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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_elf.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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#define FLAGS 0x02000030
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#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_25)
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#define FAIRY_FLAG_TIMED (1 << 8)
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#define FAIRY_FLAG_BIG (1 << 9)
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@ -1379,7 +1379,7 @@ void func_80A053F0(Actor* thisx, GlobalContext* globalCtx) {
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}
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} else if (player->naviTextId < 0) {
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// trigger dialog instantly for negative message IDs
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thisx->flags |= 0x10000;
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thisx->flags |= ACTOR_FLAG_16;
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}
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if (Actor_ProcessTalkRequest(thisx, globalCtx)) {
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@ -1397,10 +1397,10 @@ void func_80A053F0(Actor* thisx, GlobalContext* globalCtx) {
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func_80A01C38(this, 3);
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if (this->elfMsg != NULL) {
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this->elfMsg->actor.flags |= 0x100;
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this->elfMsg->actor.flags |= ACTOR_FLAG_8;
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}
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thisx->flags &= ~0x10000;
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thisx->flags &= ~ACTOR_FLAG_16;
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} else {
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this->actionFunc(this, globalCtx);
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thisx->shape.rot.y = this->unk_2BC;
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