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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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@ -11,7 +11,7 @@
#include "objects/object_im/object_im.h"
#include "vt.h"
#define FLAGS 0x00000011
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_4)
void DemoIm_Init(Actor* thisx, GlobalContext* globalCtx);
void DemoIm_Destroy(Actor* thisx, GlobalContext* globalCtx);
@ -832,7 +832,7 @@ s32 func_809869F8(DemoIm* this, GlobalContext* globalCtx) {
f32 playerPosX = player->actor.world.pos.x;
f32 thisPosX = this->actor.world.pos.x;
if ((thisPosX - (kREG(16) + 30.0f) > playerPosX) && (!(this->actor.flags & 0x40))) {
if ((thisPosX - (kREG(16) + 30.0f) > playerPosX) && !(this->actor.flags & ACTOR_FLAG_6)) {
return true;
} else {
return false;
@ -852,7 +852,7 @@ s32 func_80986A5C(DemoIm* this, GlobalContext* globalCtx) {
}
s32 func_80986AD0(DemoIm* this, GlobalContext* globalCtx) {
this->actor.flags |= 9;
this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3;
if (!Actor_ProcessTalkRequest(&this->actor, globalCtx)) {
this->actor.textId = 0x708E;
func_8002F2F4(&this->actor, globalCtx);
@ -941,7 +941,7 @@ void func_80986DC8(DemoIm* this, GlobalContext* globalCtx) {
DemoIm_UpdateSkelAnime(this);
func_80984BE0(this);
func_80984E58(this, globalCtx);
this->actor.flags &= ~0x9;
this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_3);
}
void func_80986E20(DemoIm* this, GlobalContext* globalCtx) {
@ -988,7 +988,7 @@ void func_80986FA8(DemoIm* this, GlobalContext* globalCtx) {
DemoIm_UpdateSkelAnime(this);
func_80984BE0(this);
func_80984E58(this, globalCtx);
this->actor.flags &= ~0x9;
this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_3);
DemoIm_UpdateCollider(this, globalCtx);
func_80986CFC(this, globalCtx);
}
@ -1106,7 +1106,7 @@ void DemoIm_Init(Actor* thisx, GlobalContext* globalCtx) {
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 30.0f);
DemoIm_InitCollider(thisx, globalCtx);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &gImpaSkel, NULL, this->jointTable, this->morphTable, 17);
thisx->flags &= ~1;
thisx->flags &= ~ACTOR_FLAG_0;
switch (this->actor.params) {
case 2: