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