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Use defines for actor flags (#873)
* Add ACTOR_FLAG_ defines * Add ACTOR_FLAGS_ALL macro and use ACTOR_FLAG_* constants everywhere * Remove unused ACTOR_FLAG_* constants * actor flags in bigokuta & ko * actor flags in obj_mure * actor flags in stalfos, twinrova & ganon2 * actor flags in morpha & barinade * name some previously missed actor flags * found some comments using hex for actor flags * Actor flags in ovl_En_Ganon_Mant * Actor flags in EnWf * Flags in en_zf * Actor flags in BossGanon (FeelsOKMan) * Remove `ACTOR_FLAG_NONE` * Wrap expansion of `FLAGS` in parentheses * `ACTOR_FLAGS_ALL` -> `CHECK_FLAG_ALL` * Move `CHECK_FLAG_ALL` to `macros.h` * Run formatter
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439 changed files with 1342 additions and 1304 deletions
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@ -100,6 +100,35 @@ typedef struct {
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/* 0x18 */ Vec3f feetPos[2]; // Update by using `Actor_SetFeetPos` in PostLimbDraw
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} ActorShape; // size = 0x30
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#define ACTOR_FLAG_0 (1 << 0)
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#define ACTOR_FLAG_2 (1 << 2)
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#define ACTOR_FLAG_3 (1 << 3)
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#define ACTOR_FLAG_4 (1 << 4)
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#define ACTOR_FLAG_5 (1 << 5)
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#define ACTOR_FLAG_6 (1 << 6)
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#define ACTOR_FLAG_7 (1 << 7)
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#define ACTOR_FLAG_8 (1 << 8)
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#define ACTOR_FLAG_9 (1 << 9)
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#define ACTOR_FLAG_10 (1 << 10)
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#define ACTOR_FLAG_11 (1 << 11)
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#define ACTOR_FLAG_12 (1 << 12)
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#define ACTOR_FLAG_13 (1 << 13)
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#define ACTOR_FLAG_14 (1 << 14)
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#define ACTOR_FLAG_15 (1 << 15)
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#define ACTOR_FLAG_16 (1 << 16)
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#define ACTOR_FLAG_17 (1 << 17)
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#define ACTOR_FLAG_18 (1 << 18)
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#define ACTOR_FLAG_19 (1 << 19)
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#define ACTOR_FLAG_20 (1 << 20)
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#define ACTOR_FLAG_21 (1 << 21)
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#define ACTOR_FLAG_22 (1 << 22)
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#define ACTOR_FLAG_23 (1 << 23)
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#define ACTOR_FLAG_24 (1 << 24)
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#define ACTOR_FLAG_25 (1 << 25)
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#define ACTOR_FLAG_26 (1 << 26)
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#define ACTOR_FLAG_27 (1 << 27)
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#define ACTOR_FLAG_28 (1 << 28)
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typedef struct Actor {
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/* 0x000 */ s16 id; // Actor ID
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/* 0x002 */ u8 category; // Actor category. Refer to the corresponding enum for values
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