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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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@ -1,7 +1,7 @@
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#include "z_en_dh.h"
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#include "objects/object_dh/object_dh.h"
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#define FLAGS 0x00000415
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#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_10)
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typedef enum {
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/* 0 */ DH_WAIT,
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@ -148,7 +148,7 @@ void EnDh_Init(Actor* thisx, GlobalContext* globalCtx) {
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this->actor.colChkInfo.mass = MASS_HEAVY;
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this->actor.colChkInfo.health = LINK_IS_ADULT ? 14 : 20;
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this->alpha = this->unk_258 = 255;
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this->actor.flags &= ~1;
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this->actor.flags &= ~ACTOR_FLAG_0;
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Collider_InitCylinder(globalCtx, &this->collider1);
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Collider_SetCylinder(globalCtx, &this->collider1, &this->actor, &sCylinderInit);
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Collider_InitJntSph(globalCtx, &this->collider2);
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@ -192,7 +192,7 @@ void EnDh_SetupWait(EnDh* this) {
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this->actor.shape.yOffset = -15000.0f;
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this->dirtWaveSpread = this->actor.speedXZ = 0.0f;
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this->actor.world.rot.y = this->actor.shape.rot.y;
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this->actor.flags |= 0x80;
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this->actor.flags |= ACTOR_FLAG_7;
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this->dirtWavePhase = this->actionState = this->actor.params = ENDH_WAIT_UNDERGROUND;
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EnDh_SetupAction(this, EnDh_Wait);
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}
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@ -207,9 +207,9 @@ void EnDh_Wait(EnDh* this, GlobalContext* globalCtx) {
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if ((this->actor.params >= ENDH_START_ATTACK_GRAB) || (this->actor.params <= ENDH_HANDS_KILLED_4)) {
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switch (this->actionState) {
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case 0:
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this->actor.flags |= 1;
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this->actor.flags |= ACTOR_FLAG_0;
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this->actor.shape.rot.y = this->actor.yawTowardsPlayer;
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this->actor.flags &= ~0x80;
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this->actor.flags &= ~ACTOR_FLAG_7;
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this->actionState++;
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this->drawDirtWave++;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_HIDE);
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@ -363,7 +363,7 @@ void EnDh_SetupBurrow(EnDh* this) {
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this->actor.world.rot.y = this->actor.shape.rot.y;
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this->dirtWavePhase = 0;
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this->actionState = 0;
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this->actor.flags &= ~1;
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this->actor.flags &= ~ACTOR_FLAG_0;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_HIDE);
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EnDh_SetupAction(this, EnDh_Burrow);
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}
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@ -433,7 +433,7 @@ void EnDh_SetupDeath(EnDh* this) {
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Animation_MorphToPlayOnce(&this->skelAnime, &object_dh_Anim_0032BC, -1.0f);
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this->curAction = DH_DEATH;
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this->timer = 300;
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this->actor.flags &= ~1;
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this->actor.flags &= ~ACTOR_FLAG_0;
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this->actor.speedXZ = 0.0f;
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func_800F5B58();
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this->actor.params = ENDH_DEATH;
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