D8.health; @@ -241,7 +242,7 @@ void EnPoField_SetupCirclePlayer(EnPoField* this, PlayState* play) { Math_Vec3f_Copy(&this->actor.home.pos, &player->actor.world.pos); this->actor.world.rot.y = this->actor.yawTowardsPlayer; if (this->actionFunc != EnPoField_Damage) { - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actionTimer = 600; this->unk_194 = 32; } @@ -254,7 +255,7 @@ void EnPoField_SetupFlee(EnPoField* this) { this->actionFunc = EnPoField_Flee; this->actor.speed = 12.0f; if (this->actionFunc != EnPoField_Damage) { - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.world.rot.y = this->actor.shape.rot.y + 0x8000; this->actionTimer = 2000; this->unk_194 = 32; @@ -276,7 +277,7 @@ void EnPoField_SetupDamage(EnPoField* this) { void EnPoField_SetupDeath(EnPoField* this) { this->actionTimer = 0; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.speed = 0.0f; this->actor.world.rot.y = this->actor.shape.rot.y; this->actor.naviEnemyId = NAVI_ENEMY_NONE; @@ -342,7 +343,7 @@ void func_80AD4384(EnPoField* this) { this->actor.textId = 0x5005; this->actionTimer = 400; this->unk_194 = 32; - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = func_80AD58D4; } diff --git a/src/overlays/actors/ovl_En_Po_Relay/z_en_po_relay.c b/src/overlays/actors/ovl_En_Po_Relay/z_en_po_relay.c index 24983e306b..54b3fadb85 100644 --- a/src/overlays/actors/ovl_En_Po_Relay/z_en_po_relay.c +++ b/src/overlays/actors/ovl_En_Po_Relay/z_en_po_relay.c @@ -8,7 +8,8 @@ #include "overlays/actors/ovl_En_Honotrap/z_en_honotrap.h" #include "assets/objects/object_tk/object_tk.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4 | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_16) +#define FLAGS \ + (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4 | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_16) void EnPoRelay_Init(Actor* thisx, PlayState* play); void EnPoRelay_Destroy(Actor* thisx, PlayState* play); @@ -140,14 +141,14 @@ void EnPoRelay_SetupRace(EnPoRelay* this) { Interface_SetTimer(0); this->hookshotSlotFull = INV_CONTENT(ITEM_HOOKSHOT) != ITEM_NONE; this->unk_19A = Actor_WorldYawTowardPoint(&this->actor, &vec); - this->actor.flags |= ACTOR_FLAG_27; + this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED; Actor_PlaySfx(&this->actor, NA_SE_EN_PO_LAUGH); this->actionFunc = EnPoRelay_Race; } void EnPoRelay_SetupEndRace(EnPoRelay* this) { this->actor.world.rot.y = this->actor.home.rot.y + 0xC000; - this->actor.flags &= ~ACTOR_FLAG_27; + this->actor.flags &= ~ACTOR_FLAG_LOCK_ON_DISABLED; this->actor.speed = 0.0f; this->actionFunc = EnPoRelay_EndRace; } diff --git a/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c b/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c index c460dc37b9..70a6114653 100644 --- a/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c +++ b/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c @@ -8,7 +8,9 @@ #include "assets/objects/gameplay_keep/gameplay_keep.h" #include "assets/objects/object_po_sisters/object_po_sisters.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_9 | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_14) +#define FLAGS \ + (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4 | ACTOR_FLAG_9 | ACTOR_FLAG_IGNORE_QUAKE | \ + ACTOR_FLAG_14) void EnPoSisters_Init(Actor* thisx, PlayState* play); void EnPoSisters_Destroy(Actor* thisx, PlayState* play); @@ -200,7 +202,7 @@ void EnPoSisters_Init(Actor* thisx, PlayState* play) { this->unk_198 = 1; this->unk_199 = 32; this->unk_294 = 110.0f; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; if (PARAMS_GET_NOSHIFT(this->actor.params, 12, 1)) { func_80ADA094(this, play); } else if (this->unk_194 == 0) { @@ -376,7 +378,7 @@ void func_80AD99D4(EnPoSisters* this, PlayState* play) { this->actor.speed = 0.0f; this->actor.world.pos.y += 42.0f; this->actor.shape.yOffset = -6000.0f; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->unk_199 = 0; this->actionFunc = func_80ADAFC0; OnePointCutscene_Init(play, 3190, 999, &this->actor, CAM_ID_MAIN); @@ -426,7 +428,7 @@ void func_80AD9C24(EnPoSisters* this, PlayState* play) { Vec3f vec; this->actor.draw = NULL; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->unk_19C = 100; this->unk_199 = 32; this->collider.base.colType = COLTYPE_HIT3; @@ -485,7 +487,7 @@ void func_80AD9F1C(EnPoSisters* this) { this->unk_19A = 300; this->unk_19C = 3; this->unk_199 |= 9; - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = func_80ADB770; } @@ -507,7 +509,7 @@ void func_80ADA028(EnPoSisters* this) { Animation_MorphToLoop(&this->skelAnime, &gPoeSistersSwayAnim, -3.0f); this->unk_22E.a = 255; this->unk_199 |= 0x15; - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = func_80ADBBF4; this->actor.speed = 0.0f; } @@ -997,7 +999,7 @@ void func_80ADB9F0(EnPoSisters* this, PlayState* play) { if (SkelAnime_Update(&this->skelAnime)) { this->unk_22E.a = 255; if (this->unk_194 == 3) { - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.home.pos.x = 1992.0f; this->actor.home.pos.z = -1440.0f; this->unk_199 |= 0x18; diff --git a/src/overlays/actors/ovl_En_Poh/z_en_poh.c b/src/overlays/actors/ovl_En_Poh/z_en_poh.c index 7c533e632c..fafee9e204 100644 --- a/src/overlays/actors/ovl_En_Poh/z_en_poh.c +++ b/src/overlays/actors/ovl_En_Poh/z_en_poh.c @@ -8,7 +8,7 @@ #include "assets/objects/object_poh/object_poh.h" #include "assets/objects/object_po_composer/object_po_composer.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_IGNORE_QUAKE) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4 | ACTOR_FLAG_IGNORE_QUAKE) void EnPoh_Init(Actor* thisx, PlayState* play); void EnPoh_Destroy(Actor* thisx, PlayState* play); @@ -315,7 +315,7 @@ void func_80ADE368(EnPoh* this) { void EnPoh_SetupInitialAction(EnPoh* this) { this->lightColor.a = 0; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; if (this->infoIdx == EN_POH_INFO_NORMAL) { Animation_PlayOnceSetSpeed(&this->skelAnime, &gPoeAppearAnim, 0.0f); this->actionFunc = func_80ADEF38; @@ -333,7 +333,7 @@ void func_80ADE48C(EnPoh* this) { this->actor.world.rot.y = this->actor.shape.rot.y; this->unk_198 = 0; this->actor.naviEnemyId = NAVI_ENEMY_NONE; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = func_80ADF15C; } @@ -435,7 +435,7 @@ void EnPoh_Talk(EnPoh* this, PlayState* play) { } this->unk_198 = 200; this->unk_195 = 32; - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = func_80ADFE80; } @@ -578,7 +578,7 @@ void func_80ADEF38(EnPoh* this, PlayState* play) { if (SkelAnime_Update(&this->skelAnime)) { this->lightColor.a = 255; this->visibilityTimer = Rand_S16Offset(700, 300); - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; EnPoh_SetupIdle(this); } else if (this->skelAnime.curFrame > 10.0f) { this->lightColor.a = ((this->skelAnime.curFrame - 10.0f) * 0.05f) * 255.0f; @@ -593,7 +593,7 @@ void EnPoh_ComposerAppear(EnPoh* this, PlayState* play) { if (SkelAnime_Update(&this->skelAnime)) { this->lightColor.a = 255; this->visibilityTimer = Rand_S16Offset(700, 300); - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; EnPoh_SetupIdle(this); } else { this->lightColor.a = CLAMP_MAX((s32)(this->skelAnime.curFrame * 25.5f), 255); diff --git a/src/overlays/actors/ovl_En_Rd/z_en_rd.c b/src/overlays/actors/ovl_En_Rd/z_en_rd.c index 29aca4779d..5e9af39bea 100644 --- a/src/overlays/actors/ovl_En_Rd/z_en_rd.c +++ b/src/overlays/actors/ovl_En_Rd/z_en_rd.c @@ -1,7 +1,7 @@ #include "z_en_rd.h" #include "assets/objects/object_rd/object_rd.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4 | ACTOR_FLAG_10) void EnRd_Init(Actor* thisx, PlayState* play); void EnRd_Destroy(Actor* thisx, PlayState* play); @@ -382,7 +382,7 @@ void EnRd_WalkToPlayer(EnRd* this, PlayState* play) { Actor_IsFacingPlayer(&this->actor, 0x38E3)) { player->actor.freezeTimer = 0; if (play->grabPlayer(play, player)) { - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; EnRd_SetupGrab(this); } } else if (this->actor.params > REDEAD_TYPE_DOES_NOT_MOURN_IF_WALKING) { @@ -580,7 +580,7 @@ void EnRd_Grab(EnRd* this, PlayState* play) { Math_SmoothStepToF(&this->actor.shape.yOffset, 0, 1.0f, 400.0f, 0.0f); } this->actor.attentionRangeType = ATTENTION_RANGE_0; - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->playerStunWaitTimer = 0xA; this->grabWaitTimer = 0xF; EnRd_SetupWalkToPlayer(this, play); @@ -650,7 +650,7 @@ void EnRd_SetupDamaged(EnRd* this) { this->actor.speed = -2.0f; } - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; Actor_PlaySfx(&this->actor, NA_SE_EN_REDEAD_DAMAGE); this->action = REDEAD_ACTION_DAMAGED; EnRd_SetupAction(this, EnRd_Damaged); @@ -685,7 +685,7 @@ void EnRd_SetupDead(EnRd* this) { Animation_MorphToPlayOnce(&this->skelAnime, &gGibdoRedeadDeathAnim, -1.0f); this->action = REDEAD_ACTION_DEAD; this->timer = 300; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.speed = 0.0f; Actor_PlaySfx(&this->actor, NA_SE_EN_REDEAD_DEAD); EnRd_SetupAction(this, EnRd_Dead); diff --git a/src/overlays/actors/ovl_En_Reeba/z_en_reeba.c b/src/overlays/actors/ovl_En_Reeba/z_en_reeba.c index 73ca41eeb7..75a3e49eec 100644 --- a/src/overlays/actors/ovl_En_Reeba/z_en_reeba.c +++ b/src/overlays/actors/ovl_En_Reeba/z_en_reeba.c @@ -10,7 +10,7 @@ #include "terminal.h" #include "assets/objects/object_reeba/object_reeba.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_27) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4 | ACTOR_FLAG_LOCK_ON_DISABLED) void EnReeba_Init(Actor* thisx, PlayState* play); void EnReeba_Destroy(Actor* thisx, PlayState* play); @@ -192,7 +192,7 @@ void EnReeba_SetupSurface(EnReeba* this, PlayState* play) { this->waitTimer = 20; } - this->actor.flags &= ~ACTOR_FLAG_27; + this->actor.flags &= ~ACTOR_FLAG_LOCK_ON_DISABLED; this->actor.world.pos.y = this->actor.floorHeight; if (this->type != LEEVER_TYPE_SMALL) { @@ -278,7 +278,7 @@ void EnReeba_Move(EnReeba* this, PlayState* play) { } void EnReeba_SetupMoveBig(EnReeba* this, PlayState* play) { - this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_2; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE; this->actionfunc = EnReeba_MoveBig; } @@ -341,8 +341,8 @@ void EnReeba_Recoiled(EnReeba* this, PlayState* play) { void EnReeba_SetupSink(EnReeba* this, PlayState* play) { this->stunType = LEEVER_STUN_NONE; Actor_PlaySfx(&this->actor, NA_SE_EN_AKINDONUTS_HIDE); - this->actor.flags |= ACTOR_FLAG_27; - this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_2); + this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED; + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); this->actionfunc = EnReeba_Sink; } @@ -393,8 +393,8 @@ void EnReeba_SetupStunned(EnReeba* this, PlayState* play) { this->waitTimer = 14; this->actor.world.rot.y = this->actor.yawTowardsPlayer; this->actor.speed = -8.0f; - this->actor.flags |= ACTOR_FLAG_27; - this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_2); + this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED; + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); this->actionfunc = EnReeba_Stunned; } @@ -463,7 +463,7 @@ void EnReeba_SetupDie(EnReeba* this, PlayState* play) { this->actor.world.rot.y = this->actor.yawTowardsPlayer; Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 8); this->waitTimer = 14; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionfunc = EnReeba_Die; } diff --git a/src/overlays/actors/ovl_En_Rr/z_en_rr.c b/src/overlays/actors/ovl_En_Rr/z_en_rr.c index 08bc057d96..779c54c52c 100644 --- a/src/overlays/actors/ovl_En_Rr/z_en_rr.c +++ b/src/overlays/actors/ovl_En_Rr/z_en_rr.c @@ -8,7 +8,7 @@ #include "assets/objects/object_rr/object_rr.h" #include "terminal.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_10) #define RR_MESSAGE_SHIELD (1 << 0) #define RR_MESSAGE_TUNIC (1 << 1) @@ -254,7 +254,7 @@ void EnRr_SetupGrabPlayer(EnRr* this, Player* player) { s32 i; this->grabTimer = 100; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->ocTimer = 8; this->hasPlayer = true; this->reachState = 0; @@ -289,7 +289,7 @@ void EnRr_SetupReleasePlayer(EnRr* this, PlayState* play) { u8 shield; u8 tunic; - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->hasPlayer = false; this->ocTimer = 110; this->segMoveRate = 0.0f; @@ -381,7 +381,7 @@ void EnRr_SetupDeath(EnRr* this) { } this->actionFunc = EnRr_Death; Actor_PlaySfx(&this->actor, NA_SE_EN_LIKE_DEAD); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } void EnRr_SetupStunned(EnRr* this) { diff --git a/src/overlays/actors/ovl_En_Ru1/z_en_ru1.c b/src/overlays/actors/ovl_En_Ru1/z_en_ru1.c index e6abcb837b..1a80885f30 100644 --- a/src/overlays/actors/ovl_En_Ru1/z_en_ru1.c +++ b/src/overlays/actors/ovl_En_Ru1/z_en_ru1.c @@ -9,7 +9,7 @@ #include "terminal.h" #include "overlays/actors/ovl_Demo_Effect/z_demo_effect.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_4 | ACTOR_FLAG_26) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_4 | ACTOR_FLAG_26) void EnRu1_Init(Actor* thisx, PlayState* play); void EnRu1_Destroy(Actor* thisx, PlayState* play); @@ -1505,7 +1505,7 @@ void func_80AEE050(EnRu1* this) { s32 func_80AEE264(EnRu1* this, PlayState* play) { if (!Actor_TalkOfferAccepted(&this->actor, play)) { - this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL; if (GET_INFTABLE(INFTABLE_143)) { this->actor.textId = 0x404E; Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play); @@ -1837,7 +1837,7 @@ s32 func_80AEF0BC(EnRu1* this, PlayState* play) { Animation_Change(&this->skelAnime, &gRutoChildSitAnim, 1.0f, 0, frameCount, ANIMMODE_ONCE, -8.0f); play->msgCtx.msgMode = MSGMODE_PAUSED; this->action = 26; - this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_3); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL); return true; } return false; @@ -1877,7 +1877,7 @@ void func_80AEF29C(EnRu1* this, PlayState* play) { void func_80AEF2AC(EnRu1* this, PlayState* play) { this->action = 24; this->drawConfig = 1; - this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL; } void func_80AEF2D0(EnRu1* this, PlayState* play) { @@ -2034,7 +2034,7 @@ void func_80AEF890(EnRu1* this, PlayState* play) { void func_80AEF930(EnRu1* this, PlayState* play) { if (func_80AEB104(this) == 3) { - this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL; this->actor.textId = 0x4048; Message_ContinueTextbox(play, this->actor.textId); func_80AEF4A8(this, play); @@ -2132,7 +2132,7 @@ void func_80AEFC54(EnRu1* this, PlayState* play) { this->action = 41; this->unk_28C = EnRu1_FindSwitch(play); func_80AEB0EC(this, 1); - this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_3); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL); } else { Actor_Kill(&this->actor); } @@ -2160,7 +2160,7 @@ void func_80AEFD38(EnRu1* this, PlayState* play) { s32 func_80AEFDC0(EnRu1* this, PlayState* play) { if (!Actor_TalkOfferAccepted(&this->actor, play)) { - this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL; this->actor.textId = MaskReaction_GetTextId(play, MASK_REACTION_SET_RUTO); if (this->actor.textId == 0) { this->actor.textId = 0x402C; @@ -2173,7 +2173,7 @@ s32 func_80AEFDC0(EnRu1* this, PlayState* play) { s32 func_80AEFE38(EnRu1* this, PlayState* play) { if (Message_GetState(&play->msgCtx) == TEXT_STATE_CLOSING) { - this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_3); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL); return true; } return false; diff --git a/src/overlays/actors/ovl_En_Sa/z_en_sa.c b/src/overlays/actors/ovl_En_Sa/z_en_sa.c index 45a8a53698..70c12a09f8 100644 --- a/src/overlays/actors/ovl_En_Sa/z_en_sa.c +++ b/src/overlays/actors/ovl_En_Sa/z_en_sa.c @@ -4,7 +4,7 @@ #include "assets/scenes/overworld/spot04/spot04_scene.h" #include "assets/scenes/overworld/spot05/spot05_scene.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4 | ACTOR_FLAG_25) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4 | ACTOR_FLAG_25) void EnSa_Init(Actor* thisx, PlayState* play); void EnSa_Destroy(Actor* thisx, PlayState* play); diff --git a/src/overlays/actors/ovl_En_Sb/z_en_sb.c b/src/overlays/actors/ovl_En_Sb/z_en_sb.c index e0cb490811..108c6663a5 100644 --- a/src/overlays/actors/ovl_En_Sb/z_en_sb.c +++ b/src/overlays/actors/ovl_En_Sb/z_en_sb.c @@ -8,7 +8,7 @@ #include "terminal.h" #include "assets/objects/object_sb/object_sb.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE) void EnSb_Init(Actor* thisx, PlayState* play); void EnSb_Destroy(Actor* thisx, PlayState* play); diff --git a/src/overlays/actors/ovl_En_Shopnuts/z_en_shopnuts.c b/src/overlays/actors/ovl_En_Shopnuts/z_en_shopnuts.c index 6389b8a0fd..ab0af7d2f1 100644 --- a/src/overlays/actors/ovl_En_Shopnuts/z_en_shopnuts.c +++ b/src/overlays/actors/ovl_En_Shopnuts/z_en_shopnuts.c @@ -6,7 +6,7 @@ #include "z_en_shopnuts.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE) void EnShopnuts_Init(Actor* thisx, PlayState* play); void EnShopnuts_Destroy(Actor* thisx, PlayState* play); diff --git a/src/overlays/actors/ovl_En_Si/z_en_si.c b/src/overlays/actors/ovl_En_Si/z_en_si.c index eb0a7acfb8..50a8a1479d 100644 --- a/src/overlays/actors/ovl_En_Si/z_en_si.c +++ b/src/overlays/actors/ovl_En_Si/z_en_si.c @@ -6,7 +6,7 @@ #include "z_en_si.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_9) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_9) void EnSi_Init(Actor* thisx, PlayState* play); void EnSi_Destroy(Actor* thisx, PlayState* play); diff --git a/src/overlays/actors/ovl_En_Skb/z_en_skb.c b/src/overlays/actors/ovl_En_Skb/z_en_skb.c index 231b2e795c..2d1a4aad6c 100644 --- a/src/overlays/actors/ovl_En_Skb/z_en_skb.c +++ b/src/overlays/actors/ovl_En_Skb/z_en_skb.c @@ -8,7 +8,7 @@ #include "overlays/actors/ovl_En_Encount1/z_en_encount1.h" #include "assets/objects/object_skb/object_skb.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4) typedef enum StalchildBehavior { SKB_BEHAVIOR_BURIED, @@ -210,7 +210,7 @@ void EnSkb_DecideNextAction(EnSkb* this) { void EnSkb_SetupRiseFromGround(EnSkb* this) { Animation_PlayOnceSetSpeed(&this->skelAnime, &gStalchildUncurlingAnim, 1.0f); this->actionState = SKB_BEHAVIOR_BURIED; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Actor_PlaySfx(&this->actor, NA_SE_EN_RIVA_APPEAR); EnSkb_SetupAction(this, EnSkb_RiseFromGround); } @@ -220,7 +220,7 @@ void EnSkb_RiseFromGround(EnSkb* this, PlayState* play) { this->actor.world.rot.y = this->actor.yawTowardsPlayer; this->actor.shape.rot.y = this->actor.yawTowardsPlayer; } else { - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } Math_SmoothStepToF(&this->actor.shape.yOffset, 0.0f, 1.0f, 800.0f, 0.0f); Math_SmoothStepToF(&this->actor.shape.shadowScale, 25.0f, 1.0f, 2.5f, 0.0f); @@ -237,7 +237,7 @@ void EnSkb_SetupDespawn(EnSkb* this) { Animation_GetLastFrame(&gStalchildUncurlingAnim), 0.0f, ANIMMODE_ONCE, -4.0f); this->actionState = SKB_BEHAVIOR_BURIED; this->setColliderAT = false; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.speed = 0.0f; Actor_PlaySfx(&this->actor, NA_SE_EN_AKINDONUTS_HIDE); EnSkb_SetupAction(this, EnSkb_Despawn); @@ -416,7 +416,7 @@ void EnSkb_SetupDeath(EnSkb* this, PlayState* play) { this->actor.speed = -6.0f; } this->actionState = SKB_BEHAVIOR_DYING; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; BodyBreak_Alloc(&this->bodyBreak, 18, play); this->breakFlags |= 4; EffectSsDeadSound_SpawnStationary(play, &this->actor.projectedPos, NA_SE_EN_STALKID_DEAD, 1, 1, 0x28); diff --git a/src/overlays/actors/ovl_En_Skj/z_en_skj.c b/src/overlays/actors/ovl_En_Skj/z_en_skj.c index 72b2bdec32..2524166278 100644 --- a/src/overlays/actors/ovl_En_Skj/z_en_skj.c +++ b/src/overlays/actors/ovl_En_Skj/z_en_skj.c @@ -2,7 +2,7 @@ #include "overlays/actors/ovl_En_Skjneedle/z_en_skjneedle.h" #include "assets/objects/object_skj/object_skj.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_25) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4 | ACTOR_FLAG_25) void EnSkj_Init(Actor* thisx, PlayState* play2); void EnSkj_Destroy(Actor* thisx, PlayState* play); @@ -373,7 +373,7 @@ void EnSkj_Init(Actor* thisx, PlayState* play2) { this->actor.destroy = NULL; this->actor.draw = NULL; this->actor.update = EnSkj_SariasSongShortStumpUpdate; - this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_2); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); this->actor.flags |= 0; Actor_ChangeCategory(play, &play->actorCtx, thisx, ACTORCAT_PROP); break; @@ -384,7 +384,7 @@ void EnSkj_Init(Actor* thisx, PlayState* play2) { this->actor.destroy = NULL; this->actor.draw = NULL; this->actor.update = EnSkj_OcarinaMinigameShortStumpUpdate; - this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_2); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); this->actor.flags |= 0; Actor_ChangeCategory(play, &play->actorCtx, thisx, ACTORCAT_PROP); this->actor.focus.pos.x = 1230.0f; @@ -406,8 +406,8 @@ void EnSkj_Init(Actor* thisx, PlayState* play2) { SkelAnime_InitFlex(play, &this->skelAnime, &gSkullKidSkel, &gSkullKidPlayFluteAnim, this->jointTable, this->morphTable, 19); if ((type >= 0) && (type < 3)) { - this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_2); - this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3; + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL; Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_NPC); } @@ -1211,14 +1211,14 @@ void EnSkj_SariasSongWaitForTextClear(EnSkj* this, PlayState* play) { } void EnSkj_OcarinaGameSetupWaitForPlayer(EnSkj* this) { - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; EnSkj_ChangeAnim(this, SKJ_ANIM_WAIT); EnSkj_SetupAction(this, SKJ_ACTION_OCARINA_GAME_WAIT_FOR_PLAYER); } void EnSkj_OcarinaGameWaitForPlayer(EnSkj* this, PlayState* play) { if (this->playerInRange) { - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; EnSkj_SetupAction(this, SKJ_ACTION_OCARINA_GAME_IDLE); } } diff --git a/src/overlays/actors/ovl_En_Skjneedle/z_en_skjneedle.c b/src/overlays/actors/ovl_En_Skjneedle/z_en_skjneedle.c index 9d40c44ed6..131b09f360 100644 --- a/src/overlays/actors/ovl_En_Skjneedle/z_en_skjneedle.c +++ b/src/overlays/actors/ovl_En_Skjneedle/z_en_skjneedle.c @@ -7,7 +7,7 @@ #include "z_en_skjneedle.h" #include "assets/objects/object_skj/object_skj.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_9) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_9) void EnSkjneedle_Init(Actor* thisx, PlayState* play); void EnSkjneedle_Destroy(Actor* thisx, PlayState* play); @@ -59,7 +59,7 @@ void EnSkjneedle_Init(Actor* thisx, PlayState* play) { Collider_InitCylinder(play, &this->collider); Collider_SetCylinderType1(play, &this->collider, &this->actor, &sCylinderInit); ActorShape_Init(&this->actor.shape, 0, ActorShadow_DrawCircle, 20.0f); - thisx->flags &= ~ACTOR_FLAG_0; + thisx->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Actor_SetScale(&this->actor, 0.01f); } diff --git a/src/overlays/actors/ovl_En_Ssh/z_en_ssh.c b/src/overlays/actors/ovl_En_Ssh/z_en_ssh.c index cd0918a955..d976720575 100644 --- a/src/overlays/actors/ovl_En_Ssh/z_en_ssh.c +++ b/src/overlays/actors/ovl_En_Ssh/z_en_ssh.c @@ -1,7 +1,7 @@ #include "z_en_ssh.h" #include "assets/objects/object_ssh/object_ssh.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_5) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4 | ACTOR_FLAG_5) #define SSH_STATE_STUNNED (1 << 0) #define SSH_STATE_GROUND_START (1 << 2) diff --git a/src/overlays/actors/ovl_En_St/z_en_st.c b/src/overlays/actors/ovl_En_St/z_en_st.c index 744048e52e..d70fd9b3fe 100644 --- a/src/overlays/actors/ovl_En_St/z_en_st.c +++ b/src/overlays/actors/ovl_En_St/z_en_st.c @@ -7,7 +7,7 @@ #include "z_en_st.h" #include "assets/objects/object_st/object_st.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_5) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4 | ACTOR_FLAG_5) void EnSt_Init(Actor* thisx, PlayState* play); void EnSt_Destroy(Actor* thisx, PlayState* play); @@ -467,7 +467,7 @@ s32 EnSt_CheckHitBackside(EnSt* this, PlayState* play) { return false; } Enemy_StartFinishingBlow(play, &this->actor); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->groundBounces = 3; this->deathTimer = 20; this->actor.gravity = -1.0f; diff --git a/src/overlays/actors/ovl_En_Sth/z_en_sth.c b/src/overlays/actors/ovl_En_Sth/z_en_sth.c index 881a17fe90..d70c5e1694 100644 --- a/src/overlays/actors/ovl_En_Sth/z_en_sth.c +++ b/src/overlays/actors/ovl_En_Sth/z_en_sth.c @@ -9,7 +9,7 @@ #include "assets/objects/object_ahg/object_ahg.h" #include "assets/objects/object_boj/object_boj.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4) void EnSth_Init(Actor* thisx, PlayState* play); void EnSth_Destroy(Actor* thisx, PlayState* play); diff --git a/src/overlays/actors/ovl_En_Sw/z_en_sw.c b/src/overlays/actors/ovl_En_Sw/z_en_sw.c index 2b2d3632e6..5846ecc09e 100644 --- a/src/overlays/actors/ovl_En_Sw/z_en_sw.c +++ b/src/overlays/actors/ovl_En_Sw/z_en_sw.c @@ -1,7 +1,7 @@ #include "z_en_sw.h" #include "assets/objects/object_st/object_st.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4) void EnSw_Init(Actor* thisx, PlayState* play); void EnSw_Destroy(Actor* thisx, PlayState* play); @@ -286,7 +286,7 @@ void EnSw_Init(Actor* thisx, PlayState* play) { this->collider.elements[0].base.atDmgInfo.damage *= 2; this->actor.naviEnemyId = NAVI_ENEMY_GOLD_SKULLTULA; this->actor.colChkInfo.health *= 2; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; break; default: Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_ENEMY); @@ -353,7 +353,7 @@ s32 func_80B0C9F0(EnSw* this, PlayState* play) { this->unk_38A = 2; this->actor.shape.shadowScale = 16.0f; this->actor.gravity = -1.0f; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = func_80B0DB00; } diff --git a/src/overlays/actors/ovl_En_Syateki_Man/z_en_syateki_man.c b/src/overlays/actors/ovl_En_Syateki_Man/z_en_syateki_man.c index f906f8fb0e..1e4f0261f9 100644 --- a/src/overlays/actors/ovl_En_Syateki_Man/z_en_syateki_man.c +++ b/src/overlays/actors/ovl_En_Syateki_Man/z_en_syateki_man.c @@ -3,7 +3,7 @@ #include "overlays/actors/ovl_En_Syateki_Itm/z_en_syateki_itm.h" #include "assets/objects/object_ossan/object_ossan.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4 | ACTOR_FLAG_27) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4 | ACTOR_FLAG_LOCK_ON_DISABLED) typedef enum EnSyatekiManGameResult { /* 0 */ SYATEKI_RESULT_NONE, @@ -415,7 +415,7 @@ void EnSyatekiMan_FinishPrize(EnSyatekiMan* this, PlayState* play) { } this->gameResult = SYATEKI_RESULT_NONE; this->actor.parent = this->tempGallery; - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = EnSyatekiMan_SetupIdle; } } diff --git a/src/overlays/actors/ovl_En_Syateki_Niw/z_en_syateki_niw.c b/src/overlays/actors/ovl_En_Syateki_Niw/z_en_syateki_niw.c index 04b1f13618..1b94e675d3 100644 --- a/src/overlays/actors/ovl_En_Syateki_Niw/z_en_syateki_niw.c +++ b/src/overlays/actors/ovl_En_Syateki_Niw/z_en_syateki_niw.c @@ -68,7 +68,7 @@ void EnSyatekiNiw_Init(Actor* thisx, PlayState* play) { EnSyatekiNiw* this = (EnSyatekiNiw*)thisx; Actor_ProcessInitChain(&this->actor, sInitChain); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 25.0f); SkelAnime_InitFlex(play, &this->skelAnime, &gCuccoSkel, &gCuccoAnim, this->jointTable, this->morphTable, 16); diff --git a/src/overlays/actors/ovl_En_Ta/z_en_ta.c b/src/overlays/actors/ovl_En_Ta/z_en_ta.c index b76e71f43a..17eb0b3b3a 100644 --- a/src/overlays/actors/ovl_En_Ta/z_en_ta.c +++ b/src/overlays/actors/ovl_En_Ta/z_en_ta.c @@ -8,7 +8,7 @@ #include "terminal.h" #include "assets/objects/object_ta/object_ta.