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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`
This commit is contained in:
Dragorn421 2022-02-19 03:16:19 +01:00 committed by GitHub
parent 251d90301c
commit 67f294774b
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GPG key ID: 4AEE18F83AFDEB23
121 changed files with 711 additions and 652 deletions

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@ -534,7 +534,7 @@ void EnMb_SetupSpearEndChargeQuick(EnMb* this) {
void EnMb_SetupSpearPatrolEndCharge(EnMb* this) {
Animation_PlayOnce(&this->skelAnime, &gEnMbSpearSlowDownAnim);
this->state = ENMB_STATE_ATTACK_END;
this->actor.bgCheckFlags &= ~1;
this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND;
this->timer1 = 0;
this->timer3 = 50;
this->actor.speedXZ = -8.0f;
@ -725,7 +725,7 @@ void EnMb_SpearPatrolEndCharge(EnMb* this, GlobalContext* globalCtx) {
func_8002F71C(globalCtx, &this->actor, 4.0f, this->actor.world.rot.y, 4.0f);
}
if (this->actor.bgCheckFlags & 1) {
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 1.0f, 1.5f, 0.0f);
if (this->actor.speedXZ > 1.0f) {