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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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@ -4,7 +4,7 @@
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#include "objects/object_efc_star_field/object_efc_star_field.h"
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#include "objects/object_toki_objects/object_toki_objects.h"
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#define FLAGS 0x00000030
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#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
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void DemoKankyo_Init(Actor* thisx, GlobalContext* globalCtx);
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void DemoKankyo_Destroy(Actor* thisx, GlobalContext* globalCtx);
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@ -248,7 +248,7 @@ void DemoKankyo_Init(Actor* thisx, GlobalContext* globalCtx) {
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case DEMOKANKYO_WARP_OUT:
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case DEMOKANKYO_WARP_IN:
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Actor_ChangeCategory(globalCtx, &globalCtx->actorCtx, &this->actor, ACTORCAT_ITEMACTION);
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this->actor.flags |= 0x2000000;
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this->actor.flags |= ACTOR_FLAG_25;
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this->actor.room = -1;
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this->warpTimer = 35;
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this->sparkleCounter = 0;
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