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL) #define TALON_STATE_FLAG_TRACKING_PLAYER (1 << 0) #define TALON_STATE_FLAG_GIVING_MILK_REFILL (1 << 1) diff --git a/src/overlays/actors/ovl_En_Takara_Man/z_en_takara_man.c b/src/overlays/actors/ovl_En_Takara_Man/z_en_takara_man.c index 4210979ae7..2da5672688 100644 --- a/src/overlays/actors/ovl_En_Takara_Man/z_en_takara_man.c +++ b/src/overlays/actors/ovl_En_Takara_Man/z_en_takara_man.c @@ -8,7 +8,8 @@ #include "terminal.h" #include "assets/objects/object_ts/object_ts.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_27) +#define FLAGS \ + (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_LOCK_ON_DISABLED) void EnTakaraMan_Init(Actor* thisx, PlayState* play); void EnTakaraMan_Destroy(Actor* thisx, PlayState* play); @@ -113,11 +114,11 @@ void func_80B1778C(EnTakaraMan* this, PlayState* play) { absYawDiff = ABS(yawDiff); if (absYawDiff < 0x4300) { if (play->roomCtx.curRoom.num != this->originalRoomNum) { - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->unk_218 = 0; } else { if (!this->unk_218) { - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->unk_218 = 1; } Actor_OfferTalk(&this->actor, play, 100.0f); diff --git a/src/overlays/actors/ovl_En_Tana/z_en_tana.c b/src/overlays/actors/ovl_En_Tana/z_en_tana.c index 1bb12bd048..76fa8b7019 100644 --- a/src/overlays/actors/ovl_En_Tana/z_en_tana.c +++ b/src/overlays/actors/ovl_En_Tana/z_en_tana.c @@ -7,7 +7,7 @@ #include "z_en_tana.h" #include "assets/objects/object_shop_dungen/object_shop_dungen.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL) void EnTana_Init(Actor* thisx, PlayState* play); void EnTana_Destroy(Actor* thisx, PlayState* play); @@ -63,7 +63,7 @@ void EnTana_Init(Actor* thisx, PlayState* play) { PRINTF("☆☆☆ %s ☆☆☆\n", sShelfTypes[thisx->params]); Actor_SetScale(thisx, 1.0f); - thisx->flags &= ~ACTOR_FLAG_0; + thisx->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; thisx->draw = sDrawFuncs[thisx->params]; } diff --git a/src/overlays/actors/ovl_En_Test/z_en_test.c b/src/overlays/actors/ovl_En_Test/z_en_test.c index 060b25db1b..44db5bb080 100644 --- a/src/overlays/actors/ovl_En_Test/z_en_test.c +++ b/src/overlays/actors/ovl_En_Test/z_en_test.c @@ -7,7 +7,7 @@ #include "z_en_test.h" #include "assets/objects/object_sk2/object_sk2.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4) void EnTest_Init(Actor* thisx, PlayState* play); void EnTest_Destroy(Actor* thisx, PlayState* play); @@ -429,7 +429,7 @@ void EnTest_SetupWaitGround(EnTest* this) { this->timer = 15; this->actor.scale.y = 0.0f; this->actor.world.pos.y = this->actor.home.pos.y - 3.5f; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; EnTest_SetupAction(this, EnTest_WaitGround); } @@ -459,7 +459,7 @@ void EnTest_SetupWaitAbove(EnTest* this) { this->unk_7C8 = 0; this->actor.world.pos.y = this->actor.home.pos.y + 150.0f; Actor_SetScale(&this->actor, 0.0f); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; EnTest_SetupAction(this, EnTest_WaitAbove); } @@ -469,7 +469,7 @@ void EnTest_WaitAbove(EnTest* this, PlayState* play) { if ((this->actor.xzDistToPlayer < 200.0f) && (ABS(this->actor.yDistToPlayer) < 450.0f)) { EnTest_SetupAction(this, EnTest_Fall); - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.shape.rot.y = this->actor.world.rot.y = this->actor.yawTowardsPlayer; Actor_SetScale(&this->actor, 0.015f); } @@ -1067,7 +1067,7 @@ void EnTest_JumpBack(EnTest* this, PlayState* play) { this->timer = (Rand_ZeroOne() * 5.0f) + 5.0f; } } - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } } else if (this->skelAnime.curFrame == (this->skelAnime.endFrame - 4.0f)) { Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_M_GND); @@ -1489,7 +1489,7 @@ void func_80862DBC(EnTest* this, PlayState* play) { this->swordState = -1; } - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; if (this->actor.params == STALFOS_TYPE_5) { Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_PROP); @@ -1518,7 +1518,7 @@ void func_80862E6C(EnTest* this, PlayState* play) { } this->actor.child = NULL; - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; EnTest_SetupJumpBack(this); } else if ((this->actor.params == STALFOS_TYPE_5) && !Actor_FindNearby(play, &this->actor, ACTOR_EN_TEST, ACTORCAT_ENEMY, 8000.0f)) { @@ -1537,7 +1537,7 @@ void func_80862FA8(EnTest* this, PlayState* play) { Animation_PlayOnce(&this->skelAnime, &gStalfosFallOverBackwardsAnim); Actor_PlaySfx(&this->actor, NA_SE_EN_STAL_DEAD); this->unk_7DE = 0; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.colorFilterTimer = 0; this->actor.speed = 0.0f; @@ -1571,7 +1571,7 @@ void func_808630F0(EnTest* this, PlayState* play) { this->actor.speed = 0.0f; if (this->actor.params <= STALFOS_TYPE_CEILING) { - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; EnTest_SetupAction(this, func_8086318C); } else { func_80862DBC(this, play); @@ -1811,10 +1811,10 @@ void EnTest_Update(Actor* thisx, PlayState* play) { if (this->actor.params == STALFOS_TYPE_INVISIBLE) { if (play->actorCtx.lensActive) { - this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_REACT_TO_LENS; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_REACT_TO_LENS; this->actor.shape.shadowDraw = ActorShadow_DrawFeet; } else { - this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_REACT_TO_LENS); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_REACT_TO_LENS); this->actor.shape.shadowDraw = NULL; } } diff --git a/src/overlays/actors/ovl_En_Tg/z_en_tg.c b/src/overlays/actors/ovl_En_Tg/z_en_tg.c index 9baf1800f1..edd86bd1a5 100644 --- a/src/overlays/actors/ovl_En_Tg/z_en_tg.c +++ b/src/overlays/actors/ovl_En_Tg/z_en_tg.c @@ -7,7 +7,7 @@ #include "z_en_tg.h" #include "assets/objects/object_mu/object_mu.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL) void EnTg_Init(Actor* thisx, PlayState* play); void EnTg_Destroy(Actor* thisx, PlayState* play); diff --git a/src/overlays/actors/ovl_En_Tite/z_en_tite.c b/src/overlays/actors/ovl_En_Tite/z_en_tite.c index 6533739312..09914205a0 100644 --- a/src/overlays/actors/ovl_En_Tite/z_en_tite.c +++ b/src/overlays/actors/ovl_En_Tite/z_en_tite.c @@ -10,7 +10,7 @@ #include "terminal.h" #include "assets/objects/object_tite/object_tite.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4) // EnTite_Idle #define vIdleTimer actionVar1 diff --git a/src/overlays/actors/ovl_En_Tk/z_en_tk.c b/src/overlays/actors/ovl_En_Tk/z_en_tk.c index 87fecc292c..27eb74355d 100644 --- a/src/overlays/actors/ovl_En_Tk/z_en_tk.c +++ b/src/overlays/actors/ovl_En_Tk/z_en_tk.c @@ -8,7 +8,7 @@ #include "assets/objects/gameplay_keep/gameplay_keep.h" #include "assets/objects/object_tk/object_tk.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL) void EnTk_Init(Actor* thisx, PlayState* play); void EnTk_Destroy(Actor* thisx, PlayState* play); diff --git a/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c b/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c index 5153837a76..9d88eda5b8 100644 --- a/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c +++ b/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c @@ -7,7 +7,7 @@ #include "z_en_torch2.h" #include "assets/objects/object_torch2/object_torch2.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_5) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4 | ACTOR_FLAG_5) typedef enum EnTorch2ActionStates { /* 0 */ ENTORCH2_WAIT, @@ -327,7 +327,7 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) { player->skelAnime.curFrame = 3.0f; sStickAngle = this->actor.yawTowardsPlayer + 0x8000; sSwordJumpTimer = sSwordJumpState = 0; - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } else if (sSwordJumpState == 1) { if (sSwordJumpTimer < 16) { EnTorch2_SwingSword(play, input, this); @@ -360,7 +360,7 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) { sStickTilt = 0.0f; sSwordJumpState = 1; player->stateFlags3 |= PLAYER_STATE3_2; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; sSwordJumpTimer = 27; player->meleeWeaponState = 0; player->speedXZ = 0.0f; @@ -486,7 +486,7 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) { input->cur.stick_x = input->cur.stick_y = 0; if ((this->invincibilityTimer > 0) && (this->actor.world.pos.y < (this->actor.floorHeight - 160.0f))) { this->stateFlags3 &= ~PLAYER_STATE3_0; - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->invincibilityTimer = 0; this->actor.velocity.y = 0.0f; this->actor.world.pos.y = sSpawnPoint.y + 40.0f; @@ -572,7 +572,7 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) { if (!Actor_ApplyDamage(&this->actor)) { func_800F5B58(); - this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_2); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); this->unk_8A1 = 2; this->unk_8A4 = 6.0f; this->unk_8A8 = 6.0f; @@ -592,7 +592,7 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) { Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 255, COLORFILTER_BUFFLAG_XLU, 80); } } else { - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->unk_8A0 = this->actor.colChkInfo.damage; this->unk_8A1 = 1; this->unk_8A8 = 6.0f; diff --git a/src/overlays/actors/ovl_En_Toryo/z_en_toryo.c b/src/overlays/actors/ovl_En_Toryo/z_en_toryo.c index 1cf867f61a..d450acc0bd 100644 --- a/src/overlays/actors/ovl_En_Toryo/z_en_toryo.c +++ b/src/overlays/actors/ovl_En_Toryo/z_en_toryo.c @@ -7,7 +7,7 @@ #include "z_en_toryo.h" #include "assets/objects/object_toryo/object_toryo.