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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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@ -151,19 +151,15 @@ void func_8006390C(Input* input) {
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gGameInfo->dpadLast = dpad;
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}
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increment = CHECK_BTN_ANY(dpad, BTN_DRIGHT)
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? (CHECK_BTN_ALL(input->cur.button, BTN_A | BTN_B)
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? 1000
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: CHECK_BTN_ALL(input->cur.button, BTN_A)
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? 100
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: CHECK_BTN_ALL(input->cur.button, BTN_B) ? 10 : 1)
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: CHECK_BTN_ANY(dpad, BTN_DLEFT)
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? (CHECK_BTN_ALL(input->cur.button, BTN_A | BTN_B)
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? -1000
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: CHECK_BTN_ALL(input->cur.button, BTN_A)
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? -100
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: CHECK_BTN_ALL(input->cur.button, BTN_B) ? -10 : -1)
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: 0;
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increment = CHECK_BTN_ANY(dpad, BTN_DRIGHT) ? (CHECK_BTN_ALL(input->cur.button, BTN_A | BTN_B) ? 1000
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: CHECK_BTN_ALL(input->cur.button, BTN_A) ? 100
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: CHECK_BTN_ALL(input->cur.button, BTN_B) ? 10
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: 1)
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: CHECK_BTN_ANY(dpad, BTN_DLEFT) ? (CHECK_BTN_ALL(input->cur.button, BTN_A | BTN_B) ? -1000
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: CHECK_BTN_ALL(input->cur.button, BTN_A) ? -100
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: CHECK_BTN_ALL(input->cur.button, BTN_B) ? -10
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: -1)
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: 0;
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gGameInfo->data[gGameInfo->regCur + regGroup] += increment;
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if (CHECK_BTN_ANY(dpad, BTN_DUP)) {
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