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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 "overlays/effects/ovl_Effect_Ss_Dead_Sound/z_eff_ss_dead_sound.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 EnBom_Init(Actor* thisx, GlobalContext* globalCtx);
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void EnBom_Destroy(Actor* thisx, GlobalContext* globalCtx);
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@ -169,7 +169,7 @@ void EnBom_Explode(EnBom* this, GlobalContext* globalCtx) {
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Player* player;
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if (this->explosionCollider.elements[0].dim.modelSphere.radius == 0) {
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this->actor.flags |= 0x20;
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this->actor.flags |= ACTOR_FLAG_5;
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func_800AA000(this->actor.xzDistToPlayer, 0xFF, 0x14, 0x96);
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}
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@ -323,7 +323,7 @@ void EnBom_Update(Actor* thisx, GlobalContext* globalCtx2) {
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Camera_AddQuake(&globalCtx->mainCamera, 2, 0xB, 8);
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thisx->params = BOMB_EXPLOSION;
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this->timer = 10;
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thisx->flags |= 0x20;
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thisx->flags |= ACTOR_FLAG_5;
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EnBom_SetupAction(this, EnBom_Explode);
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}
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}
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