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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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@ -8,7 +8,7 @@
#include "objects/object_firefly/object_firefly.h"
#include "overlays/actors/ovl_Obj_Syokudai/z_obj_syokudai.h"
#define FLAGS 0x00005005
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_12 | ACTOR_FLAG_14)
void EnFirefly_Init(Actor* thisx, GlobalContext* globalCtx);
void EnFirefly_Destroy(Actor* thisx, GlobalContext* globalCtx);
@ -148,7 +148,7 @@ void EnFirefly_Init(Actor* thisx, GlobalContext* globalCtx) {
CollisionCheck_SetInfo(&this->actor.colChkInfo, &sDamageTable, &sColChkInfoInit);
if ((this->actor.params & 0x8000) != 0) {
this->actor.flags |= 0x80;
this->actor.flags |= ACTOR_FLAG_7;
if (1) {}
this->actor.draw = EnFirefly_DrawInvisible;
this->actor.params &= 0x7FFF;
@ -214,7 +214,7 @@ void EnFirefly_SetupFall(EnFirefly* this) {
this->actor.velocity.y = 0.0f;
Animation_Change(&this->skelAnime, &gKeeseFlyAnim, 0.5f, 0.0f, 0.0f, ANIMMODE_LOOP_INTERP, -3.0f);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FFLY_DEAD);
this->actor.flags |= 0x10;
this->actor.flags |= ACTOR_FLAG_4;
Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0, 40);
this->actionFunc = EnFirefly_Fall;
}
@ -261,7 +261,7 @@ void EnFirefly_SetupFrozenFall(EnFirefly* this, GlobalContext* globalCtx) {
s32 i;
Vec3f iceParticlePos;
this->actor.flags |= 0x10;
this->actor.flags |= ACTOR_FLAG_4;
this->auraType = KEESE_AURA_NONE;
this->actor.speedXZ = 0.0f;
Actor_SetColorFilter(&this->actor, 0, 0xFF, 0, 0xFF);
@ -423,7 +423,7 @@ void EnFirefly_Fall(EnFirefly* this, GlobalContext* globalCtx) {
this->actor.colorFilterTimer = 40;
SkelAnime_Update(&this->skelAnime);
Math_StepToF(&this->actor.speedXZ, 0.0f, 0.5f);
if (this->actor.flags & 0x8000) {
if (this->actor.flags & ACTOR_FLAG_15) {
this->actor.colorFilterTimer = 40;
} else {
Math_ScaledStepToS(&this->actor.shape.rot.x, 0x6800, 0x200);
@ -626,7 +626,7 @@ void EnFirefly_UpdateDamage(EnFirefly* this, GlobalContext* globalCtx) {
if ((this->actor.colChkInfo.damageEffect != 0) || (this->actor.colChkInfo.damage != 0)) {
if (Actor_ApplyDamage(&this->actor) == 0) {
Enemy_StartFinishingBlow(globalCtx, &this->actor);
this->actor.flags &= ~1;
this->actor.flags &= ~ACTOR_FLAG_0;
}
damageEffect = this->actor.colChkInfo.damageEffect;
@ -682,7 +682,7 @@ void EnFirefly_Update(Actor* thisx, GlobalContext* globalCtx2) {
this->actionFunc(this, globalCtx);
if (!(this->actor.flags & 0x8000)) {
if (!(this->actor.flags & ACTOR_FLAG_15)) {
if ((this->actor.colChkInfo.health == 0) || (this->actionFunc == EnFirefly_Stunned)) {
Actor_MoveForward(&this->actor);
} else {