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Defines for Actor#bgCheckFlags
(#1126)
* First pass, tool assisted bgCheckFlags * Few manual bgCheckFlags * Run formatter * Remove fake bgCheckFlags 10-15 * Move existing documentation to the defines * Comment on `bgCheckFlags` and rephrase some doc * Name obvious flags, and some cleanup * Comment on flag 9 being wall-interaction-related (thanks engineer and fig) * Run formatter * `BGCHECKFLAG_7` -> `BGCHECKFLAG_GROUND_STRICT` * Touch up water-related bgcheckflags doc * `BGCHECKFLAG_9` -> `BGCHECKFLAG_PLAYER_WALL_INTERACT`
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121 changed files with 711 additions and 652 deletions
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@ -436,7 +436,7 @@ void func_8008EDF0(Player* this) {
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}
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void func_8008EE08(Player* this) {
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if ((this->actor.bgCheckFlags & 1) ||
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if ((this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) ||
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(this->stateFlags1 & (PLAYER_STATE1_21 | PLAYER_STATE1_23 | PLAYER_STATE1_27)) ||
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(!(this->stateFlags1 & (PLAYER_STATE1_18 | PLAYER_STATE1_19)) &&
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((this->actor.world.pos.y - this->actor.floorHeight) < 100.0f))) {
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@ -619,7 +619,7 @@ s32 func_8008F2F8(GlobalContext* globalCtx) {
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var = 0;
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} else if ((this->unk_840 > 80) &&
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((this->currentBoots == PLAYER_BOOTS_IRON) || (this->unk_840 >= 300))) { // Deep underwater
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var = ((this->currentBoots == PLAYER_BOOTS_IRON) && (this->actor.bgCheckFlags & 1)) ? 1 : 3;
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var = ((this->currentBoots == PLAYER_BOOTS_IRON) && (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND)) ? 1 : 3;
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} else if (this->stateFlags1 & PLAYER_STATE1_27) { // Swimming
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var = 2;
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} else {
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