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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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@ -10,7 +10,7 @@
#include "overlays/actors/ovl_Bg_Hidan_Curtain/z_bg_hidan_curtain.h"
#include "vt.h"
#define FLAGS 0x00000015
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4)
void EnAnubice_Init(Actor* thisx, GlobalContext* globalCtx);
void EnAnubice_Destroy(Actor* thisx, GlobalContext* globalCtx);
@ -140,7 +140,7 @@ void EnAnubice_Init(Actor* thisx, GlobalContext* globalCtx) {
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
this->actor.shape.yOffset = -4230.0f;
this->focusHeightOffset = 0.0f;
this->actor.flags &= ~1;
this->actor.flags &= ~ACTOR_FLAG_0;
this->home = this->actor.world.pos;
this->actor.targetMode = 3;
this->actionFunc = EnAnubice_FindFlameCircles;
@ -187,7 +187,7 @@ void EnAnubice_FindFlameCircles(EnAnubice* this, GlobalContext* globalCtx) {
}
this->hasSearchedForFlameCircles = true;
}
this->actor.flags |= 1;
this->actor.flags |= ACTOR_FLAG_0;
this->actionFunc = EnAnubice_SetupIdle;
}
}
@ -364,7 +364,7 @@ void EnAnubice_Update(Actor* thisx, GlobalContext* globalCtx) {
fabsf(this->flameCircles[i]->actor.world.pos.z - this->actor.world.pos.z) < 60.0f &&
flameCircle->timer != 0) {
Actor_ChangeCategory(globalCtx, &globalCtx->actorCtx, &this->actor, ACTORCAT_PROP);
this->actor.flags &= ~1;
this->actor.flags &= ~ACTOR_FLAG_0;
Enemy_StartFinishingBlow(globalCtx, &this->actor);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_ANUBIS_DEAD);
this->actionFunc = EnAnubice_SetupDie;
@ -376,7 +376,7 @@ void EnAnubice_Update(Actor* thisx, GlobalContext* globalCtx) {
this->col.base.acFlags &= ~2;
if (this->actor.colChkInfo.damageEffect == 2) {
Actor_ChangeCategory(globalCtx, &globalCtx->actorCtx, &this->actor, ACTORCAT_PROP);
this->actor.flags &= ~1;
this->actor.flags &= ~ACTOR_FLAG_0;
Enemy_StartFinishingBlow(globalCtx, &this->actor);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_ANUBIS_DEAD);
this->actionFunc = EnAnubice_SetupDie;