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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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79220ba58a
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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_ds.h"
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#include "objects/object_ds/object_ds.h"
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#define FLAGS 0x00000009
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#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3)
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void EnDs_Init(Actor* thisx, GlobalContext* globalCtx);
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void EnDs_Destroy(Actor* thisx, GlobalContext* globalCtx);
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@ -43,7 +43,7 @@ void EnDs_Init(Actor* thisx, GlobalContext* globalCtx) {
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this->actionFunc = EnDs_Wait;
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this->actor.targetMode = 1;
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this->unk_1E8 = 0;
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this->actor.flags &= ~0x1;
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this->actor.flags &= ~ACTOR_FLAG_0;
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this->unk_1E4 = 0.0f;
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}
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@ -53,7 +53,7 @@ void EnDs_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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void EnDs_Talk(EnDs* this, GlobalContext* globalCtx) {
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if (Actor_TextboxIsClosing(&this->actor, globalCtx)) {
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this->actionFunc = EnDs_Wait;
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this->actor.flags &= ~0x10000;
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this->actor.flags &= ~ACTOR_FLAG_16;
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}
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this->unk_1E8 |= 1;
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}
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@ -70,7 +70,7 @@ void EnDs_TalkAfterGiveOddPotion(EnDs* this, GlobalContext* globalCtx) {
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if (Actor_ProcessTalkRequest(&this->actor, globalCtx)) {
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this->actionFunc = EnDs_Talk;
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} else {
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this->actor.flags |= 0x10000;
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this->actor.flags |= ACTOR_FLAG_16;
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func_8002F2CC(&this->actor, globalCtx, 1000.0f);
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}
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}
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@ -79,7 +79,7 @@ void EnDs_DisplayOddPotionText(EnDs* this, GlobalContext* globalCtx) {
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if (Actor_TextboxIsClosing(&this->actor, globalCtx)) {
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this->actor.textId = 0x504F;
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this->actionFunc = EnDs_TalkAfterGiveOddPotion;
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this->actor.flags &= ~0x100;
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this->actor.flags &= ~ACTOR_FLAG_8;
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gSaveContext.itemGetInf[3] |= 1;
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}
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}
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@ -188,7 +188,7 @@ void EnDs_OfferBluePotion(EnDs* this, GlobalContext* globalCtx) {
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return;
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case 2: // have 100 rupees and empty bottle
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Rupees_ChangeBy(-100);
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this->actor.flags &= ~0x10000;
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this->actor.flags &= ~ACTOR_FLAG_16;
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func_8002F434(&this->actor, globalCtx, GI_POTION_BLUE, 10000.0f, 50.0f);
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this->actionFunc = EnDs_GiveBluePotion;
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return;
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