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