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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
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GPG key ID: 4AEE18F83AFDEB23
439 changed files with 1342 additions and 1304 deletions

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@ -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) {