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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/gameplay_keep/gameplay_keep.h"
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#include "objects/object_Bb/object_Bb.h"
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#define FLAGS 0x01000015
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#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_24)
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#define vBombHopPhase actionVar1
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#define vTrailIdx actionVar1
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@ -344,7 +344,7 @@ void EnBb_Init(Actor* thisx, GlobalContext* globalCtx) {
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this->flamePrimBlue = this->flameEnvColor.b = 255;
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thisx->world.pos.y += 50.0f;
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EnBb_SetupBlue(this);
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thisx->flags |= 0x4000;
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thisx->flags |= ACTOR_FLAG_14;
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break;
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case ENBB_RED:
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thisx->naviEnemyId = 0x24;
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@ -373,7 +373,7 @@ void EnBb_Init(Actor* thisx, GlobalContext* globalCtx) {
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EnBb_SetupWhite(globalCtx, this);
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EnBb_SetWaypoint(this, globalCtx);
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EnBb_FaceWaypoint(this);
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thisx->flags |= 0x4000;
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thisx->flags |= ACTOR_FLAG_14;
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break;
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case ENBB_GREEN_BIG:
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this->path = this->actionState >> 4;
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@ -407,7 +407,7 @@ void EnBb_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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void EnBb_SetupFlameTrail(EnBb* this) {
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this->action = BB_FLAME_TRAIL;
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this->moveMode = BBMOVE_NOCLIP;
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this->actor.flags &= ~1;
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this->actor.flags &= ~ACTOR_FLAG_0;
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this->actor.velocity.y = 0.0f;
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this->actor.gravity = 0.0f;
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this->actor.speedXZ = 0.0f;
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@ -698,7 +698,7 @@ void EnBb_Down(EnBb* this, GlobalContext* globalCtx) {
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this->moveMode = BBMOVE_HIDDEN;
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this->timer = 10;
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this->actionState++;
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this->actor.flags &= ~1;
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this->actor.flags &= ~ACTOR_FLAG_0;
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this->action = BB_RED;
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EnBb_SetupAction(this, EnBb_Red);
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return;
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@ -763,7 +763,7 @@ void EnBb_SetupRed(GlobalContext* globalCtx, EnBb* this) {
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this->actor.home.pos = this->actor.world.pos;
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this->actor.velocity.y = this->actor.gravity = this->actor.speedXZ = 0.0f;
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this->actor.bgCheckFlags &= ~1;
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this->actor.flags &= ~1;
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this->actor.flags &= ~ACTOR_FLAG_0;
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}
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this->action = BB_RED;
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EnBb_SetupAction(this, EnBb_Red);
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@ -797,7 +797,7 @@ void EnBb_Red(EnBb* this, GlobalContext* globalCtx) {
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case BBRED_ATTACK:
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if (this->timer == 0) {
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this->moveMode = BBMOVE_NORMAL;
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this->actor.flags |= 1;
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this->actor.flags |= ACTOR_FLAG_0;
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}
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this->bobPhase += Rand_ZeroOne();
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Math_SmoothStepToF(&this->flameScaleY, 80.0f, 1.0f, 10.0f, 0.0f);
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@ -816,7 +816,7 @@ void EnBb_Red(EnBb* this, GlobalContext* globalCtx) {
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this->moveMode = BBMOVE_HIDDEN;
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this->timer = 10;
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this->actionState++;
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this->actor.flags &= ~1;
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this->actor.flags &= ~ACTOR_FLAG_0;
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} else {
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this->actor.velocity.y *= -1.06f;
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if (this->actor.velocity.y > 13.0f) {
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@ -1125,7 +1125,7 @@ void EnBb_Stunned(EnBb* this, GlobalContext* globalCtx) {
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EnBb_SetupDown(this);
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}
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} else {
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this->actor.flags &= ~1;
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this->actor.flags &= ~ACTOR_FLAG_0;
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EnBb_SetupDeath(this, globalCtx);
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}
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}
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@ -1190,7 +1190,7 @@ void EnBb_CollisionCheck(EnBb* this, GlobalContext* globalCtx) {
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}
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}
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if (this->actor.colChkInfo.health == 0) {
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this->actor.flags &= ~1;
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this->actor.flags &= ~ACTOR_FLAG_0;
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if (this->actor.params == ENBB_RED) {
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EnBb_KillFlameTrail(this);
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}
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@ -1232,7 +1232,7 @@ void EnBb_Update(Actor* thisx, GlobalContext* globalCtx2) {
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if (this->actor.colChkInfo.damageEffect != 0xD) {
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this->actionFunc(this, globalCtx);
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if ((this->actor.params <= ENBB_BLUE) && (this->actor.speedXZ >= -6.0f) &&
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((this->actor.flags & 0x8000) == 0)) {
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((this->actor.flags & ACTOR_FLAG_15) == 0)) {
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Actor_MoveForward(&this->actor);
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}
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if (this->moveMode == BBMOVE_NORMAL) {
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