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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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@ -10,7 +10,7 @@
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#include "overlays/actors/ovl_Door_Warp1/z_door_warp1.h"
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#include "vt.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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typedef enum {
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/* 0 */ DEATH_START,
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@ -523,7 +523,7 @@ void BossFd2_Vulnerable(BossFd2* this, GlobalContext* globalCtx) {
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s16 i;
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this->disableAT = true;
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this->actor.flags |= 0x400;
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this->actor.flags |= ACTOR_FLAG_10;
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SkelAnime_Update(&this->skelAnime);
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switch (this->work[FD2_ACTION_STATE]) {
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case 0:
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@ -611,7 +611,7 @@ void BossFd2_SetupDeath(BossFd2* this, GlobalContext* globalCtx) {
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Animation_Change(&this->skelAnime, &gHoleVolvagiaDamagedAnim, 1.0f, 0.0f, this->fwork[FD2_END_FRAME],
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ANIMMODE_ONCE_INTERP, -3.0f);
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this->actionFunc = BossFd2_Death;
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this->actor.flags &= ~1;
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this->actor.flags &= ~ACTOR_FLAG_0;
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this->deathState = DEATH_START;
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}
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@ -957,7 +957,7 @@ void BossFd2_Update(Actor* thisx, GlobalContext* globalCtx2) {
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osSyncPrintf("FD2 move start \n");
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this->disableAT = false;
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this->actor.flags &= ~0x400;
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this->actor.flags &= ~ACTOR_FLAG_10;
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this->work[FD2_VAR_TIMER]++;
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this->work[FD2_UNK_TIMER]++;
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@ -992,9 +992,9 @@ void BossFd2_Update(Actor* thisx, GlobalContext* globalCtx2) {
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this->fwork[FD2_TEX2_SCROLL_X] += 3.0f;
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this->fwork[FD2_TEX2_SCROLL_Y] -= 2.0f;
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if (this->actor.focus.pos.y < 90.0f) {
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this->actor.flags &= ~1;
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this->actor.flags &= ~ACTOR_FLAG_0;
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} else {
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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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}
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