mirror of
https://github.com/zeldaret/oot.git
synced 2025-08-19 21:41:59 +00:00
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:
parent
251d90301c
commit
67f294774b
121 changed files with 711 additions and 652 deletions
|
|
@ -108,8 +108,9 @@ void func_80ABBBA8(EnNutsball* this, GlobalContext* globalCtx) {
|
|||
|
||||
this->actor.home.rot.z += 0x2AA8;
|
||||
|
||||
if ((this->actor.bgCheckFlags & 8) || (this->actor.bgCheckFlags & 1) || (this->collider.base.atFlags & AT_HIT) ||
|
||||
(this->collider.base.acFlags & AC_HIT) || (this->collider.base.ocFlags1 & OC1_HIT)) {
|
||||
if ((this->actor.bgCheckFlags & BGCHECKFLAG_WALL) || (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) ||
|
||||
(this->collider.base.atFlags & AT_HIT) || (this->collider.base.acFlags & AC_HIT) ||
|
||||
(this->collider.base.ocFlags1 & OC1_HIT)) {
|
||||
// Checking if the player is using a shield that reflects projectiles
|
||||
// And if so, reflects the projectile on impact
|
||||
if ((player->currentShield == PLAYER_SHIELD_DEKU) ||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue