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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
This commit is contained in:
Dragorn421 2021-12-06 01:11:38 +01:00 committed by GitHub
parent 79220ba58a
commit a9284494f2
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
439 changed files with 1342 additions and 1304 deletions

View file

@ -1,6 +1,6 @@
#include "z_arms_hook.h"
#define FLAGS 0x00000030
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
void ArmsHook_Init(Actor* thisx, GlobalContext* globalCtx);
void ArmsHook_Destroy(Actor* thisx, GlobalContext* globalCtx);
@ -77,7 +77,7 @@ void ArmsHook_Destroy(Actor* thisx, GlobalContext* globalCtx) {
ArmsHook* this = (ArmsHook*)thisx;
if (this->grabbed != NULL) {
this->grabbed->flags &= ~0x2000;
this->grabbed->flags &= ~ACTOR_FLAG_13;
}
Collider_DestroyQuad(globalCtx, &this->collider);
}
@ -113,7 +113,7 @@ s32 ArmsHook_AttachToPlayer(ArmsHook* this, Player* player) {
void ArmsHook_DetachHookFromActor(ArmsHook* this) {
if (this->grabbed != NULL) {
this->grabbed->flags &= ~0x2000;
this->grabbed->flags &= ~ACTOR_FLAG_13;
this->grabbed = NULL;
}
}
@ -122,7 +122,7 @@ s32 ArmsHook_CheckForCancel(ArmsHook* this) {
Player* player = (Player*)this->actor.parent;
if (Player_HoldsHookshot(player)) {
if ((player->itemActionParam != player->heldItemActionParam) || ((player->actor.flags & 0x100)) ||
if ((player->itemActionParam != player->heldItemActionParam) || (player->actor.flags & ACTOR_FLAG_8) ||
((player->stateFlags1 & 0x4000080))) {
this->timer = 0;
ArmsHook_DetachHookFromActor(this);
@ -134,7 +134,7 @@ s32 ArmsHook_CheckForCancel(ArmsHook* this) {
}
void ArmsHook_AttachHookToActor(ArmsHook* this, Actor* actor) {
actor->flags |= 0x2000;
actor->flags |= ACTOR_FLAG_13;
this->grabbed = actor;
Math_Vec3f_Diff(&actor->world.pos, &this->actor.world.pos, &this->grabbedDistDiff);
}
@ -173,10 +173,10 @@ void ArmsHook_Shoot(ArmsHook* this, GlobalContext* globalCtx) {
if ((this->timer != 0) && (this->collider.base.atFlags & AT_HIT) &&
(this->collider.info.atHitInfo->elemType != ELEMTYPE_UNK4)) {
touchedActor = this->collider.base.at;
if ((touchedActor->update != NULL) && (touchedActor->flags & 0x600)) {
if ((touchedActor->update != NULL) && (touchedActor->flags & (ACTOR_FLAG_9 | ACTOR_FLAG_10))) {
if (this->collider.info.atHitInfo->bumperFlags & BUMP_HOOKABLE) {
ArmsHook_AttachHookToActor(this, touchedActor);
if ((touchedActor->flags & 0x400) == 0x400) {
if (CHECK_FLAG_ALL(touchedActor->flags, ACTOR_FLAG_10)) {
func_80865044(this);
}
}
@ -187,7 +187,7 @@ void ArmsHook_Shoot(ArmsHook* this, GlobalContext* globalCtx) {
} else if (DECR(this->timer) == 0) {
grabbed = this->grabbed;
if (grabbed != NULL) {
if ((grabbed->update == NULL) || (grabbed->flags & 0x2000) != 0x2000) {
if ((grabbed->update == NULL) || !CHECK_FLAG_ALL(grabbed->flags, ACTOR_FLAG_13)) {
grabbed = NULL;
this->grabbed = NULL;
} else if (this->actor.child != NULL) {

View file

@ -7,7 +7,7 @@
#include "z_arrow_fire.h"
#include "overlays/actors/ovl_En_Arrow/z_en_arrow.h"
#define FLAGS 0x02000010
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_25)
void ArrowFire_Init(Actor* thisx, GlobalContext* globalCtx);
void ArrowFire_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -8,7 +8,7 @@
#include "overlays/actors/ovl_En_Arrow/z_en_arrow.h"
#define FLAGS 0x02000010
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_25)
void ArrowIce_Init(Actor* thisx, GlobalContext* globalCtx);
void ArrowIce_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -8,7 +8,7 @@
#include "overlays/actors/ovl_En_Arrow/z_en_arrow.h"
#define FLAGS 0x02000010
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_25)
void ArrowLight_Init(Actor* thisx, GlobalContext* globalCtx);
void ArrowLight_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -7,7 +7,7 @@
#include "z_bg_bdan_objects.h"
#include "objects/object_bdan_objects/object_bdan_objects.h"
#define FLAGS 0x00000010
#define FLAGS ACTOR_FLAG_4
void BgBdanObjects_Init(Actor* thisx, GlobalContext* globalCtx);
void BgBdanObjects_Destroy(Actor* thisx, GlobalContext* globalCtx);
@ -114,7 +114,7 @@ void BgBdanObjects_Init(Actor* thisx, GlobalContext* globalCtx) {
this->switchFlag = (thisx->params >> 8) & 0x3F;
thisx->params &= 0xFF;
if (thisx->params == 2) {
thisx->flags |= 0x30;
thisx->flags |= ACTOR_FLAG_4 | ACTOR_FLAG_5;
globalCtx->colCtx.colHeader->waterBoxes[7].ySurface = thisx->world.pos.y;
this->actionFunc = func_8086C9A8;
return;

View file

@ -7,7 +7,7 @@
#include "z_bg_bdan_switch.h"
#include "objects/object_bdan_objects/object_bdan_objects.h"
#define FLAGS 0x00000010
#define FLAGS ACTOR_FLAG_4
void BgBdanSwitch_Init(Actor* thisx, GlobalContext* globalCtx);
void BgBdanSwitch_Destroy(Actor* thisx, GlobalContext* globalCtx);
@ -160,7 +160,7 @@ void BgBdanSwitch_Init(Actor* thisx, GlobalContext* globalCtx) {
case YELLOW_TALL_1:
case YELLOW_TALL_2:
BgBdanSwitch_InitCollision(this, globalCtx);
this->dyna.actor.flags |= 1;
this->dyna.actor.flags |= ACTOR_FLAG_0;
this->dyna.actor.targetMode = 4;
break;
}

View file

@ -9,7 +9,7 @@
#include "objects/object_bowl/object_bowl.h"
#include "vt.h"
#define FLAGS 0x00000010
#define FLAGS ACTOR_FLAG_4
void BgBomGuard_Init(Actor* thisx, GlobalContext* globalCtx);
void BgBomGuard_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -7,7 +7,7 @@
#include "z_bg_bombwall.h"
#include "objects/gameplay_field_keep/gameplay_field_keep.h"
#define FLAGS 0x00400000
#define FLAGS ACTOR_FLAG_22
void BgBombwall_Init(Actor* thisx, GlobalContext* globalCtx);
void BgBombwall_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -10,7 +10,7 @@
#include "objects/object_bowl/object_bowl.h"
#include "vt.h"
#define FLAGS 0x00000030
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
void BgBowlWall_Init(Actor* thisx, GlobalContext* globalCtx);
void BgBowlWall_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -9,7 +9,7 @@
#include "objects/object_bwall/object_bwall.h"
#include "objects/object_kingdodongo/object_kingdodongo.h"
#define FLAGS 0x00000010
#define FLAGS ACTOR_FLAG_4
typedef struct {
/* 0x00 */ CollisionHeader* colHeader;
@ -208,7 +208,7 @@ void BgBreakwall_WaitForObject(BgBreakwall* this, GlobalContext* globalCtx) {
this->dyna.actor.objBankIndex = this->bankIndex;
Actor_SetObjectDependency(globalCtx, &this->dyna.actor);
this->dyna.actor.flags &= ~0x10;
this->dyna.actor.flags &= ~ACTOR_FLAG_4;
this->dyna.actor.draw = BgBreakwall_Draw;
CollisionHeader_GetVirtual(sBombableWallInfo[wallType].colHeader, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);

