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