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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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@ -3,7 +3,7 @@
#include "overlays/actors/ovl_Door_Warp1/z_door_warp1.h"
#include "scenes/dungeons/ddan_boss/ddan_boss_room_1.h"
#define FLAGS 0x00000035
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_5)
void BossDodongo_Init(Actor* thisx, GlobalContext* globalCtx);
void BossDodongo_Destroy(Actor* thisx, GlobalContext* globalCtx);
@ -217,7 +217,7 @@ void BossDodongo_Init(Actor* thisx, GlobalContext* globalCtx) {
}
}
this->actor.flags &= ~1;
this->actor.flags &= ~ACTOR_FLAG_0;
}
void BossDodongo_Destroy(Actor* thisx, GlobalContext* globalCtx) {
@ -477,7 +477,7 @@ void BossDodongo_SetupWalk(BossDodongo* this) {
this->unk_1AA = 0;
this->actionFunc = BossDodongo_Walk;
this->unk_1DA = 0;
this->actor.flags |= 1;
this->actor.flags |= ACTOR_FLAG_0;
this->unk_1E4 = 0.0f;
}
@ -732,7 +732,7 @@ void BossDodongo_Roll(BossDodongo* this, GlobalContext* globalCtx) {
f32 sp4C;
f32 sp48;
this->actor.flags |= 0x1000000;
this->actor.flags |= ACTOR_FLAG_24;
SkelAnime_Update(&this->skelAnime);
if (this->unk_1DA == 10) {
@ -1280,7 +1280,7 @@ void BossDodongo_SetupDeathCutscene(BossDodongo* this) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_K_DEAD);
this->unk_1DA = 0;
this->csState = 0;
this->actor.flags &= ~5;
this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_2);
this->unk_1BC = 1;
Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0x100FF);
}