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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_boom.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 EnBoom_Init(Actor* thisx, GlobalContext* globalCtx);
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void EnBoom_Destroy(Actor* thisx, GlobalContext* globalCtx);
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@ -159,7 +159,7 @@ void EnBoom_Fly(EnBoom* this, GlobalContext* globalCtx) {
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if (((this->collider.base.at->id == ACTOR_EN_ITEM00) || (this->collider.base.at->id == ACTOR_EN_SI))) {
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this->grabbed = this->collider.base.at;
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if (this->collider.base.at->id == ACTOR_EN_SI) {
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this->collider.base.at->flags |= 0x2000;
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this->collider.base.at->flags |= ACTOR_FLAG_13;
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}
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}
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}
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@ -182,7 +182,7 @@ void EnBoom_Fly(EnBoom* this, GlobalContext* globalCtx) {
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target->gravity = -0.9f;
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target->bgCheckFlags &= ~0x03;
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} else {
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target->flags &= ~0x2000;
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target->flags &= ~ACTOR_FLAG_13;
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}
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}
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// Set player flags and kill the boomerang beacause Link caught it.
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