View file

@ -7,7 +7,7 @@
#include "z_bg_ddan_jd.h"
#include "objects/object_ddan_objects/object_ddan_objects.h"
#define FLAGS 0x00000030
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
void BgDdanJd_Init(Actor* thisx, GlobalContext* globalCtx);
void BgDdanJd_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -7,7 +7,7 @@
#include "z_bg_ddan_kd.h"
#include "objects/object_ddan_objects/object_ddan_objects.h"
#define FLAGS 0x00000010
#define FLAGS ACTOR_FLAG_4
void BgDdanKd_Init(Actor* thisx, GlobalContext* globalCtx);
void BgDdanKd_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -8,7 +8,7 @@
#include "overlays/actors/ovl_En_Bom/z_en_bom.h"
#include "objects/object_ddan_objects/object_ddan_objects.h"
#define FLAGS 0x00000000
#define FLAGS 0
void BgDodoago_Init(Actor* thisx, GlobalContext* globalCtx);
void BgDodoago_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -11,7 +11,7 @@
#include "scenes/indoors/yousei_izumi_yoko/yousei_izumi_yoko_scene.h"
#include "scenes/indoors/daiyousei_izumi/daiyousei_izumi_scene.h"
#define FLAGS 0x02000030
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_25)
typedef enum {
/* 0 */ FAIRY_UPGRADE_MAGIC,

View file

@ -8,7 +8,7 @@
#include "overlays/actors/ovl_Boss_Ganon/z_boss_ganon.h"
#include "vt.h"
#define FLAGS 0x00000030
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
typedef enum {
/* 0x00 */ FLASH_NONE,

View file

@ -8,7 +8,7 @@
#include "objects/object_spot01_matoyab/object_spot01_matoyab.h"
#include "vt.h"
#define FLAGS 0x00000000
#define FLAGS 0
void BgGateShutter_Init(Actor* thisx, GlobalContext* globalCtx);
void BgGateShutter_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -8,7 +8,7 @@
#include "objects/object_gjyo_objects/object_gjyo_objects.h"
#include "scenes/dungeons/ganon_tou/ganon_tou_scene.h"
#define FLAGS 0x00000000
#define FLAGS 0
void BgGjyoBridge_Init(Actor* thisx, GlobalContext* globalCtx);
void BgGjyoBridge_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -7,7 +7,7 @@
#include "z_bg_gnd_darkmeiro.h"
#include "objects/object_demo_kekkai/object_demo_kekkai.h"
#define FLAGS 0x00000030
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
void BgGndDarkmeiro_Init(Actor* thisx, GlobalContext* globalCtx);
void BgGndDarkmeiro_Destroy(Actor* thisx, GlobalContext* globalCtx);
@ -55,7 +55,7 @@ void BgGndDarkmeiro_Init(Actor* thisx, GlobalContext* globalCtx2) {
switch (this->dyna.actor.params & 0xFF) {
case DARKMEIRO_INVISIBLE_PATH:
this->dyna.actor.draw = BgGndDarkmeiro_DrawInvisiblePath;
this->dyna.actor.flags |= 0x80;
this->dyna.actor.flags |= ACTOR_FLAG_7;
break;
case DARKMEIRO_CLEAR_BLOCK:
CollisionHeader_GetVirtual(&gClearBlockCol, &colHeader);

View file

@ -7,7 +7,7 @@
#include "z_bg_gnd_firemeiro.h"
#include "objects/object_demo_kekkai/object_demo_kekkai.h"
#define FLAGS 0x00000030
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
void BgGndFiremeiro_Init(Actor* thisx, GlobalContext* globalCtx);
void BgGndFiremeiro_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -7,7 +7,7 @@
#include "z_bg_gnd_iceblock.h"
#include "objects/object_demo_kekkai/object_demo_kekkai.h"
#define FLAGS 0x00000030
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
typedef enum {
/* 0 */ GNDICE_IDLE,

View file

@ -7,7 +7,7 @@
#include "z_bg_gnd_nisekabe.h"
#include "objects/object_demo_kekkai/object_demo_kekkai.h"
#define FLAGS 0x00000010
#define FLAGS ACTOR_FLAG_4
void BgGndNisekabe_Init(Actor* thisx, GlobalContext* globalCtx);
void BgGndNisekabe_Destroy(Actor* thisx, GlobalContext* globalCtx);
@ -40,9 +40,9 @@ void BgGndNisekabe_Update(Actor* thisx, GlobalContext* globalCtx) {
BgGndNisekabe* this = (BgGndNisekabe*)thisx;
if (globalCtx->actorCtx.unk_03 != 0) {
this->actor.flags |= 0x80;
this->actor.flags |= ACTOR_FLAG_7;
} else {
this->actor.flags &= ~0x80;
this->actor.flags &= ~ACTOR_FLAG_7;
}
}
@ -55,7 +55,7 @@ void BgGndNisekabe_Draw(Actor* thisx, GlobalContext* globalCtx) {
BgGndNisekabe* this = (BgGndNisekabe*)thisx;
u32 index = this->actor.params & 0xFF;
if ((this->actor.flags & 0x80) == 0x80) {
if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_7)) {
Gfx_DrawDListXlu(globalCtx, dLists[index]);
} else {
Gfx_DrawDListOpa(globalCtx, dLists[index]);

View file

@ -8,7 +8,7 @@
#include "objects/object_demo_kekkai/object_demo_kekkai.h"
#include "global.h"
#define FLAGS 0x00000000
#define FLAGS 0
void BgGndSoulmeiro_Init(Actor* thisx, GlobalContext* globalCtx);
void BgGndSoulmeiro_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -7,7 +7,7 @@
#include "z_bg_haka.h"
#include "objects/object_haka/object_haka.h"
#define FLAGS 0x00000000
#define FLAGS 0
void BgHaka_Init(Actor* thisx, GlobalContext* globalCtx);
void BgHaka_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -8,7 +8,7 @@
#include "objects/gameplay_keep/gameplay_keep.h"
#include "objects/object_haka_objects/object_haka_objects.h"
#define FLAGS 0x00000000
#define FLAGS 0
// general purpose timer
#define vTimer actionVar1
@ -97,7 +97,7 @@ void BgHakaGate_Init(Actor* thisx, GlobalContext* globalCtx) {
this->actionFunc = BgHakaGate_FalseSkull;
}
this->vScrollTimer = Rand_ZeroOne() * 20.0f;
thisx->flags |= 0x10;
thisx->flags |= ACTOR_FLAG_4;
if (Flags_GetSwitch(globalCtx, this->switchFlag)) {
this->vFlameScale = 350;
}
@ -124,7 +124,7 @@ void BgHakaGate_Init(Actor* thisx, GlobalContext* globalCtx) {
this->actionFunc = BgHakaGate_DoNothing;
thisx->world.pos.y += 80.0f;
} else {
thisx->flags |= 0x10;
thisx->flags |= ACTOR_FLAG_4;
Actor_SetFocus(thisx, 30.0f);
this->actionFunc = BgHakaGate_GateWait;
}
@ -274,7 +274,7 @@ void BgHakaGate_GateWait(BgHakaGate* this, GlobalContext* globalCtx) {
void BgHakaGate_GateOpen(BgHakaGate* this, GlobalContext* globalCtx) {
if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + 80.0f, 1.0f)) {
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_METALDOOR_STOP);
this->dyna.actor.flags &= ~0x10;
this->dyna.actor.flags &= ~ACTOR_FLAG_4;
this->actionFunc = BgHakaGate_DoNothing;
} else {
func_8002F974(&this->dyna.actor, NA_SE_EV_METALDOOR_SLIDE - SFX_FLAG);
@ -292,9 +292,9 @@ void BgHakaGate_FalseSkull(BgHakaGate* this, GlobalContext* globalCtx) {
Math_StepToS(&this->vFlameScale, 350, 20);
}
if (globalCtx->actorCtx.unk_03) {
this->dyna.actor.flags |= 0x80;
this->dyna.actor.flags |= ACTOR_FLAG_7;
} else {
this->dyna.actor.flags &= ~0x80;
this->dyna.actor.flags &= ~ACTOR_FLAG_7;
}
}
@ -345,7 +345,7 @@ void BgHakaGate_Draw(Actor* thisx, GlobalContext* globalCtx) {
BgHakaGate* this = (BgHakaGate*)thisx;
MtxF currentMtxF;
if ((thisx->flags & 0x80) == 0x80) {
if (CHECK_FLAG_ALL(thisx->flags, ACTOR_FLAG_7)) {
Gfx_DrawDListXlu(globalCtx, object_haka_objects_DL_00F1B0);
} else {
func_80093D18(globalCtx->state.gfxCtx);