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL) void EnToryo_Init(Actor* thisx, PlayState* play); void EnToryo_Destroy(Actor* thisx, PlayState* play); diff --git a/src/overlays/actors/ovl_En_Tp/z_en_tp.c b/src/overlays/actors/ovl_En_Tp/z_en_tp.c index 89480d2213..1257b7b62e 100644 --- a/src/overlays/actors/ovl_En_Tp/z_en_tp.c +++ b/src/overlays/actors/ovl_En_Tp/z_en_tp.c @@ -153,7 +153,7 @@ void EnTp_Init(Actor* thisx, PlayState* play2) { this->collider.elements[0].dim.modelSphere.radius = this->collider.elements[0].dim.worldSphere.radius = 8; EnTp_Head_SetupWait(this); this->actor.focus.pos = this->actor.world.pos; - this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4; Actor_SetScale(&this->actor, 1.5f); for (i = 0; i <= 6; i++) { @@ -170,7 +170,7 @@ void EnTp_Init(Actor* thisx, PlayState* play2) { Actor_SetScale(&next->actor, 0.3f); if (i == 2) { - next->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4; + next->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4; next->unk_150 = 1; // Why? } @@ -211,13 +211,13 @@ void EnTp_Tail_FollowHead(EnTp* this, PlayState* play) { } } else { if (this->unk_150 != 0) { - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; } if (this->head->unk_150 != 0) { this->actor.speed = this->red = this->actor.velocity.y = this->heightPhase = 0.0f; if (this->actor.world.pos.y < this->head->actor.home.pos.y) { - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } this->actor.world.pos = this->actor.parent->prevPos; @@ -350,7 +350,7 @@ void EnTp_Fragment_SetupFade(EnTp* this) { this->actor.velocity.x = (Rand_ZeroOne() - 0.5f) * 1.5f; this->actor.velocity.y = (Rand_ZeroOne() - 0.5f) * 1.5f; this->actor.velocity.z = (Rand_ZeroOne() - 0.5f) * 1.5f; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; EnTp_SetupAction(this, EnTp_Fragment_Fade); } @@ -594,7 +594,7 @@ void EnTp_UpdateDamage(EnTp* this, PlayState* play) { } if (this->actor.colChkInfo.health == 0) { - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; head = this->head; if (head->actor.params <= TAILPASARAN_HEAD) { diff --git a/src/overlays/actors/ovl_En_Tubo_Trap/z_en_tubo_trap.c b/src/overlays/actors/ovl_En_Tubo_Trap/z_en_tubo_trap.c index ddf25dac22..e32db45969 100644 --- a/src/overlays/actors/ovl_En_Tubo_Trap/z_en_tubo_trap.c +++ b/src/overlays/actors/ovl_En_Tubo_Trap/z_en_tubo_trap.c @@ -229,7 +229,7 @@ void EnTuboTrap_WaitForProximity(EnTuboTrap* this, PlayState* play) { if (this->actor.xzDistToPlayer < 200.0f && this->actor.world.pos.y <= player->actor.world.pos.y) { Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_ENEMY); - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; targetHeight = 40.0f + -10.0f * gSaveContext.save.linkAge; this->targetY = player->actor.world.pos.y + targetHeight; diff --git a/src/overlays/actors/ovl_En_Vali/z_en_vali.c b/src/overlays/actors/ovl_En_Vali/z_en_vali.c index b6509f6d4e..8654a0dc08 100644 --- a/src/overlays/actors/ovl_En_Vali/z_en_vali.c +++ b/src/overlays/actors/ovl_En_Vali/z_en_vali.c @@ -7,7 +7,7 @@ #include "z_en_vali.h" #include "assets/objects/object_vali/object_vali.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_IGNORE_QUAKE) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4 | ACTOR_FLAG_IGNORE_QUAKE) void EnVali_Init(Actor* thisx, PlayState* play); void EnVali_Destroy(Actor* thisx, PlayState* play); @@ -154,7 +154,7 @@ void EnVali_Init(Actor* thisx, PlayState* play) { EnVali_SetupLurk(this); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.floorHeight = BgCheck_EntityRaycastDown4(&play->colCtx, &this->actor.floorPoly, &bgId, &this->actor, &this->actor.world.pos); this->actor.params = BARI_TYPE_NORMAL; @@ -181,7 +181,7 @@ void EnVali_SetupLurk(EnVali* this) { void EnVali_SetupDropAppear(EnVali* this) { this->actor.draw = EnVali_Draw; - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.velocity.y = 1.0f; this->actionFunc = EnVali_DropAppear; } @@ -209,7 +209,7 @@ void EnVali_SetupFloatIdle(EnVali* this) { */ void EnVali_SetupAttacked(EnVali* this) { this->lightningTimer = 20; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->bodyCollider.base.acFlags &= ~AC_ON; this->actionFunc = EnVali_Attacked; } @@ -248,7 +248,7 @@ void EnVali_SetupDivideAndDie(EnVali* this, PlayState* play) { this->timer = Rand_S16Offset(10, 10); this->bodyCollider.base.acFlags &= ~AC_ON; SfxSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 40, NA_SE_EN_BARI_SPLIT); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.draw = NULL; this->actionFunc = EnVali_DivideAndDie; } @@ -275,7 +275,7 @@ void EnVali_SetupFrozen(EnVali* this) { void EnVali_SetupReturnToLurk(EnVali* this) { Animation_MorphToPlayOnce(&this->skelAnime, &gBariLurkingAnim, 10.0f); this->actor.flags |= ACTOR_FLAG_4; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = EnVali_ReturnToLurk; } @@ -361,7 +361,7 @@ void EnVali_Attacked(EnVali* this, PlayState* play) { EnVali_DischargeLightning(this, play); if (this->lightningTimer == 0) { - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->bodyCollider.base.acFlags |= AC_ON; if (this->actor.params == BARI_TYPE_SWORD_DAMAGE) { EnVali_SetupRetaliate(this); @@ -502,7 +502,7 @@ void EnVali_UpdateDamage(EnVali* this, PlayState* play) { if (Actor_ApplyDamage(&this->actor) == 0) { Actor_PlaySfx(&this->actor, NA_SE_EN_BARI_DEAD); Enemy_StartFinishingBlow(play, &this->actor); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } else if ((this->actor.colChkInfo.damageEffect != BARI_DMGEFF_STUN) && (this->actor.colChkInfo.damageEffect != BARI_DMGEFF_SLINGSHOT)) { Actor_PlaySfx(&this->actor, NA_SE_EN_BARI_DAMAGE); diff --git a/src/overlays/actors/ovl_En_Vm/z_en_vm.c b/src/overlays/actors/ovl_En_Vm/z_en_vm.c index f03b0b3500..d2e94c1e4e 100644 --- a/src/overlays/actors/ovl_En_Vm/z_en_vm.c +++ b/src/overlays/actors/ovl_En_Vm/z_en_vm.c @@ -9,7 +9,7 @@ #include "overlays/actors/ovl_En_Bom/z_en_bom.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_4) void EnVm_Init(Actor* thisx, PlayState* play); void EnVm_Destroy(Actor* thisx, PlayState* play); diff --git a/src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.c b/src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.c index 8bcb2b4e6d..51751a2f53 100644 --- a/src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.c +++ b/src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.c @@ -8,7 +8,7 @@ #include "assets/objects/object_wallmaster/object_wallmaster.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4) #define TIMER_SCALE ((f32)OS_CLOCK_RATE / 10000000000) @@ -150,7 +150,7 @@ void EnWallmas_Destroy(Actor* thisx, PlayState* play) { void EnWallmas_TimerInit(EnWallmas* this, PlayState* play) { Player* player = GET_PLAYER(play); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.flags |= ACTOR_FLAG_5; this->timer = 0x82; this->actor.velocity.y = 0.0f; @@ -171,7 +171,7 @@ void EnWallmas_SetupDrop(EnWallmas* this, PlayState* play) { this->actor.world.pos.y = player->actor.world.pos.y + 300.0f; this->actor.world.rot.y = player->actor.shape.rot.y + 0x8000; this->actor.floorHeight = player->actor.floorHeight; - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.flags &= ~ACTOR_FLAG_5; this->actionFunc = EnWallmas_Drop; } @@ -266,7 +266,7 @@ void EnWallmas_SetupTakePlayer(EnWallmas* this, PlayState* play) { void EnWallmas_ProximityOrSwitchInit(EnWallmas* this) { this->timer = 0; this->actor.draw = NULL; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; if (this->actor.params == WMT_PROXIMITY) { this->actionFunc = EnWallmas_WaitForProximity; } else { @@ -512,7 +512,7 @@ void EnWallmas_ColUpdate(EnWallmas* this, PlayState* play) { if (Actor_ApplyDamage(&this->actor) == 0) { Enemy_StartFinishingBlow(play, &this->actor); Actor_PlaySfx(&this->actor, NA_SE_EN_FALL_DEAD); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } else { if (this->actor.colChkInfo.damage != 0) { Actor_PlaySfx(&this->actor, NA_SE_EN_FALL_DAMAGE); diff --git a/src/overlays/actors/ovl_En_Weather_Tag/z_en_weather_tag.c b/src/overlays/actors/ovl_En_Weather_Tag/z_en_weather_tag.c index 254d105224..908a0d93d0 100644 --- a/src/overlays/actors/ovl_En_Weather_Tag/z_en_weather_tag.c +++ b/src/overlays/actors/ovl_En_Weather_Tag/z_en_weather_tag.c @@ -53,7 +53,7 @@ void EnWeatherTag_Destroy(Actor* thisx, PlayState* play) { void EnWeatherTag_Init(Actor* thisx, PlayState* play) { EnWeatherTag* this = (EnWeatherTag*)thisx; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; switch (PARAMS_GET_U(this->actor.params, 0, 4)) { case EN_WEATHER_TAG_TYPE_CLOUDY_MARKET: diff --git a/src/overlays/actors/ovl_En_Weiyer/z_en_weiyer.c b/src/overlays/actors/ovl_En_Weiyer/z_en_weiyer.c index 35d7d22e86..2a710a3643 100644 --- a/src/overlays/actors/ovl_En_Weiyer/z_en_weiyer.c +++ b/src/overlays/actors/ovl_En_Weiyer/z_en_weiyer.c @@ -7,7 +7,7 @@ #include "z_en_weiyer.h" #include "assets/objects/object_ei/object_ei.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE) void EnWeiyer_Init(Actor* thisx, PlayState* play); void EnWeiyer_Destroy(Actor* thisx, PlayState* play); @@ -571,7 +571,7 @@ void func_80B3368C(EnWeiyer* this, PlayState* play) { } else if (Actor_ApplyDamage(&this->actor) == 0) { Enemy_StartFinishingBlow(play, &this->actor); Actor_PlaySfx(&this->actor, NA_SE_EN_EIER_DEAD); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; func_80B32724(this); } else { func_80B325A0(this); diff --git a/src/overlays/actors/ovl_En_Wf/z_en_wf.c b/src/overlays/actors/ovl_En_Wf/z_en_wf.c index bc7d78e8ff..aff693da0e 100644 --- a/src/overlays/actors/ovl_En_Wf/z_en_wf.c +++ b/src/overlays/actors/ovl_En_Wf/z_en_wf.c @@ -9,7 +9,7 @@ #include "overlays/actors/ovl_En_Encount1/z_en_encount1.h" #include "assets/objects/object_wf/object_wf.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4) void EnWf_Init(Actor* thisx, PlayState* play); void EnWf_Destroy(Actor* thisx, PlayState* play); @@ -372,7 +372,7 @@ void EnWf_SetupWaitToAppear(EnWf* this) { this->actionTimer = 20; this->unk_300 = false; this->action = WOLFOS_ACTION_WAIT_TO_APPEAR; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.scale.y = 0.0f; this->actor.gravity = 0.0f; EnWf_SetupAction(this, EnWf_WaitToAppear); @@ -384,7 +384,7 @@ void EnWf_WaitToAppear(EnWf* this, PlayState* play) { if (this->actor.xzDistToPlayer < 240.0f) { this->actionTimer = 5; - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; if ((this->actor.params != WOLFOS_NORMAL) && (this->switchFlag != 0xFF)) { func_800F5ACC(NA_BGM_MINI_BOSS); @@ -1191,7 +1191,7 @@ void EnWf_SetupDie(EnWf* this) { } this->action = WOLFOS_ACTION_DIE; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionTimer = this->skelAnime.animLength; Actor_PlaySfx(&this->actor, NA_SE_EN_WOLFOS_DEAD); EnWf_SetupAction(this, EnWf_Die); diff --git a/src/overlays/actors/ovl_En_Wonder_Item/z_en_wonder_item.c b/src/overlays/actors/ovl_En_Wonder_Item/z_en_wonder_item.c index 94e576c06d..f95aae46b1 100644 --- a/src/overlays/actors/ovl_En_Wonder_Item/z_en_wonder_item.c +++ b/src/overlays/actors/ovl_En_Wonder_Item/z_en_wonder_item.c @@ -123,7 +123,7 @@ void EnWonderItem_Init(Actor* thisx, PlayState* play) { PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 不思議不思議まか不思議 \t ☆☆☆☆☆ %x\n", "☆☆☆☆☆ Mysterious mystery, very mysterious \t ☆☆☆☆☆ %x\n") VT_RST, this->actor.params); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->wonderMode = PARAMS_GET_U(this->actor.params, 11, 5); this->itemDrop = PARAMS_GET_U(this->actor.params, 6, 5); diff --git a/src/overlays/actors/ovl_En_Wonder_Talk/z_en_wonder_talk.c b/src/overlays/actors/ovl_En_Wonder_Talk/z_en_wonder_talk.c index 40bbd6779f..ffda29fcd5 100644 --- a/src/overlays/actors/ovl_En_Wonder_Talk/z_en_wonder_talk.c +++ b/src/overlays/actors/ovl_En_Wonder_Talk/z_en_wonder_talk.c @@ -7,7 +7,7 @@ #include "z_en_wonder_talk.h" #include "terminal.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_27) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_LOCK_ON_DISABLED) void EnWonderTalk_Init(Actor* thisx, PlayState* play); void EnWonderTalk_Destroy(Actor* thisx, PlayState* play); @@ -143,7 +143,7 @@ void func_80B3943C(EnWonderTalk* this, PlayState* play) { this->actionFunc = func_80B395F0; } else { if (this->switchFlag >= 0) { - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Flags_SetSwitch(play, this->switchFlag); } this->actionFunc = func_80B391CC; @@ -175,7 +175,7 @@ void func_80B3943C(EnWonderTalk* this, PlayState* play) { void func_80B395F0(EnWonderTalk* this, PlayState* play) { if (this->unk_156 == Message_GetState(&play->msgCtx) && Message_ShouldAdvance(play)) { if (this->switchFlag >= 0) { - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Flags_SetSwitch(play, this->switchFlag); } switch (this->unk_150) { diff --git a/src/overlays/actors/ovl_En_Wonder_Talk2/z_en_wonder_talk2.c b/src/overlays/actors/ovl_En_Wonder_Talk2/z_en_wonder_talk2.c index 918b07b256..cd012962a5 100644 --- a/src/overlays/actors/ovl_En_Wonder_Talk2/z_en_wonder_talk2.c +++ b/src/overlays/actors/ovl_En_Wonder_Talk2/z_en_wonder_talk2.c @@ -7,7 +7,7 @@ #include "z_en_wonder_talk2.h" #include "terminal.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_27) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_LOCK_ON_DISABLED) void EnWonderTalk2_Init(Actor* thisx, PlayState* play); void EnWonderTalk2_Destroy(Actor* thisx, PlayState* play); @@ -91,7 +91,7 @@ void EnWonderTalk2_Init(Actor* thisx, PlayState* play) { this->talkMode = 4; } if (this->talkMode == 3) { - this->actor.flags &= ~ACTOR_FLAG_27; + this->actor.flags &= ~ACTOR_FLAG_LOCK_ON_DISABLED; this->actionFunc = EnWonderTalk2_DoNothing; } else { this->actionFunc = func_80B3A10C; @@ -114,7 +114,7 @@ void func_80B3A15C(EnWonderTalk2* this, PlayState* play) { this->unk_158++; if ((this->switchFlag >= 0) && Flags_GetSwitch(play, this->switchFlag)) { if (!this->unk_15A) { - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->unk_15A = true; } } else if (Actor_TalkOfferAccepted(&this->actor, play)) { @@ -193,7 +193,7 @@ void func_80B3A3D4(EnWonderTalk2* this, PlayState* play) { if (this->talkMode == 4) { this->unk_15A = true; } - this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_4); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_4); Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_7); this->unk_156 = true; this->actionFunc = func_80B3A4F8; @@ -208,7 +208,7 @@ void func_80B3A4F8(EnWonderTalk2* this, PlayState* play) { this->unk_158++; if (this->switchFlag >= 0 && Flags_GetSwitch(play, this->switchFlag)) { if (!this->unk_15A) { - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->unk_15A = true; } } else if ((this->talkMode != 4) || !this->unk_15A) { @@ -256,7 +256,7 @@ void func_80B3A4F8(EnWonderTalk2* this, PlayState* play) { if (!this->unk_156) { Message_StartTextbox(play, this->actor.textId, NULL); Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8); - this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_4; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_4; this->actionFunc = func_80B3A3D4; } diff --git a/src/overlays/actors/ovl_En_Xc/z_en_xc.c b/src/overlays/actors/ovl_En_Xc/z_en_xc.c index 03a7ffd32d..d3f45ab15a 100644 --- a/src/overlays/actors/ovl_En_Xc/z_en_xc.c +++ b/src/overlays/actors/ovl_En_Xc/z_en_xc.c @@ -2207,7 +2207,7 @@ void EnXc_SetupDialogueAction(EnXc* this, PlayState* play) { this->action = SHEIK_ACTION_IN_DIALOGUE; } else { - this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL; if (INV_CONTENT(ITEM_HOOKSHOT) != ITEM_NONE) { this->actor.textId = 0x7010; } else { @@ -2220,7 +2220,7 @@ void EnXc_SetupDialogueAction(EnXc* this, PlayState* play) { void func_80B41798(EnXc* this, PlayState* play) { if (Message_GetState(&play->msgCtx) == TEXT_STATE_CLOSING) { this->action = SHEIK_ACTION_BLOCK_PEDESTAL; - this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_3); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL); } } diff --git a/src/overlays/actors/ovl_En_Yabusame_Mark/z_en_yabusame_mark.c b/src/overlays/actors/ovl_En_Yabusame_Mark/z_en_yabusame_mark.c index 45c57482d2..e45d92ba27 100644 --- a/src/overlays/actors/ovl_En_Yabusame_Mark/z_en_yabusame_mark.c +++ b/src/overlays/actors/ovl_En_Yabusame_Mark/z_en_yabusame_mark.c @@ -80,7 +80,7 @@ void EnYabusameMark_Init(Actor* thisx, PlayState* play) { PRINTF("\n\n"); PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ やぶさめまと ☆☆☆☆☆ %x\n" VT_RST, this->actor.params); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->typeIndex = this->actor.params; this->actor.attentionRangeType = ATTENTION_RANGE_5; PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 種類インデックス \t ☆☆☆☆☆ %d\n" VT_RST, this->typeIndex); diff --git a/src/overlays/actors/ovl_En_Yukabyun/z_en_yukabyun.c b/src/overlays/actors/ovl_En_Yukabyun/z_en_yukabyun.c index 7dfc68bebd..02196544f2 100644 --- a/src/overlays/actors/ovl_En_Yukabyun/z_en_yukabyun.c +++ b/src/overlays/actors/ovl_En_Yukabyun/z_en_yukabyun.c @@ -80,7 +80,7 @@ void func_80B43A94(EnYukabyun* this, PlayState* play) { this->unk_150--; } if (this->unk_150 == 0) { - this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_IGNORE_QUAKE; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_IGNORE_QUAKE; this->actionfunc = func_80B43AD4; } } @@ -122,7 +122,7 @@ void EnYukabyun_Update(Actor* thisx, PlayState* play) { this->collider.base.atFlags &= ~AT_HIT; this->collider.base.acFlags &= ~AC_HIT; this->collider.base.ocFlags1 &= ~OC1_HIT; - this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_2); + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); SfxSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 30, NA_SE_EN_OCTAROCK_ROCK); this->actionfunc = EnYukabyun_Break; } diff --git a/src/overlays/actors/ovl_En_Zf/z_en_zf.c b/src/overlays/actors/ovl_En_Zf/z_en_zf.c index bc52b230de..f945ac7a35 100644 --- a/src/overlays/actors/ovl_En_Zf/z_en_zf.c +++ b/src/overlays/actors/ovl_En_Zf/z_en_zf.c @@ -7,7 +7,7 @@ #include "z_en_zf.h" #include "assets/objects/object_zf/object_zf.