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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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@ -8,7 +8,7 @@
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#include "objects/gameplay_keep/gameplay_keep.h"
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#include "vt.h"
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#define FLAGS 0x00000000
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#define FLAGS 0
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void EnFish_Init(Actor* thisx, GlobalContext* globalCtx);
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void EnFish_Destroy(Actor* thisx, GlobalContext* globalCtx);
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@ -116,7 +116,7 @@ void EnFish_SetCutsceneData(EnFish* this) {
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thisx->shape.yOffset = 600.0f;
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D_80A17014 = 10.0f;
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D_80A17018 = 0.0f;
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thisx->flags |= 0x10;
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thisx->flags |= ACTOR_FLAG_4;
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EnFish_SetOutOfWaterAnimation(this);
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}
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}
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@ -141,7 +141,7 @@ void EnFish_Init(Actor* thisx, GlobalContext* globalCtx) {
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this->fastPhase = Rand_ZeroOne() * (0xFFFF + 0.5f);
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if (params == FISH_DROPPED) {
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this->actor.flags |= 0x10;
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this->actor.flags |= ACTOR_FLAG_4;
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 8.0f);
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EnFish_Dropped_SetupFall(this);
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} else if (params == FISH_SWIMMING_UNIQUE) {
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@ -473,7 +473,7 @@ void EnFish_Dropped_FlopOnGround(EnFish* this, GlobalContext* globalCtx) {
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void EnFish_Dropped_SetupSwimAway(EnFish* this) {
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this->actor.home.pos = this->actor.world.pos;
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this->actor.flags |= 0x10;
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this->actor.flags |= ACTOR_FLAG_4;
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this->timer = 200;
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this->actor.gravity = 0.0f;
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this->actor.minVelocityY = 0.0f;
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