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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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@ -8,7 +8,7 @@
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#include "objects/object_am/object_am.h"
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#include "overlays/actors/ovl_En_Bom/z_en_bom.h"
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#define FLAGS 0x04000015
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#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_26)
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void EnAm_Init(Actor* thisx, GlobalContext* globalCtx);
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void EnAm_Destroy(Actor* thisx, GlobalContext* globalCtx);
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@ -285,7 +285,7 @@ void EnAm_SetupStatue(EnAm* this) {
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f32 lastFrame = Animation_GetLastFrame(&gArmosRicochetAnim);
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Animation_Change(&this->skelAnime, &gArmosRicochetAnim, 0.0f, lastFrame, lastFrame, ANIMMODE_LOOP, 0.0f);
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this->dyna.actor.flags &= ~1;
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this->dyna.actor.flags &= ~ACTOR_FLAG_0;
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this->behavior = AM_BEHAVIOR_DO_NOTHING;
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this->dyna.actor.speedXZ = 0.0f;
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EnAm_SetupAction(this, EnAm_Statue);
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@ -386,7 +386,7 @@ void EnAm_Sleep(EnAm* this, GlobalContext* globalCtx) {
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if (this->textureBlend >= 240) {
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this->attackTimer = 200;
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this->textureBlend = 255;
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this->dyna.actor.flags |= 1;
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this->dyna.actor.flags |= ACTOR_FLAG_0;
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this->dyna.actor.shape.yOffset = 0.0f;
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EnAm_SetupLunge(this);
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} else {
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@ -407,7 +407,7 @@ void EnAm_Sleep(EnAm* this, GlobalContext* globalCtx) {
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this->textureBlend -= 10;
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} else {
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this->textureBlend = 0;
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this->dyna.actor.flags &= ~1;
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this->dyna.actor.flags &= ~ACTOR_FLAG_0;
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if (this->dyna.bgId < 0) {
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this->unk_264 = 0;
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