View file

@ -7,7 +7,7 @@
#include "z_bg_haka_huta.h"
#include "objects/object_hakach_objects/object_hakach_objects.h"
#define FLAGS 0x00000010
#define FLAGS ACTOR_FLAG_4
void BgHakaHuta_Init(Actor* thisx, GlobalContext* globalCtx);
void BgHakaHuta_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -8,7 +8,7 @@
#include "objects/object_hakach_objects/object_hakach_objects.h"
#include "objects/object_haka_objects/object_haka_objects.h"
#define FLAGS 0x000000B0
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_7)
void BgHakaMegane_Init(Actor* thisx, GlobalContext* globalCtx);
void BgHakaMegane_Destroy(Actor* thisx, GlobalContext* globalCtx);
@ -109,10 +109,10 @@ void func_8087DBF0(BgHakaMegane* this, GlobalContext* globalCtx) {
Actor* thisx = &this->dyna.actor;
if (globalCtx->actorCtx.unk_03 != 0) {
thisx->flags |= 0x80;
thisx->flags |= ACTOR_FLAG_7;
func_8003EBF8(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
} else {
thisx->flags &= ~0x80;
thisx->flags &= ~ACTOR_FLAG_7;
func_8003EC50(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
}
}
@ -129,7 +129,7 @@ void BgHakaMegane_Update(Actor* thisx, GlobalContext* globalCtx) {
void BgHakaMegane_Draw(Actor* thisx, GlobalContext* globalCtx) {
BgHakaMegane* this = (BgHakaMegane*)thisx;
if ((thisx->flags & 0x80) == 0x80) {
if (CHECK_FLAG_ALL(thisx->flags, ACTOR_FLAG_7)) {
Gfx_DrawDListXlu(globalCtx, sDLists[thisx->params]);
} else {
Gfx_DrawDListOpa(globalCtx, sDLists[thisx->params]);

View file

@ -7,7 +7,7 @@
#include "z_bg_haka_meganebg.h"
#include "objects/object_haka_objects/object_haka_objects.h"
#define FLAGS 0x00000000
#define FLAGS 0
void BgHakaMeganeBG_Init(Actor* thisx, GlobalContext* globalCtx);
void BgHakaMeganeBG_Destroy(Actor* thisx, GlobalContext* globalCtx);
@ -64,7 +64,7 @@ void BgHakaMeganeBG_Init(Actor* thisx, GlobalContext* globalCtx) {
if (thisx->params == 2) {
DynaPolyActor_Init(&this->dyna, DPM_UNK3);
thisx->flags |= 0x10;
thisx->flags |= ACTOR_FLAG_4;
CollisionHeader_GetVirtual(&object_haka_objects_Col_005334, &colHeader);
this->actionFunc = func_8087E258;
} else {
@ -72,7 +72,7 @@ void BgHakaMeganeBG_Init(Actor* thisx, GlobalContext* globalCtx) {
if (thisx->params == 0) {
CollisionHeader_GetVirtual(&object_haka_objects_Col_009168, &colHeader);
thisx->flags |= 0x80;
thisx->flags |= ACTOR_FLAG_7;
this->unk_16A = 20;
this->actionFunc = func_8087DFF8;
} else if (thisx->params == 3) {
@ -83,7 +83,7 @@ void BgHakaMeganeBG_Init(Actor* thisx, GlobalContext* globalCtx) {
this->actionFunc = func_8087E34C;
thisx->world.pos.y = thisx->home.pos.y;
} else {
thisx->flags |= 0x10;
thisx->flags |= ACTOR_FLAG_4;
this->actionFunc = func_8087E288;
}
} else {

View file

@ -8,7 +8,7 @@
#include "objects/object_haka_objects/object_haka_objects.h"
#include "objects/object_ice_objects/object_ice_objects.h"
#define FLAGS 0x00000011
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_4)
typedef enum {
/* 0 */ SCYTHE_TRAP_SHADOW_TEMPLE,
@ -142,7 +142,7 @@ void BgHakaSgami_Init(Actor* thisx, GlobalContext* globalCtx) {
thisx->params = (thisx->params >> 8) & 0xFF;
if (this->unk_151 != 0) {
thisx->flags |= 0x80;
thisx->flags |= ACTOR_FLAG_7;
}
Collider_InitTris(globalCtx, colliderScythe);
@ -170,7 +170,7 @@ void BgHakaSgami_Init(Actor* thisx, GlobalContext* globalCtx) {
if (thisx->params == SCYTHE_TRAP_SHADOW_TEMPLE) {
this->requiredObjBankIndex = Object_GetIndex(&globalCtx->objectCtx, OBJECT_HAKA_OBJECTS);
thisx->flags &= ~1;
thisx->flags &= ~ACTOR_FLAG_0;
} else {
this->requiredObjBankIndex = Object_GetIndex(&globalCtx->objectCtx, OBJECT_ICE_OBJECTS);
this->colliderScytheCenter.dim.radius = 30;
@ -200,7 +200,7 @@ void BgHakaSgami_SetupSpin(BgHakaSgami* this, GlobalContext* globalCtx) {
this->actor.objBankIndex = this->requiredObjBankIndex;
this->actor.draw = BgHakaSgami_Draw;
this->timer = SCYTHE_SPIN_TIME;
this->actor.flags &= ~0x10;
this->actor.flags &= ~ACTOR_FLAG_4;
this->actionFunc = BgHakaSgami_Spin;
}
}

View file

@ -7,7 +7,7 @@
#include "z_bg_haka_ship.h"
#include "objects/object_haka_objects/object_haka_objects.h"
#define FLAGS 0x00000030
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
void BgHakaShip_Init(Actor* thisx, GlobalContext* globalCtx);
void BgHakaShip_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -7,7 +7,7 @@
#include "z_bg_haka_trap.h"
#include "objects/object_haka_objects/object_haka_objects.h"
#define FLAGS 0x00000000
#define FLAGS 0
void BgHakaTrap_Init(Actor* thisx, GlobalContext* globalCtx);
void BgHakaTrap_Destroy(Actor* thisx, GlobalContext* globalCtx);
@ -131,7 +131,7 @@ void BgHakaTrap_Init(Actor* thisx, GlobalContext* globalCtx) {
this->actionFunc = func_80880484;
} else {
DynaPolyActor_Init(&this->dyna, DPM_PLAYER);
thisx->flags |= 0x10;
thisx->flags |= ACTOR_FLAG_4;
if (thisx->params == HAKA_TRAP_SPIKED_BOX) {
CollisionHeader_GetVirtual(&object_haka_objects_Col_009CD0, &colHeader);

View file

@ -8,7 +8,7 @@
#include "objects/gameplay_keep/gameplay_keep.h"
#include "objects/object_haka_objects/object_haka_objects.h"
#define FLAGS 0x00000010
#define FLAGS ACTOR_FLAG_4
void BgHakaTubo_Init(Actor* thisx, GlobalContext* globalCtx);
void BgHakaTubo_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -7,7 +7,7 @@
#include "z_bg_haka_water.h"
#include "objects/object_hakach_objects/object_hakach_objects.h"
#define FLAGS 0x00000030
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
void BgHakaWater_Init(Actor* thisx, GlobalContext* globalCtx);
void BgHakaWater_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -8,7 +8,7 @@
#include "objects/object_hakach_objects/object_hakach_objects.h"
#include "objects/object_haka_objects/object_haka_objects.h"
#define FLAGS 0x00000010
#define FLAGS ACTOR_FLAG_4
typedef enum {
/* 0x0 */ STA_GIANT_BIRD_STATUE,

View file

@ -8,7 +8,7 @@
#include "objects/object_heavy_object/object_heavy_object.h"
#include "vt.h"
#define FLAGS 0x00000000
#define FLAGS 0
#define PIECE_FLAG_HIT_FLOOR (1 << 0)
@ -75,7 +75,7 @@ void BgHeavyBlock_InitPiece(BgHeavyBlock* this, f32 scale) {
void BgHeavyBlock_SetupDynapoly(BgHeavyBlock* this, GlobalContext* globalCtx) {
s32 pad[2];
CollisionHeader* colHeader = NULL;
this->dyna.actor.flags |= 0x20030;
this->dyna.actor.flags |= ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_17;
DynaPolyActor_Init(&this->dyna, DPM_UNK);
CollisionHeader_GetVirtual(&gHeavyBlockCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
@ -99,7 +99,7 @@ void BgHeavyBlock_Init(Actor* thisx, GlobalContext* globalCtx) {
this->actionFunc = BgHeavyBlock_MovePiece;
BgHeavyBlock_InitPiece(this, 1.0f);
this->timer = 120;
thisx->flags |= 0x10;
thisx->flags |= ACTOR_FLAG_4;
this->unk_164.y = -50.0f;
break;
case HEAVYBLOCK_SMALL_PIECE:
@ -107,7 +107,7 @@ void BgHeavyBlock_Init(Actor* thisx, GlobalContext* globalCtx) {
this->actionFunc = BgHeavyBlock_MovePiece;
BgHeavyBlock_InitPiece(this, 2.0f);
this->timer = 120;
thisx->flags |= 0x10;
thisx->flags |= ACTOR_FLAG_4;
this->unk_164.y = -20.0f;
break;
case HEAVYBLOCK_BREAKABLE:
@ -469,7 +469,7 @@ void BgHeavyBlock_Land(BgHeavyBlock* this, GlobalContext* globalCtx) {
break;
}
} else {
this->dyna.actor.flags &= ~0x30;
this->dyna.actor.flags &= ~(ACTOR_FLAG_4 | ACTOR_FLAG_5);
this->actionFunc = BgHeavyBlock_DoNothing;
}
}

View file

@ -7,7 +7,7 @@
#include "z_bg_hidan_curtain.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#define FLAGS 0x00000010
#define FLAGS ACTOR_FLAG_4
void BgHidanCurtain_Init(Actor* thisx, GlobalContext* globalCtx);
void BgHidanCurtain_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -7,7 +7,7 @@
#include "z_bg_hidan_dalm.h"
#include "objects/object_hidan_objects/object_hidan_objects.h"
#define FLAGS 0x00000000
#define FLAGS 0
void BgHidanDalm_Init(Actor* thisx, GlobalContext* globalCtx);
void BgHidanDalm_Destroy(Actor* thisx, GlobalContext* globalCtx);
@ -138,7 +138,7 @@ void BgHidanDalm_Wait(BgHidanDalm* this, GlobalContext* globalCtx) {
this->dyna.actor.world.pos.z += 32.5f * Math_CosS(this->dyna.actor.world.rot.y);
func_8002DF54(globalCtx, &this->dyna.actor, 8);
this->dyna.actor.flags |= 0x10;
this->dyna.actor.flags |= ACTOR_FLAG_4;
this->actionFunc = BgHidanDalm_Shrink;
this->dyna.actor.bgCheckFlags &= ~2;
this->dyna.actor.bgCheckFlags &= ~8;

View file

@ -7,7 +7,7 @@
#include "z_bg_hidan_firewall.h"
#include "objects/object_hidan_objects/object_hidan_objects.h"
#define FLAGS 0x00000000
#define FLAGS 0
void BgHidanFirewall_Init(Actor* thisx, GlobalContext* globalCtx);
void BgHidanFirewall_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -7,7 +7,7 @@
#include "z_bg_hidan_fslift.h"
#include "objects/object_hidan_objects/object_hidan_objects.h"
#define FLAGS 0x00000010
#define FLAGS ACTOR_FLAG_4
void BgHidanFslift_Init(Actor* thisx, GlobalContext* globalCtx);
void BgHidanFslift_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -9,7 +9,7 @@
#include "objects/gameplay_keep/gameplay_keep.h"
#include "objects/object_hidan_objects/object_hidan_objects.h"
#define FLAGS 0x00000010
#define FLAGS ACTOR_FLAG_4
typedef enum {
/* 0 */ FWBIG_MOVE,
@ -94,7 +94,7 @@ void BgHidanFwbig_Init(Actor* thisx, GlobalContext* globalCtx2) {
BgHidanFwbig_UpdatePosition(this);
Actor_SetScale(&this->actor, 0.15f);
this->collider.dim.height = 230;
this->actor.flags |= 0x10;
this->actor.flags |= ACTOR_FLAG_4;
this->moveState = FWBIG_MOVE;
this->actionFunc = BgHidanFwbig_WaitForPlayer;
this->actor.world.pos.y = this->actor.home.pos.y - (2400.0f * this->actor.scale.y);

View file

@ -7,7 +7,7 @@
#include "z_bg_hidan_hamstep.h"
#include "objects/object_hidan_objects/object_hidan_objects.h"
#define FLAGS 0x00000000
#define FLAGS 0
void BgHidanHamstep_Init(Actor* thisx, GlobalContext* globalCtx);
void BgHidanHamstep_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -7,7 +7,7 @@
#include "z_bg_hidan_hrock.h"
#include "objects/object_hidan_objects/object_hidan_objects.h"
#define FLAGS 0x00000000
#define FLAGS 0
void BgHidanHrock_Init(Actor* thisx, GlobalContext* globalCtx);
void BgHidanHrock_Destroy(Actor* thisx, GlobalContext* globalCtx);
@ -125,7 +125,7 @@ void BgHidanHrock_Init(Actor* thisx, GlobalContext* globalCtx) {
}
} else {
if (thisx->params == 0) {
thisx->flags |= 0x30;
thisx->flags |= ACTOR_FLAG_4 | ACTOR_FLAG_5;
thisx->uncullZoneForward = 3000.0f;
}
this->actionFunc = func_808896B8;
@ -184,7 +184,7 @@ void func_8088960C(BgHidanHrock* this, GlobalContext* globalCtx) {
this->dyna.actor.velocity.y++;
if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y, this->dyna.actor.velocity.y)) {
this->dyna.actor.flags &= ~0x30;
this->dyna.actor.flags &= ~(ACTOR_FLAG_4 | ACTOR_FLAG_5);
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
if (this->dyna.actor.params == 0) {
@ -203,7 +203,7 @@ void func_808896B8(BgHidanHrock* this, GlobalContext* globalCtx) {
if (this->collider.base.acFlags & 2) {
this->collider.base.acFlags &= ~2;
this->actionFunc = func_808894B0;
this->dyna.actor.flags |= 0x10;
this->dyna.actor.flags |= ACTOR_FLAG_4;
if (this->dyna.actor.params == 0) {
this->dyna.actor.room = -1;

View file

@ -7,7 +7,7 @@
#include "z_bg_hidan_kousi.h"
#include "objects/object_hidan_objects/object_hidan_objects.h"
#define FLAGS 0x00000010
#define FLAGS ACTOR_FLAG_4
void BgHidanKousi_Init(Actor* thisx, GlobalContext* globalCtx);
void BgHidanKousi_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -9,7 +9,7 @@
#include "overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.h"
#include "objects/object_hidan_objects/object_hidan_objects.h"
#define FLAGS 0x00000000
#define FLAGS 0
typedef enum {
/* 0 */ CRACKED_STONE_FLOOR,

View file

@ -7,7 +7,7 @@
#include "z_bg_hidan_rock.h"
#include "objects/object_hidan_objects/object_hidan_objects.h"
#define FLAGS 0x00000000
#define FLAGS 0
void BgHidanRock_Init(Actor* thisx, GlobalContext* globalCtx);
void BgHidanRock_Destroy(Actor* thisx, GlobalContext* globalCtx);
@ -91,7 +91,7 @@ void BgHidanRock_Init(Actor* thisx, GlobalContext* globalCtx) {
} else {
this->actionFunc = func_8088B268;
}
thisx->flags |= 0x30;
thisx->flags |= ACTOR_FLAG_4 | ACTOR_FLAG_5;
CollisionHeader_GetVirtual(&gFireTempleStoneBlock1Col, &colHeader);
} else {
CollisionHeader_GetVirtual(&gFireTempleStoneBlock2Col, &colHeader);
@ -114,7 +114,7 @@ void BgHidanRock_Destroy(Actor* thisx, GlobalContext* globalCtx) {
}
void func_8088B24C(BgHidanRock* this) {
this->dyna.actor.flags |= 0x30;
this->dyna.actor.flags |= ACTOR_FLAG_4 | ACTOR_FLAG_5;
this->actionFunc = func_8088B990;
}
@ -247,7 +247,7 @@ void func_8088B79C(BgHidanRock* this, GlobalContext* globalCtx) {
} else {
this->dyna.actor.world.pos.y = this->dyna.actor.home.pos.y - 15.0f;
this->actionFunc = func_8088B90C;
this->dyna.actor.flags &= ~0x30;
this->dyna.actor.flags &= ~(ACTOR_FLAG_4 | ACTOR_FLAG_5);
}
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);

View file

@ -7,7 +7,7 @@
#include "z_bg_hidan_rsekizou.h"
#include "objects/object_hidan_objects/object_hidan_objects.h"
#define FLAGS 0x00000000
#define FLAGS 0
void BgHidanRsekizou_Init(Actor* thisx, GlobalContext* globalCtx);
void BgHidanRsekizou_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -7,7 +7,7 @@
#include "z_bg_hidan_sekizou.h"
#include "objects/object_hidan_objects/object_hidan_objects.h"
#define FLAGS 0x00000000
#define FLAGS 0
void BgHidanSekizou_Init(Actor* thisx, GlobalContext* globalCtx);
void BgHidanSekizou_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -7,7 +7,7 @@
#include "z_bg_hidan_sima.h"
#include "objects/object_hidan_objects/object_hidan_objects.h"
#define FLAGS 0x00000000
#define FLAGS 0
void BgHidanSima_Init(Actor* thisx, GlobalContext* globalCtx);
void BgHidanSima_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -7,7 +7,7 @@
#include "z_bg_hidan_syoku.h"
#include "objects/object_hidan_objects/object_hidan_objects.h"
#define FLAGS 0x00000010
#define FLAGS ACTOR_FLAG_4
void BgHidanSyoku_Init(Actor* thisx, GlobalContext* globalCtx);
void BgHidanSyoku_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -7,7 +7,7 @@
#include "z_bg_ice_objects.h"
#include "objects/object_ice_objects/object_ice_objects.h"
#define FLAGS 0x00000000
#define FLAGS 0
void BgIceObjects_Init(Actor* thisx, GlobalContext* globalCtx);
void BgIceObjects_Destroy(Actor* thisx, GlobalContext* globalCtx);
@ -141,7 +141,7 @@ void BgIceObjects_Idle(BgIceObjects* this, GlobalContext* globalCtx) {
if ((this->dyna.unk_150 > 0.0f) && !Player_InCsMode(globalCtx)) {
BgIceObjects_SetNextTarget(this, globalCtx);
if (Actor_WorldDistXZToPoint(thisx, &this->targetPos) > 1.0f) {
thisx->flags |= 0x10;
thisx->flags |= ACTOR_FLAG_4;
func_8002DF54(globalCtx, thisx, 8);
thisx->params = 1;
this->actionFunc = BgIceObjects_Slide;
@ -169,7 +169,7 @@ void BgIceObjects_Slide(BgIceObjects* this, GlobalContext* globalCtx) {
this->targetPos.x = thisx->world.pos.x;
this->targetPos.z = thisx->world.pos.z;
if (thisx->velocity.y <= 0.0f) {
thisx->flags &= ~0x10;
thisx->flags &= ~ACTOR_FLAG_4;
}
thisx->params = 0;
func_8002DF54(globalCtx, thisx, 7);
@ -206,7 +206,7 @@ void BgIceObjects_Reset(BgIceObjects* this, GlobalContext* globalCtx) {
this->dyna.unk_150 = 0.0f;
}
if (Math_StepToF(&thisx->world.pos.y, thisx->home.pos.y, 1.0f)) {
thisx->flags &= ~0x10;
thisx->flags &= ~ACTOR_FLAG_4;
Math_Vec3f_Copy(&this->targetPos, &thisx->home.pos);
this->actionFunc = BgIceObjects_Idle;
thisx->speedXZ = 0.0f;

View file

@ -1,7 +1,7 @@
#include "z_bg_ice_shelter.h"
#include "objects/object_ice_objects/object_ice_objects.h"
#define FLAGS 0x00000000
#define FLAGS 0
void BgIceShelter_Init(Actor* thisx, GlobalContext* globalCtx);
void BgIceShelter_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -7,7 +7,7 @@
#include "z_bg_ice_shutter.h"
#include "objects/object_ice_objects/object_ice_objects.h"
#define FLAGS 0x00000010
#define FLAGS ACTOR_FLAG_4
void BgIceShutter_Init(Actor* thisx, GlobalContext* globalCtx);
void BgIceShutter_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -7,7 +7,7 @@
#include "z_bg_ice_turara.h"
#include "objects/object_ice_objects/object_ice_objects.h"
#define FLAGS 0x00000000
#define FLAGS 0
void BgIceTurara_Init(Actor* thisx, GlobalContext* globalCtx);
void BgIceTurara_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -7,7 +7,7 @@
#include "z_bg_ingate.h"
#include "objects/object_ingate/object_ingate.h"
#define FLAGS 0x00000000
#define FLAGS 0
void BgInGate_Init(Actor* thisx, GlobalContext* globalCtx);
void BgInGate_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -7,7 +7,7 @@
#include "z_bg_jya_1flift.h"
#include "objects/object_jya_obj/object_jya_obj.h"
#define FLAGS 0x00000010
#define FLAGS ACTOR_FLAG_4
void BgJya1flift_Init(Actor* thisx, GlobalContext* globalCtx);
void BgJya1flift_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -7,7 +7,7 @@
#include "z_bg_jya_amishutter.h"
#include "objects/object_jya_obj/object_jya_obj.h"
#define FLAGS 0x00000000
#define FLAGS 0
void BgJyaAmishutter_Init(Actor* thisx, GlobalContext* globalCtx);
void BgJyaAmishutter_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -7,7 +7,7 @@
#include "z_bg_jya_bigmirror.h"
#include "objects/object_jya_obj/object_jya_obj.h"
#define FLAGS 0x00000030
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
void BgJyaBigmirror_Init(Actor* thisx, GlobalContext* globalCtx);
void BgJyaBigmirror_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -7,7 +7,7 @@
#include "z_bg_jya_block.h"
#include "objects/gameplay_dangeon_keep/gameplay_dangeon_keep.h"
#define FLAGS 0x00000000
#define FLAGS 0
void BgJyaBlock_Init(Actor* thisx, GlobalContext* globalCtx);
void BgJyaBlock_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -1,7 +1,7 @@
#include "z_bg_jya_bombchuiwa.h"
#include "overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.h"
#include "objects/object_jya_obj/object_jya_obj.h"
#define FLAGS 0x00000001
#define FLAGS ACTOR_FLAG_0
void BgJyaBombchuiwa_Init(Actor* thisx, GlobalContext* globalCtx);
void BgJyaBombchuiwa_Destroy(Actor* thisx, GlobalContext* globalCtx);
@ -162,7 +162,7 @@ void BgJyaBombchuiwa_CleanUpAfterExplosion(BgJyaBombchuiwa* this, GlobalContext*
BgJyaBombchuiwa_SetDrawFlags(this, 4);
this->lightRayIntensity = 0.3f;
this->timer = 0;
this->actor.flags &= ~1;
this->actor.flags &= ~ACTOR_FLAG_0;
}
void func_808949B8(BgJyaBombchuiwa* this, GlobalContext* globalCtx) {

View file

@ -9,7 +9,7 @@
#include "objects/object_jya_obj/object_jya_obj.h"
#include "vt.h"
#define FLAGS 0x00000000
#define FLAGS 0
void BgJyaBombiwa_Init(Actor* thisx, GlobalContext* globalCtx);
void BgJyaBombiwa_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -4,7 +4,7 @@
#include "objects/object_jya_obj/object_jya_obj.h"
#include "vt.h"
#define FLAGS 0x00000010
#define FLAGS ACTOR_FLAG_4
void BgJyaCobra_Init(Actor* thisx, GlobalContext* globalCtx);
void BgJyaCobra_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -8,7 +8,7 @@
#include "z_bg_jya_goroiwa.h"
#include "objects/object_goroiwa/object_goroiwa.h"
#define FLAGS 0x00000010
#define FLAGS ACTOR_FLAG_4
void BgJyaGoroiwa_Init(Actor* thisx, GlobalContext* globalCtx);
void BgJyaGoroiwa_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -8,7 +8,7 @@
#include "overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.h"
#include "objects/object_jya_iron/object_jya_iron.h"
#define FLAGS 0x00000010
#define FLAGS ACTOR_FLAG_4
void BgJyaHaheniron_Init(Actor* thisx, GlobalContext* globalCtx);
void BgJyaHaheniron_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -8,7 +8,7 @@
#include "objects/object_jya_iron/object_jya_iron.h"
#include "overlays/actors/ovl_En_Ik/z_en_ik.h"
#define FLAGS 0x00000000
#define FLAGS 0
typedef void (*BgJyaIronobjIkFunc)(BgJyaIronobj*, GlobalContext*, EnIk*);

View file

@ -7,7 +7,7 @@
#include "z_bg_jya_kanaami.h"
#include "objects/object_jya_obj/object_jya_obj.h"
#define FLAGS 0x00000000
#define FLAGS 0
void BgJyaKanaami_Init(Actor* thisx, GlobalContext* globalCtx);
void BgJyaKanaami_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -7,7 +7,7 @@
#include "z_bg_jya_lift.h"
#include "objects/object_jya_obj/object_jya_obj.h"
#define FLAGS 0x00000010
#define FLAGS ACTOR_FLAG_4
void BgJyaLift_Init(Actor* thisx, GlobalContext* globalCtx);
void BgJyaLift_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -2,7 +2,7 @@
#include "overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.h"
#include "objects/object_jya_obj/object_jya_obj.h"
#define FLAGS 0x00000000
#define FLAGS 0
void BgJyaMegami_Init(Actor* thisx, GlobalContext* globalCtx);
void BgJyaMegami_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -8,7 +8,7 @@
#include "objects/object_jya_obj/object_jya_obj.h"
#include "vt.h"
#define FLAGS 0x00000010
#define FLAGS ACTOR_FLAG_4
void BgJyaZurerukabe_Init(Actor* thisx, GlobalContext* globalCtx);
void BgJyaZurerukabe_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -7,7 +7,7 @@
#include "z_bg_menkuri_eye.h"
#include "objects/object_menkuri_objects/object_menkuri_objects.h"
#define FLAGS 0x00000020
#define FLAGS ACTOR_FLAG_5
void BgMenkuriEye_Init(Actor* thisx, GlobalContext* globalCtx);
void BgMenkuriEye_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -7,7 +7,7 @@
#include "z_bg_menkuri_kaiten.h"
#include "objects/object_menkuri_objects/object_menkuri_objects.h"
#define FLAGS 0x00000030
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
void BgMenkuriKaiten_Init(Actor* thisx, GlobalContext* globalCtx);
void BgMenkuriKaiten_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -7,7 +7,7 @@
#include "z_bg_menkuri_nisekabe.h"
#include "objects/object_menkuri_objects/object_menkuri_objects.h"
#define FLAGS 0x00000000
#define FLAGS 0
void BgMenkuriNisekabe_Init(Actor* thisx, GlobalContext* globalCtx);
void BgMenkuriNisekabe_Destroy(Actor* thisx, GlobalContext* globalCtx);
@ -41,9 +41,9 @@ void BgMenkuriNisekabe_Update(Actor* thisx, GlobalContext* globalCtx) {
BgMenkuriNisekabe* this = (BgMenkuriNisekabe*)thisx;
if (globalCtx->actorCtx.unk_03 != 0) {
this->actor.flags |= 0x80;
this->actor.flags |= ACTOR_FLAG_7;
} else {
this->actor.flags &= ~0x80;
this->actor.flags &= ~ACTOR_FLAG_7;
}
}
@ -51,7 +51,7 @@ void BgMenkuriNisekabe_Draw(Actor* thisx, GlobalContext* globalCtx) {
BgMenkuriNisekabe* this = (BgMenkuriNisekabe*)thisx;
u32 index = this->actor.params & 0xFF;
if ((this->actor.flags & 0x80) == 0x80) {
if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_7)) {
Gfx_DrawDListXlu(globalCtx, sDLists[index]);
} else {
Gfx_DrawDListOpa(globalCtx, sDLists[index]);

View file

@ -8,7 +8,7 @@
#include "overlays/actors/ovl_Bg_Mizu_Water/z_bg_mizu_water.h"
#include "objects/object_mizu_objects/object_mizu_objects.h"
#define FLAGS 0x00000010
#define FLAGS ACTOR_FLAG_4
void BgMizuBwall_Init(Actor* thisx, GlobalContext* globalCtx);
void BgMizuBwall_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -8,7 +8,7 @@
#include "overlays/actors/ovl_Bg_Mizu_Water/z_bg_mizu_water.h"
#include "objects/object_mizu_objects/object_mizu_objects.h"
#define FLAGS 0x00000010
#define FLAGS ACTOR_FLAG_4
#define MOVEBG_TYPE(params) (((u16)(params) >> 0xC) & 0xF)
#define MOVEBG_FLAGS(params) ((u16)(params)&0x3F)
@ -310,7 +310,7 @@ void func_8089E318(BgMizuMovebg* this, GlobalContext* globalCtx) {
this->dyna.actor.child->world.pos.x = this->dyna.actor.world.pos.x + sp28.x;
this->dyna.actor.child->world.pos.y = this->dyna.actor.world.pos.y + sp28.y;
this->dyna.actor.child->world.pos.z = this->dyna.actor.world.pos.z + sp28.z;
this->dyna.actor.child->flags &= ~1;
this->dyna.actor.child->flags &= ~ACTOR_FLAG_0;
}
break;
}

