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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/object_bombf/object_bombf.h"
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#include "overlays/effects/ovl_Effect_Ss_Dead_Sound/z_eff_ss_dead_sound.h"
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#define FLAGS 0x00000011
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#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_4)
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void EnBombf_Init(Actor* thisx, GlobalContext* globalCtx);
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void EnBombf_Destroy(Actor* thisx, GlobalContext* globalCtx);
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@ -104,7 +104,7 @@ void EnBombf_Init(Actor* thisx, GlobalContext* globalCtx) {
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thisx->focus.pos = thisx->world.pos;
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if (Actor_FindNearby(globalCtx, thisx, ACTOR_BG_DDAN_KD, ACTORCAT_BG, 10000.0f) != NULL) {
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thisx->flags |= 0x20;
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thisx->flags |= ACTOR_FLAG_5;
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}
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thisx->colChkInfo.cylRadius = 10.0f;
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@ -117,7 +117,7 @@ void EnBombf_Init(Actor* thisx, GlobalContext* globalCtx) {
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thisx->gravity = -1.5f;
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Actor_ChangeCategory(globalCtx, &globalCtx->actorCtx, thisx, ACTORCAT_EXPLOSIVE);
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thisx->colChkInfo.mass = 200;
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thisx->flags &= ~1;
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thisx->flags &= ~ACTOR_FLAG_0;
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EnBombf_SetupAction(this, EnBombf_Move);
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} else {
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thisx->colChkInfo.mass = MASS_IMMOVABLE;
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@ -157,7 +157,7 @@ void EnBombf_GrowBomb(EnBombf* this, GlobalContext* globalCtx) {
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this->timer = 180;
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this->flowerBombScale = 0.0f;
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Audio_PlayActorSound2(&this->actor, NA_SE_PL_PULL_UP_ROCK);
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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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player->actor.child = NULL;
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player->heldActor = NULL;
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@ -176,7 +176,7 @@ void EnBombf_GrowBomb(EnBombf* this, GlobalContext* globalCtx) {
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bombFlower->unk_200 = 1;
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bombFlower->timer = 0;
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this->timer = 180;
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this->actor.flags &= ~1;
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this->actor.flags &= ~ACTOR_FLAG_0;
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this->flowerBombScale = 0.0f;
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}
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}
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@ -188,7 +188,7 @@ void EnBombf_GrowBomb(EnBombf* this, GlobalContext* globalCtx) {
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if (bombFlower != NULL) {
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bombFlower->timer = 100;
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this->timer = 180;
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this->actor.flags &= ~1;
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this->actor.flags &= ~ACTOR_FLAG_0;
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this->flowerBombScale = 0.0f;
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}
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} else {
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@ -208,7 +208,7 @@ void EnBombf_GrowBomb(EnBombf* this, GlobalContext* globalCtx) {
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if (this->timer == 0) {
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this->flowerBombScale += 0.05f;
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if (this->flowerBombScale >= 1.0f) {
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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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}
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@ -262,7 +262,7 @@ void EnBombf_Explode(EnBombf* 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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@ -430,7 +430,7 @@ void EnBombf_Update(Actor* thisx, GlobalContext* globalCtx) {
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Camera_AddQuake(&globalCtx->mainCamera, 2, 0xB, 8);
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thisx->params = BOMBFLOWER_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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EnBombf_SetupAction(this, EnBombf_Explode);
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}
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}
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