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Defines for player state flags (#1081)

* script-assisted player state flags

* Run formatter

* manually convert state flags in `D_80116068`

* `PLAYER_STATE_FLAG_` -> `PLAYER_STATE`

* Run formatter
This commit is contained in:
Dragorn421 2022-01-18 01:04:07 +01:00 committed by GitHub
parent 2a4fb604fb
commit 6479913daa
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96 changed files with 945 additions and 810 deletions

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@ -526,8 +526,8 @@ s32 EnZf_CanAttack(GlobalContext* globalCtx, EnZf* this) {
Actor* targetedActor;
Player* player = GET_PLAYER(globalCtx);
if (this->actor.params >= ENZF_TYPE_LIZALFOS_MINIBOSS_A) { // miniboss
if (player->stateFlags1 & 0x6000) { // Hanging or climbing
if (this->actor.params >= ENZF_TYPE_LIZALFOS_MINIBOSS_A) { // miniboss
if (player->stateFlags1 & (PLAYER_STATE1_13 | PLAYER_STATE1_14)) { // Hanging or climbing
return false;
} else {
return true;
@ -1203,7 +1203,7 @@ void EnZf_Slash(EnZf* this, GlobalContext* globalCtx) {
if (yawDiff > 16000) {
this->actor.world.rot.y = this->actor.yawTowardsPlayer;
func_80B483E4(this, globalCtx);
} else if (player->stateFlags1 & 0x6010) {
} else if (player->stateFlags1 & (PLAYER_STATE1_4 | PLAYER_STATE1_13 | PLAYER_STATE1_14)) {
if (this->actor.isTargeted) {
EnZf_SetupSlash(this);
} else {