View file

@ -1,7 +1,7 @@
#include "z_bg_mizu_shutter.h"
#include "objects/object_mizu_objects/object_mizu_objects.h"
#define FLAGS 0x00000010
#define FLAGS ACTOR_FLAG_4
#define SIZE_PARAM (((u16)this->dyna.actor.params >> 0xC) & 0xF)
#define TIMER_PARAM (((u16)this->dyna.actor.params >> 6) & 0x3F)

View file

@ -7,7 +7,7 @@
#include "z_bg_mizu_uzu.h"
#include "objects/object_mizu_objects/object_mizu_objects.h"
#define FLAGS 0x00000000
#define FLAGS 0
void BgMizuUzu_Init(Actor* thisx, GlobalContext* globalCtx);
void BgMizuUzu_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -7,7 +7,7 @@
#include "z_bg_mizu_water.h"
#include "objects/object_mizu_objects/object_mizu_objects.h"
#define FLAGS 0x00000030
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
void BgMizuWater_Init(Actor* thisx, GlobalContext* globalCtx);
void BgMizuWater_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -14,7 +14,7 @@
#include "objects/object_mjin_flash/object_mjin_flash.h"
#include "objects/object_mjin_oka/object_mjin_oka.h"
#define FLAGS 0x00000010
#define FLAGS ACTOR_FLAG_4
void BgMjin_Init(Actor* thisx, GlobalContext* globalCtx);
void BgMjin_Destroy(Actor* thisx, GlobalContext* globalCtx);
@ -78,7 +78,7 @@ void func_808A0850(BgMjin* this, GlobalContext* globalCtx) {
if (Object_IsLoaded(&globalCtx->objectCtx, this->objBankIndex)) {
colHeader = NULL;
this->dyna.actor.flags &= ~0x10;
this->dyna.actor.flags &= ~ACTOR_FLAG_4;
this->dyna.actor.objBankIndex = this->objBankIndex;
Actor_SetObjectDependency(globalCtx, &this->dyna.actor);
DynaPolyActor_Init(&this->dyna, 0);

View file

@ -7,7 +7,7 @@
#include "z_bg_mori_bigst.h"
#include "objects/object_mori_objects/object_mori_objects.h"
#define FLAGS 0x00000010
#define FLAGS ACTOR_FLAG_4
void BgMoriBigst_Init(Actor* thisx, GlobalContext* globalCtx);
void BgMoriBigst_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -1,7 +1,7 @@
#include "z_bg_mori_elevator.h"
#include "objects/object_mori_objects/object_mori_objects.h"
#define FLAGS 0x00000010
#define FLAGS ACTOR_FLAG_4
void BgMoriElevator_Init(Actor* thisx, GlobalContext* globalCtx);
void BgMoriElevator_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -7,7 +7,7 @@
#include "z_bg_mori_hashigo.h"
#include "objects/object_mori_objects/object_mori_objects.h"
#define FLAGS 0x00000000
#define FLAGS 0
void BgMoriHashigo_Init(Actor* thisx, GlobalContext* globalCtx);
void BgMoriHashigo_Destroy(Actor* thisx, GlobalContext* globalCtx);
@ -134,7 +134,7 @@ s32 BgMoriHashigo_SpawnLadder(BgMoriHashigo* this, GlobalContext* globalCtx) {
s32 BgMoriHashigo_InitClasp(BgMoriHashigo* this, GlobalContext* globalCtx) {
Actor_ProcessInitChain(&this->dyna.actor, sInitChainClasp);
this->dyna.actor.flags |= 1;
this->dyna.actor.flags |= ACTOR_FLAG_0;
Actor_SetFocus(&this->dyna.actor, 55.0f);
BgMoriHashigo_InitCollider(this, globalCtx);
if ((this->dyna.actor.params == HASHIGO_CLASP) && !BgMoriHashigo_SpawnLadder(this, globalCtx)) {

View file

@ -7,7 +7,7 @@
#include "z_bg_mori_hashira4.h"
#include "objects/object_mori_objects/object_mori_objects.h"
#define FLAGS 0x00000010
#define FLAGS ACTOR_FLAG_4
void BgMoriHashira4_Init(Actor* thisx, GlobalContext* globalCtx);
void BgMoriHashira4_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -13,7 +13,7 @@
#include "objects/object_mori_hineri2a/object_mori_hineri2a.h"
#include "objects/object_mori_tex/object_mori_tex.h"
#define FLAGS 0x00000030
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
void BgMoriHineri_Init(Actor* thisx, GlobalContext* globalCtx);
void BgMoriHineri_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -7,7 +7,7 @@
#include "z_bg_mori_idomizu.h"
#include "objects/object_mori_objects/object_mori_objects.h"
#define FLAGS 0x00000030
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
void BgMoriIdomizu_Init(Actor* thisx, GlobalContext* globalCtx);
void BgMoriIdomizu_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -7,7 +7,7 @@
#include "z_bg_mori_kaitenkabe.h"
#include "objects/object_mori_objects/object_mori_objects.h"
#define FLAGS 0x00000000
#define FLAGS 0
void BgMoriKaitenkabe_Init(Actor* thisx, GlobalContext* globalCtx);
void BgMoriKaitenkabe_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -7,7 +7,7 @@
#include "z_bg_mori_rakkatenjo.h"
#include "objects/object_mori_objects/object_mori_objects.h"
#define FLAGS 0x00000030
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
void BgMoriRakkatenjo_Init(Actor* thisx, GlobalContext* globalCtx);
void BgMoriRakkatenjo_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -7,7 +7,7 @@
#include "z_bg_po_event.h"
#include "objects/object_po_sisters/object_po_sisters.h"
#define FLAGS 0x00000000
#define FLAGS 0
void BgPoEvent_Init(Actor* thisx, GlobalContext* globalCtx);
void BgPoEvent_Destroy(Actor* thisx, GlobalContext* globalCtx);
@ -155,7 +155,7 @@ void BgPoEvent_InitBlocks(BgPoEvent* this, GlobalContext* globalCtx) {
CollisionHeader* colHeader = NULL;
s32 bgId;
this->dyna.actor.flags |= 0x30;
this->dyna.actor.flags |= ACTOR_FLAG_4 | ACTOR_FLAG_5;
CollisionHeader_GetVirtual(&gPoSistersAmyBlockCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
if ((this->type == 0) && (this->index != 3)) {
@ -308,7 +308,7 @@ void BgPoEvent_BlockFall(BgPoEvent* this, GlobalContext* globalCtx) {
this->dyna.actor.velocity.y++;
if (Math_StepToF(&this->dyna.actor.world.pos.y, 433.0f, this->dyna.actor.velocity.y)) {
this->dyna.actor.flags &= ~0x20;
this->dyna.actor.flags &= ~ACTOR_FLAG_5;
this->dyna.actor.velocity.y = 0.0f;
sBlocksAtRest++;
if (this->type != 1) {

View file

@ -8,7 +8,7 @@
#include "objects/gameplay_keep/gameplay_keep.h"
#include "objects/object_syokudai/object_syokudai.h"
#define FLAGS 0x00000000
#define FLAGS 0
typedef enum {
POE_FLAME_PURPLE, // Meg

View file

@ -7,7 +7,7 @@
#include "z_bg_pushbox.h"
#include "objects/object_pu_box/object_pu_box.h"
#define FLAGS 0x00000000
#define FLAGS 0
void BgPushbox_Init(Actor* thisx, GlobalContext* globalCtx);
void BgPushbox_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -7,7 +7,7 @@
#include "z_bg_relay_objects.h"
#include "objects/object_relay_objects/object_relay_objects.h"
#define FLAGS 0x00000010
#define FLAGS ACTOR_FLAG_4
typedef enum {
/* 0 */ WINDMILL_ROTATING_GEAR,
@ -62,7 +62,7 @@ void BgRelayObjects_Init(Actor* thisx, GlobalContext* globalCtx) {
}
func_800F5718();
thisx->room = -1;
thisx->flags |= 0x20;
thisx->flags |= ACTOR_FLAG_5;
if (D_808A9508 & 2) {
thisx->params = 0xFF;
Actor_Kill(thisx);
@ -154,7 +154,7 @@ void func_808A9234(BgRelayObjects* this, GlobalContext* globalCtx) {
return;
}
Flags_UnsetSwitch(globalCtx, this->switchFlag);
this->dyna.actor.flags &= ~0x10;
this->dyna.actor.flags &= ~ACTOR_FLAG_4;
if (globalCtx->roomCtx.curRoom.num == 4) {
gSaveContext.timer1State = 0xF;
}

