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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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@ -3,7 +3,7 @@
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#include "vt.h"
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#include "objects/object_fr/object_fr.h"
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#define FLAGS 0x02000019
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#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4 | ACTOR_FLAG_25)
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void EnFr_Init(Actor* thisx, GlobalContext* globalCtx);
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void EnFr_Destroy(Actor* thisx, GlobalContext* globalCtx);
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@ -223,7 +223,7 @@ void EnFr_Init(Actor* thisx, GlobalContext* globalCtx) {
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this->actor.destroy = NULL;
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this->actor.draw = NULL;
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this->actor.update = EnFr_UpdateIdle;
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this->actor.flags &= ~0x11;
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this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_4);
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this->actor.flags &= ~0;
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Actor_ChangeCategory(globalCtx, &globalCtx->actorCtx, &this->actor, ACTORCAT_PROP);
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this->actor.textId = 0x40AC;
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@ -265,7 +265,7 @@ void EnFr_Update(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad2;
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if (Object_IsLoaded(&globalCtx->objectCtx, this->objBankIndex)) {
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this->actor.flags &= ~0x10;
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this->actor.flags &= ~ACTOR_FLAG_4;
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frogIndex = this->actor.params - 1;
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sEnFrPointers.frogs[frogIndex] = this;
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Actor_ProcessInitChain(&this->actor, sInitChain);
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@ -308,7 +308,7 @@ void EnFr_Update(Actor* thisx, GlobalContext* globalCtx) {
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this->posButterflyLight.x = this->posButterfly.x = this->posLogSpot.x;
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this->posButterflyLight.y = this->posButterfly.y = this->posLogSpot.y + 50.0f;
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this->posButterflyLight.z = this->posButterfly.z = this->posLogSpot.z;
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this->actor.flags &= ~1;
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this->actor.flags &= ~ACTOR_FLAG_0;
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}
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}
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