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