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