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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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@ -7,7 +7,7 @@
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#include "z_en_arrow.h"
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#include "objects/gameplay_keep/gameplay_keep.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 EnArrow_Init(Actor* thisx, GlobalContext* globalCtx);
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void EnArrow_Destroy(Actor* thisx, GlobalContext* globalCtx);
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@ -148,7 +148,7 @@ void EnArrow_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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Collider_DestroyQuad(globalCtx, &this->collider);
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if ((this->hitActor != NULL) && (this->hitActor->update != NULL)) {
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this->hitActor->flags &= ~0x8000;
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this->hitActor->flags &= ~ACTOR_FLAG_15;
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}
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}
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@ -288,11 +288,11 @@ void EnArrow_Fly(EnArrow* this, GlobalContext* globalCtx) {
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hitActor = this->collider.base.at;
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if ((hitActor->update != NULL) && (!(this->collider.base.atFlags & AT_BOUNCED)) &&
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(hitActor->flags & 0x4000)) {
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(hitActor->flags & ACTOR_FLAG_14)) {
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this->hitActor = hitActor;
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EnArrow_CarryActor(this, globalCtx);
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Math_Vec3f_Diff(&hitActor->world.pos, &this->actor.world.pos, &this->unk_250);
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hitActor->flags |= 0x8000;
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hitActor->flags |= ACTOR_FLAG_15;
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this->collider.base.atFlags &= ~AT_HIT;
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this->actor.speedXZ /= 2.0f;
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this->actor.velocity.y /= 2.0f;
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@ -351,14 +351,14 @@ void EnArrow_Fly(EnArrow* this, GlobalContext* globalCtx) {
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this->hitActor->world.pos.y = hitPoint.y + ((sp54.y <= hitPoint.y) ? 1.0f : -1.0f);
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this->hitActor->world.pos.z = hitPoint.z + ((sp54.z <= hitPoint.z) ? 1.0f : -1.0f);
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Math_Vec3f_Diff(&this->hitActor->world.pos, &this->actor.world.pos, &this->unk_250);
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this->hitActor->flags &= ~0x8000;
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this->hitActor->flags &= ~ACTOR_FLAG_15;
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this->hitActor = NULL;
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} else {
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Math_Vec3f_Sum(&this->actor.world.pos, &this->unk_250, &this->hitActor->world.pos);
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}
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if (this->touchedPoly && (this->hitActor != NULL)) {
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this->hitActor->flags &= ~0x8000;
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this->hitActor->flags &= ~ACTOR_FLAG_15;
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this->hitActor = NULL;
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}
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} else {
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