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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
This commit is contained in:
Dragorn421 2021-12-06 01:11:38 +01:00 committed by GitHub
parent 79220ba58a
commit a9284494f2
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439 changed files with 1342 additions and 1304 deletions

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@ -8,7 +8,7 @@
#include "overlays/actors/ovl_En_Dh/z_en_dh.h"
#include "objects/object_dh/object_dh.h"
#define FLAGS 0x00000015
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4)
void EnDha_Init(Actor* thisx, GlobalContext* globalCtx);
void EnDha_Destroy(Actor* thisx, GlobalContext* globalCtx);
@ -166,7 +166,7 @@ void EnDha_Init(Actor* thisx, GlobalContext* globalCtx) {
this->limbAngleX[0] = -0x4000;
Collider_InitJntSph(globalCtx, &this->collider);
Collider_SetJntSph(globalCtx, &this->collider, &this->actor, &sJntSphInit, this->colliderItem);
this->actor.flags &= ~1;
this->actor.flags &= ~ACTOR_FLAG_0;
EnDha_SetupWait(this);
}