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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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GPG key ID: 4AEE18F83AFDEB23
439 changed files with 1342 additions and 1304 deletions

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@ -3,7 +3,7 @@
#include "overlays/actors/ovl_En_Bombf/z_en_bombf.h"
#include "objects/object_dodongo/object_dodongo.h"
#define FLAGS 0x00000015
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4)
typedef enum {
DODONGO_SWEEP_TAIL,
@ -562,12 +562,12 @@ void EnDodongo_Walk(EnDodongo* this, GlobalContext* globalCtx) {
if (Math_Vec3f_DistXZ(&this->actor.home.pos, &player->actor.world.pos) < 400.0f) {
Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 1, 0x1F4, 0);
this->actor.flags |= 1;
this->actor.flags |= ACTOR_FLAG_0;
if ((this->actor.xzDistToPlayer < 100.0f) && (yawDiff < 0x1388) && (this->actor.yDistToPlayer < 60.0f)) {
EnDodongo_SetupBreatheFire(this);
}
} else {
this->actor.flags &= ~1;
this->actor.flags &= ~ACTOR_FLAG_0;
if ((Math_Vec3f_DistXZ(&this->actor.world.pos, &this->actor.home.pos) > 150.0f) || (this->retreatTimer != 0)) {
s16 yawToHome = Math_Vec3f_Yaw(&this->actor.world.pos, &this->actor.home.pos);
@ -662,7 +662,7 @@ void EnDodongo_SetupDeath(EnDodongo* this, GlobalContext* globalCtx) {
this->timer = 0;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_J_DEAD);
this->actionState = DODONGO_DEATH;
this->actor.flags &= ~1;
this->actor.flags &= ~ACTOR_FLAG_0;
this->actor.speedXZ = 0.0f;
EnDodongo_SetupAction(this, EnDodongo_Death);
}