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4) void EnZf_Init(Actor* thisx, PlayState* play); void EnZf_Destroy(Actor* thisx, PlayState* play); @@ -648,7 +648,7 @@ void EnZf_SetupDropIn(EnZf* this) { this->hopAnimIndex = 1; this->action = ENZF_ACTION_DROP_IN; this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND_TOUCH; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.shape.rot.y = this->actor.world.rot.y = this->actor.yawTowardsPlayer; EnZf_SetupAction(this, EnZf_DropIn); } @@ -656,7 +656,7 @@ void EnZf_SetupDropIn(EnZf* this) { void EnZf_DropIn(EnZf* this, PlayState* play) { if (this->unk_3F0 == 1) { Actor_PlaySfx(&this->actor, NA_SE_EN_RIZA_CRY); - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; if (this->actor.params == ENZF_TYPE_LIZALFOS_MINIBOSS_A) { func_800F5ACC(NA_BGM_MINI_BOSS); @@ -668,7 +668,7 @@ void EnZf_DropIn(EnZf* this, PlayState* play) { this->unk_3F0--; } else if (this->actor.xzDistToPlayer <= 160.0f) { this->unk_3F0 = 0; - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; Actor_PlaySfx(&this->actor, NA_SE_EN_RIZA_CRY); } @@ -1926,7 +1926,7 @@ void EnZf_SetupDie(EnZf* this) { } this->action = ENZF_ACTION_DIE; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; if (D_80B4A1B4 != -1) { if (this->actor.prev != NULL) { diff --git a/src/overlays/actors/ovl_En_Zl1/z_en_zl1.c b/src/overlays/actors/ovl_En_Zl1/z_en_zl1.c index 2701f49a6e..5c756b5bb5 100644 --- a/src/overlays/actors/ovl_En_Zl1/z_en_zl1.c +++ b/src/overlays/actors/ovl_En_Zl1/z_en_zl1.c @@ -7,7 +7,7 @@ #include "z_en_zl1.h" #include "assets/objects/object_zl1/object_zl1.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4) void EnZl1_Init(Actor* thisx, PlayState* play); void EnZl1_Destroy(Actor* thisx, PlayState* play); diff --git a/src/overlays/actors/ovl_En_Zl3/z_en_zl3.c b/src/overlays/actors/ovl_En_Zl3/z_en_zl3.c index 52c65cbca6..cd177f338d 100644 --- a/src/overlays/actors/ovl_En_Zl3/z_en_zl3.c +++ b/src/overlays/actors/ovl_En_Zl3/z_en_zl3.c @@ -1013,7 +1013,7 @@ void func_80B55780(EnZl3* this, PlayState* play) { this->drawConfig = 1; PRINTF("ゼルダ姫のEn_Zl3_Actor_inFinal2_Initは通った!!!!!!!!!!!!!!!!!!!!!!!!!\n"); EnZl3_setMouthIndex(this, 1); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } void func_80B55808(EnZl3* this) { @@ -1112,8 +1112,8 @@ void func_80B55C4C(EnZl3* this, s32 arg1) { void func_80B55C70(EnZl3* this) { func_80B54E14(this, &gZelda2Anime2Anim_008684, 2, -8.0f, 0); this->action = 12; - this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_3); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL); + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } void func_80B55CCC(EnZl3* this, s32 arg1) { @@ -1126,20 +1126,20 @@ void func_80B55D00(EnZl3* this, PlayState* play) { if (Actor_TalkOfferAccepted(&this->actor, play)) { this->action = 13; } else if (ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)) <= 0x4300) { - this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3; - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.textId = 0x70D5; Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play); } else { - this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_3); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL); + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } } void func_80B55DB0(EnZl3* this, PlayState* play) { if (Message_GetState(&play->msgCtx) == TEXT_STATE_CLOSING) { - this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_3); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL); + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->action = 12; } } @@ -1185,14 +1185,14 @@ void func_80B55F6C(EnZl3* this, PlayState* play) { BossGanon2* bossGanon2 = func_80B53488(this, play); if ((bossGanon2 != NULL) && (bossGanon2->unk_324 <= (10.0f / 81.0f))) { - this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3; - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.textId = 0x7059; Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play); } } else { - this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_3); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL); + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } } @@ -1217,8 +1217,8 @@ void func_80B56090(EnZl3* this, s32 arg1) { void func_80B56108(EnZl3* this, PlayState* play) { if (Message_GetState(&play->msgCtx) == TEXT_STATE_CLOSING) { - this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_3); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL); + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->action = 16; } } @@ -1247,22 +1247,22 @@ void func_80B56214(EnZl3* this, PlayState* play) { if (bossGanon2 != NULL) { if (bossGanon2->unk_324 <= (10.0f / 81.0f)) { - this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3; - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.textId = 0x7059; Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play); } } } else { - this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_3); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL); + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } } void func_80B562F4(EnZl3* this, PlayState* play) { if (Message_GetState(&play->msgCtx) == TEXT_STATE_CLOSING) { - this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_3); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL); + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->action = 20; } } @@ -1701,7 +1701,7 @@ void func_80B57350(EnZl3* this, PlayState* play) { s16 temp_v0 = this->actor.yawTowardsPlayer - this->actor.shape.rot.y; if (ABS(temp_v0) <= 0x4300) { - this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL; this->actor.textId = func_80B572F0(play); Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play); } @@ -2542,7 +2542,7 @@ void func_80B59828(EnZl3* this, PlayState* play) { if (func_80B59698(this, play) || (!func_80B56EE4(this, play) && func_80B57890(this, play))) { func_80B54E14(this, &gZelda2Anime2Anim_009FBC, 0, 0.0f, 0); - this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL; func_80B56F10(this, play); newRotY = func_80B571A8(this); this->actor.shape.rot.y = newRotY; diff --git a/src/overlays/actors/ovl_En_Zl4/z_en_zl4.c b/src/overlays/actors/ovl_En_Zl4/z_en_zl4.c index 477dffb9dd..05317ed7ae 100644 --- a/src/overlays/actors/ovl_En_Zl4/z_en_zl4.c +++ b/src/overlays/actors/ovl_En_Zl4/z_en_zl4.c @@ -8,7 +8,7 @@ #include "assets/objects/object_zl4/object_zl4.h" #include "assets/scenes/indoors/nakaniwa/nakaniwa_scene.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4) typedef enum EnZl4CutsceneState { /* 0 */ ZL4_CS_WAIT, diff --git a/src/overlays/actors/ovl_En_Zo/z_en_zo.c b/src/overlays/actors/ovl_En_Zo/z_en_zo.c index fb45d20bc4..38fbdb3013 100644 --- a/src/overlays/actors/ovl_En_Zo/z_en_zo.c +++ b/src/overlays/actors/ovl_En_Zo/z_en_zo.c @@ -7,7 +7,7 @@ #include "z_en_zo.h" #include "assets/objects/object_zo/object_zo.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL) typedef enum EnZoEffectType { /* 0 */ ENZO_EFFECT_NONE, @@ -604,7 +604,7 @@ void EnZo_Init(Actor* thisx, PlayState* play) { this->alpha = 255.0f; this->actionFunc = EnZo_Standing; } else { - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = EnZo_Submerged; } } @@ -646,7 +646,7 @@ void EnZo_Surface(EnZo* this, PlayState* play) { Actor_PlaySfx(&this->actor, NA_SE_EV_OUT_OF_WATER); EnZo_SpawnSplashes(this); Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENZO_ANIM_3); - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = EnZo_TreadWater; this->actor.velocity.y = 0.0f; this->alpha = 255.0f; @@ -696,7 +696,7 @@ void EnZo_Dive(EnZo* this, PlayState* play) { if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) { Actor_PlaySfx(&this->actor, NA_SE_EV_DIVE_WATER); EnZo_SpawnSplashes(this); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.velocity.y = -4.0f; this->skelAnime.playSpeed = 0.0f; } diff --git a/src/overlays/actors/ovl_Fishing/z_fishing.c b/src/overlays/actors/ovl_Fishing/z_fishing.c index f6e0f2875a..a6822e4a47 100644 --- a/src/overlays/actors/ovl_Fishing/z_fishing.c +++ b/src/overlays/actors/ovl_Fishing/z_fishing.c @@ -885,7 +885,7 @@ void Fishing_Init(Actor* thisx, PlayState* play2) { thisx->focus.pos = thisx->world.pos; thisx->focus.pos.y += 75.0f; - thisx->flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3; + thisx->flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL; if (sLinkAge != LINK_AGE_CHILD) { if (HIGH_SCORE(HS_FISHING) & HS_FISH_STOLE_HAT) { @@ -1031,7 +1031,7 @@ void Fishing_Init(Actor* thisx, PlayState* play2) { this->fishState = 100; Actor_ChangeCategory(play, &play->actorCtx, thisx, ACTORCAT_PROP); thisx->attentionRangeType = ATTENTION_RANGE_0; - thisx->flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3; + thisx->flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL; this->lightNode = LightContext_InsertLight(play, &play->lightCtx, &this->lightInfo); } else { this->fishState = 10; @@ -2908,7 +2908,7 @@ void Fishing_HandleAquariumDialog(Fishing* this, PlayState* play) { if (!this->isAquariumMessage) { if (this->aquariumWaitTimer == 0) { - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; if (Actor_TalkOfferAccepted(&this->actor, play)) { sFishLengthToWeigh = sFishingRecordLength; @@ -2918,7 +2918,7 @@ void Fishing_HandleAquariumDialog(Fishing* this, PlayState* play) { } } else { this->aquariumWaitTimer--; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } } else if (Actor_TextboxIsClosing(&this->actor, play)) { this->isAquariumMessage = false; @@ -2971,9 +2971,9 @@ void Fishing_UpdateFish(Actor* thisx, PlayState* play2) { if ((D_80B7E0B0 != 0) || (sSubCamId != SUB_CAM_ID_DONE) || ((player->actor.world.pos.z > 1150.0f) && (this->fishState != 100))) { - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } else { - this->actor.flags |= ACTOR_FLAG_0; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; if (sRodCastState != 0) { if (D_80B7E0B2 == 0) { this->actor.focus.pos = sLurePos; @@ -3195,7 +3195,7 @@ void Fishing_UpdateFish(Actor* thisx, PlayState* play2) { if (sLureEquipped == FS_LURE_SINKING) { func_80B70ED4(this, input); } else { - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } break; @@ -3232,7 +3232,7 @@ void Fishing_UpdateFish(Actor* thisx, PlayState* play2) { if (sLureEquipped == FS_LURE_SINKING) { func_80B70ED4(this, input); } else { - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } } break; @@ -3278,7 +3278,7 @@ void Fishing_UpdateFish(Actor* thisx, PlayState* play2) { this->fishTargetPos.z = Rand_ZeroFloat(50.0f); } - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; break; case -2: @@ -3316,7 +3316,7 @@ void Fishing_UpdateFish(Actor* thisx, PlayState* play2) { } Math_ApproachF(&this->rotationStep, 2048.0f, 1.0f, 128.0f); - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } break; @@ -5196,9 +5196,9 @@ void Fishing_UpdateOwner(Actor* thisx, PlayState* play2) { SkelAnime_Update(&this->skelAnime); if ((sOwnerTheftTimer != 0) || (Message_GetState(&play->msgCtx) != TEXT_STATE_NONE)) { - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } else { - this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_5; + this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_5; } if ((this->actor.xzDistToPlayer < 120.0f) || (Message_GetState(&play->msgCtx) != TEXT_STATE_NONE)) { diff --git a/src/overlays/actors/ovl_Item_Inbox/z_item_inbox.c b/src/overlays/actors/ovl_Item_Inbox/z_item_inbox.c index f621c3c831..5803b0baf0 100644 --- a/src/overlays/actors/ovl_Item_Inbox/z_item_inbox.c +++ b/src/overlays/actors/ovl_Item_Inbox/z_item_inbox.c @@ -6,7 +6,7 @@ #include "z_item_inbox.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL) void ItemInbox_Init(Actor* thisx, PlayState* play); void ItemInbox_Destroy(Actor* thisx, PlayState* play); diff --git a/src/overlays/actors/ovl_Obj_Dekujr/z_obj_dekujr.c b/src/overlays/actors/ovl_Obj_Dekujr/z_obj_dekujr.c index e698b55d38..4c52b516e8 100644 --- a/src/overlays/actors/ovl_Obj_Dekujr/z_obj_dekujr.c +++ b/src/overlays/actors/ovl_Obj_Dekujr/z_obj_dekujr.c @@ -7,7 +7,7 @@ #include "z_obj_dekujr.h" #include "assets/objects/object_dekujr/object_dekujr.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL) void ObjDekujr_Init(Actor* thisx, PlayState* play); void ObjDekujr_Destroy(Actor* thisx, PlayState* play); diff --git a/src/overlays/actors/ovl_Obj_Switch/z_obj_switch.c b/src/overlays/actors/ovl_Obj_Switch/z_obj_switch.c index 70b09b053b..a1c5c95a1d 100644 --- a/src/overlays/actors/ovl_Obj_Switch/z_obj_switch.c +++ b/src/overlays/actors/ovl_Obj_Switch/z_obj_switch.c @@ -315,7 +315,7 @@ void ObjSwitch_Init(Actor* thisx, PlayState* play) { } if (type == OBJSWITCH_TYPE_CRYSTAL_TARGETABLE) { - this->dyna.actor.flags |= ACTOR_FLAG_0; + this->dyna.actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->dyna.actor.attentionRangeType = ATTENTION_RANGE_4; } diff --git a/src/overlays/actors/ovl_Obj_Timeblock/z_obj_timeblock.c b/src/overlays/actors/ovl_Obj_Timeblock/z_obj_timeblock.c index bef529675f..7e62bbb93b 100644 --- a/src/overlays/actors/ovl_Obj_Timeblock/z_obj_timeblock.c +++ b/src/overlays/actors/ovl_Obj_Timeblock/z_obj_timeblock.c @@ -7,7 +7,7 @@ #include "z_obj_timeblock.h" #include "assets/objects/object_timeblock/object_timeblock.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_4 | ACTOR_FLAG_25 | ACTOR_FLAG_27) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_4 | ACTOR_FLAG_25 | ACTOR_FLAG_LOCK_ON_DISABLED) void ObjTimeblock_Init(Actor* thisx, PlayState* play); void ObjTimeblock_Destroy(Actor* thisx, PlayState* play); diff --git a/src/overlays/actors/ovl_Obj_Warp2block/z_obj_warp2block.c b/src/overlays/actors/ovl_Obj_Warp2block/z_obj_warp2block.c index 0deb125538..ed2eaa2df8 100644 --- a/src/overlays/actors/ovl_Obj_Warp2block/z_obj_warp2block.c +++ b/src/overlays/actors/ovl_Obj_Warp2block/z_obj_warp2block.c @@ -8,7 +8,7 @@ #include "assets/objects/object_timeblock/object_timeblock.h" #include "terminal.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_4 | ACTOR_FLAG_25 | ACTOR_FLAG_27) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_4 | ACTOR_FLAG_25 | ACTOR_FLAG_LOCK_ON_DISABLED) void ObjWarp2block_Init(Actor* thisx, PlayState* play2); void ObjWarp2block_Destroy(Actor* thisx, PlayState* play); diff --git a/src/overlays/actors/ovl_Shot_Sun/z_shot_sun.c b/src/overlays/actors/ovl_Shot_Sun/z_shot_sun.c index 34820860a5..b89dfcd5ef 100644 --- a/src/overlays/actors/ovl_Shot_Sun/z_shot_sun.c +++ b/src/overlays/actors/ovl_Shot_Sun/z_shot_sun.c @@ -10,7 +10,7 @@ #include "assets/scenes/overworld/spot06/spot06_scene.h" #include "terminal.h" -#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL) void ShotSun_Init(Actor* thisx, PlayState* play); void ShotSun_Destroy(Actor* thisx, PlayState* play); @@ -71,12 +71,12 @@ void ShotSun_Init(Actor* thisx, PlayState* play) { this->actor.flags |= ACTOR_FLAG_4; this->actor.flags |= ACTOR_FLAG_25; this->actionFunc = ShotSun_UpdateFairySpawner; - this->actor.flags |= ACTOR_FLAG_27; + this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED; } else { Collider_InitCylinder(play, &this->collider); Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit); this->actionFunc = ShotSun_UpdateHyliaSun; - this->actor.flags &= ~ACTOR_FLAG_0; + this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } } diff --git a/src/overlays/actors/ovl_player_actor/z_player.c b/src/overlays/actors/ovl_player_actor/z_player.c index 6317f9c5e9..5e72907780 100644 --- a/src/overlays/actors/ovl_player_actor/z_player.c +++ b/src/overlays/actors/ovl_player_actor/z_player.c @@ -2322,7 +2322,8 @@ s32 func_80833B2C(Player* this) { } s32 func_80833B54(Player* this) { - if ((this->focusActor != NULL) && CHECK_FLAG_ALL(this->focusActor->flags, ACTOR_FLAG_0 | ACTOR_FLAG_2)) { + if ((this->focusActor != NULL) && + CHECK_FLAG_ALL(this->focusActor->flags, ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE)) { this->stateFlags1 |= PLAYER_STATE1_4; return 1; } @@ -3586,7 +3587,7 @@ void func_80836BEC(Player* this, PlayState* play) { holdTarget = (gSaveContext.zTargetSetting != 0) || (this->actor.category != ACTORCAT_PLAYER); this->stateFlags1 |= PLAYER_STATE1_15; - if ((actorToTarget != NULL) && !(actorToTarget->flags & ACTOR_FLAG_27)) { + if ((actorToTarget != NULL) && !(actorToTarget->flags & ACTOR_FLAG_LOCK_ON_DISABLED)) { if ((actorToTarget == this->focusActor) && (this->actor.category == ACTORCAT_PLAYER)) { actorToTarget = play->actorCtx.attention.arrowHoverActor; } @@ -3628,7 +3629,7 @@ void func_80836BEC(Player* this, PlayState* play) { if (this->focusActor != NULL) { this->stateFlags1 &= ~(PLAYER_STATE1_16 | PLAYER_STATE1_17); if ((this->stateFlags1 & PLAYER_STATE1_11) || - !CHECK_FLAG_ALL(this->focusActor->flags, ACTOR_FLAG_0 | ACTOR_FLAG_2)) { + !CHECK_FLAG_ALL(this->focusActor->flags, ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE)) { this->stateFlags1 |= PLAYER_STATE1_16; } } else { @@ -5751,8 +5752,8 @@ s32 Player_ActionChange_4(Player* this, PlayState* play) { s32 sp28 = 0; s32 sp24; - sp24 = (sp30 != NULL) && - (CHECK_FLAG_ALL(sp30->flags, ACTOR_FLAG_0 | ACTOR_FLAG_18) || (sp30->naviEnemyId != NAVI_ENEMY_NONE)); + sp24 = (sp30 != NULL) && (CHECK_FLAG_ALL(sp30->flags, ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_18) || + (sp30->naviEnemyId != NAVI_ENEMY_NONE)); if (sp24 || (this->naviTextId != 0)) { sp28 = (this->naviTextId < 0) && ((ABS(this->naviTextId) & 0xFF00) != 0x200); @@ -5835,8 +5836,9 @@ s32 Player_ActionChange_0(Player* this, PlayState* play) { return 1; } - if ((this->focusActor != NULL) && (CHECK_FLAG_ALL(this->focusActor->flags, ACTOR_FLAG_0 | ACTOR_FLAG_18) || - (this->focusActor->naviEnemyId != NAVI_ENEMY_NONE))) { + if ((this->focusActor != NULL) && + (CHECK_FLAG_ALL(this->focusActor->flags, ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_18) || + (this->focusActor->naviEnemyId != NAVI_ENEMY_NONE))) { this->stateFlags2 |= PLAYER_STATE2_21; } else if ((this->naviTextId == 0) && !func_8008E9C4(this) && CHECK_BTN_ALL(sControlInput->press.button, BTN_CUP) && (R_SCENE_CAM_TYPE != SCENE_CAM_TYPE_FIXED_SHOP_VIEWPOINT) && @@ -11923,7 +11925,7 @@ void Player_Action_8084B530(Player* this, PlayState* play) { if (Message_GetState(&play->msgCtx) == TEXT_STATE_CLOSING) { this->actor.flags &= ~ACTOR_FLAG_TALK; - if (!CHECK_FLAG_ALL(this->talkActor->flags, ACTOR_FLAG_0 | ACTOR_FLAG_2)) { + if (!CHECK_FLAG_ALL(this->talkActor->flags, ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE)) { this->stateFlags2 &= ~PLAYER_STATE2_13; } @@ -15434,7 +15436,7 @@ void func_80853148(PlayState* play, Actor* actor) { s32 pad; if ((this->talkActor != NULL) || (actor == this->naviActor) || - CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_0 | ACTOR_FLAG_18)) { + CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_18)) { actor->flags |= ACTOR_FLAG_TALK; }