View file

@ -7,7 +7,7 @@
#include "z_bg_spot00_break.h"
#include "objects/object_spot00_break/object_spot00_break.h"
#define FLAGS 0x00000000
#define FLAGS 0
void BgSpot00Break_Init(Actor* thisx, GlobalContext* globalCtx);
void BgSpot00Break_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -8,7 +8,7 @@
#include "objects/object_spot00_objects/object_spot00_objects.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#define FLAGS 0x00000010
#define FLAGS ACTOR_FLAG_4
typedef enum {
/* -1 */ DT_DRAWBRIDGE = -1,

View file

@ -6,7 +6,8 @@
#include "z_bg_spot01_fusya.h"
#include "objects/object_spot01_objects/object_spot01_objects.h"
#define FLAGS 0x00000010
#define FLAGS ACTOR_FLAG_4
void BgSpot01Fusya_Init(Actor* thisx, GlobalContext* globalCtx);
void BgSpot01Fusya_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -8,7 +8,7 @@
#include "objects/object_spot01_objects/object_spot01_objects.h"
#include "vt.h"
#define FLAGS 0x00000010
#define FLAGS ACTOR_FLAG_4
void BgSpot01Idohashira_Init(Actor* thisx, GlobalContext* globalCtx);
void BgSpot01Idohashira_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -7,7 +7,7 @@
#include "z_bg_spot01_idomizu.h"
#include "objects/object_spot01_objects/object_spot01_objects.h"
#define FLAGS 0x00000020
#define FLAGS ACTOR_FLAG_5
void BgSpot01Idomizu_Init(Actor* thisx, GlobalContext* globalCtx);
void BgSpot01Idomizu_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -7,7 +7,7 @@
#include "z_bg_spot01_idosoko.h"
#include "objects/object_spot01_matoya/object_spot01_matoya.h"
#define FLAGS 0x00000010
#define FLAGS ACTOR_FLAG_4
void BgSpot01Idosoko_Init(Actor* thisx, GlobalContext* globalCtx);
void BgSpot01Idosoko_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -8,7 +8,7 @@
#include "objects/object_spot01_matoya/object_spot01_matoya.h"
#include "objects/object_spot01_matoyab/object_spot01_matoyab.h"
#define FLAGS 0x00000010
#define FLAGS ACTOR_FLAG_4
void BgSpot01Objects2_Init(Actor* thisx, GlobalContext* globalCtx);
void BgSpot01Objects2_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -7,7 +7,7 @@
#include "z_bg_spot02_objects.h"
#include "objects/object_spot02_objects/object_spot02_objects.h"
#define FLAGS 0x00000030
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
void BgSpot02Objects_Init(Actor* thisx, GlobalContext* globalCtx);
void BgSpot02Objects_Destroy(Actor* thisx, GlobalContext* globalCtx);
@ -74,7 +74,7 @@ void BgSpot02Objects_Init(Actor* thisx, GlobalContext* globalCtx) {
} else if (thisx->params == 1) {
this->actionFunc = func_808AC8FC;
CollisionHeader_GetVirtual(&object_spot02_objects_Col_0128D8, &colHeader);
thisx->flags |= 0x400000;
thisx->flags |= ACTOR_FLAG_22;
} else {
if (globalCtx->sceneNum == SCENE_SPOT02) {
this->actionFunc = func_808AC908;

View file

@ -7,7 +7,7 @@
#include "z_bg_spot03_taki.h"
#include "objects/object_spot03_object/object_spot03_object.h"
#define FLAGS 0x00000030
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
void BgSpot03Taki_Init(Actor* thisx, GlobalContext* globalCtx);
void BgSpot03Taki_Destroy(Actor* thisx, GlobalContext* globalCtx);

View file

@ -7,7 +7,7 @@
#include "z_bg_spot05_soko.h"
#include "objects/object_spot05_objects/object_spot05_objects.h"
#define FLAGS 0x00000000
#define FLAGS 0
void BgSpot05Soko_Init(Actor* thisx, GlobalContext* globalCtx);
void BgSpot05Soko_Destroy(Actor* thisx, GlobalContext* globalCtx);
@ -61,7 +61,7 @@ void BgSpot05Soko_Init(Actor* thisx, GlobalContext* globalCtx) {
Actor_Kill(thisx);
} else {
this->actionFunc = func_808AE5B4;
thisx->flags |= 0x10;
thisx->flags |= ACTOR_FLAG_4;
}
}
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, thisx, colHeader);

View file

@ -7,7 +7,7 @@
#include "z_bg_spot06_objects.h"
#include "objects/object_spot06_objects/object_spot06_objects.h"
#define FLAGS 0x00000200
#define FLAGS ACTOR_FLAG_9
typedef enum {
/* 0x0 */ LHO_WATER_TEMPLE_ENTRACE_GATE,
@ -147,7 +147,7 @@ void BgSpot06Objects_Init(Actor* thisx, GlobalContext* globalCtx) {
break;
case LHO_WATER_PLANE:
Actor_ProcessInitChain(thisx, sInitChainWaterPlane);
thisx->flags = 0x30;
thisx->flags = ACTOR_FLAG_4 | ACTOR_FLAG_5;
if (LINK_IS_ADULT && !(gSaveContext.eventChkInf[6] & 0x200)) {
if (gSaveContext.sceneSetupIndex < 4) {
@ -291,7 +291,7 @@ void BgSpot06Objects_LockWait(BgSpot06Objects* this, GlobalContext* globalCtx) {
if (this->collider.base.acFlags & 2) {
this->timer = 130;
this->dyna.actor.flags |= 0x10;
this->dyna.actor.flags |= ACTOR_FLAG_4;
sin = Math_SinS(this->dyna.actor.world.rot.y);
cos = Math_CosS(this->dyna.actor.world.rot.y);
this->dyna.actor.world.pos.x += (3.0f * sin);
@ -334,7 +334,7 @@ void BgSpot06Objects_LockPullOutward(BgSpot06Objects* this, GlobalContext* globa
if (this->timer == 0) {
this->dyna.actor.velocity.y = 0.5f;
this->dyna.actor.flags &= ~0x2000;
this->dyna.actor.flags &= ~ACTOR_FLAG_13;
this->actionFunc = BgSpot06Objects_LockSwimToSurface;
}
@ -364,7 +364,7 @@ void BgSpot06Objects_LockSwimToSurface(BgSpot06Objects* this, GlobalContext* glo
this->dyna.actor.world.pos.z - (Math_CosS(this->dyna.actor.shape.rot.y) * 16.0f);
this->dyna.actor.world.pos.y = -1993.0f;
this->timer = 32;
this->dyna.actor.flags &= ~0x10;
this->dyna.actor.flags &= ~ACTOR_FLAG_4;
this->collider.elements[0].dim.worldSphere.radius = this->collider.elements[0].dim.modelSphere.radius * 2;
this->actionFunc = BgSpot06Objects_LockFloat;
}

View file

@ -7,7 +7,7 @@
#include "z_bg_spot07_taki.h"
#include "objects/object_spot07_object/object_spot07_object.h"
#define FLAGS 0x00000030
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
void BgSpot07Taki_Init(Actor* thisx, GlobalContext* globalCtx);
void BgSpot07Taki_Destroy(Actor* thisx, GlobalContext* globalCtx);

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