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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_fu/object_fu.h"
#include "scenes/indoors/hakasitarelay/hakasitarelay_scene.h"
#define FLAGS 0x02000019
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4 | ACTOR_FLAG_25)
#define FU_RESET_LOOK_ANGLE (1 << 0)
#define FU_WAIT (1 << 1)
@ -137,7 +137,7 @@ void EnFu_WaitChild(EnFu* this, GlobalContext* globalCtx) {
textID = (gSaveContext.eventChkInf[6] & 0x80) ? 0x5033 : 0x5032;
}
// if actor flags & 0x100 is set and textID is 0x5033, change animation
// if ACTOR_FLAG_8 is set and textID is 0x5033, change animation
// if func_80A1D94C returns 1, actionFunc is set to func_80A1DA04
if (func_80A1D94C(this, globalCtx, textID, func_80A1DA04)) {
if (textID == 0x5033) {
@ -167,11 +167,11 @@ void func_80A1DBD4(EnFu* this, GlobalContext* globalCtx) {
if (globalCtx->msgCtx.ocarinaMode >= OCARINA_MODE_04) {
this->actionFunc = EnFu_WaitAdult;
globalCtx->msgCtx.ocarinaMode = OCARINA_MODE_04;
this->actor.flags &= ~0x10000;
this->actor.flags &= ~ACTOR_FLAG_16;
} else if (globalCtx->msgCtx.ocarinaMode == OCARINA_MODE_03) {
func_80078884(NA_SE_SY_CORRECT_CHIME);
this->actionFunc = func_80A1DB60;
this->actor.flags &= ~0x10000;
this->actor.flags &= ~ACTOR_FLAG_16;
globalCtx->csCtx.segment = SEGMENTED_TO_VIRTUAL(gSongOfStormsCs);
gSaveContext.cutsceneTrigger = 1;
Item_Give(globalCtx, ITEM_SONG_STORMS);