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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 "vt.h"
#include "objects/object_gla/object_gla.h"
#define FLAGS 0x00000019
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4)
#define GE2_STATE_ANIMCOMPLETE (1 << 1)
#define GE2_STATE_KO (1 << 2)
@ -294,7 +294,7 @@ void EnGe2_KnockedOut(EnGe2* this, GlobalContext* globalCtx) {
s32 effectAngle;
Vec3f effectPos;
this->actor.flags &= ~1;
this->actor.flags &= ~ACTOR_FLAG_0;
if (this->stateFlags & GE2_STATE_ANIMCOMPLETE) {
effectAngle = (globalCtx->state.frames) * 0x2800;
effectPos.x = this->actor.focus.pos.x + (Math_CosS(effectAngle) * 5.0f);
@ -434,7 +434,7 @@ void EnGe2_SetActionAfterTalk(EnGe2* this, GlobalContext* globalCtx) {
break;
}
this->actor.update = EnGe2_UpdateFriendly;
this->actor.flags &= ~0x10000;
this->actor.flags &= ~ACTOR_FLAG_16;
}
EnGe2_TurnToFacePlayer(this, globalCtx);
}
@ -455,7 +455,7 @@ void EnGe2_WaitTillCardGiven(EnGe2* this, GlobalContext* globalCtx) {
void EnGe2_GiveCard(EnGe2* this, GlobalContext* globalCtx) {
if ((Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(globalCtx)) {
Message_CloseTextbox(globalCtx);
this->actor.flags &= ~0x10000;
this->actor.flags &= ~ACTOR_FLAG_16;
this->actionFunc = EnGe2_WaitTillCardGiven;
func_8002F434(&this->actor, globalCtx, GI_GERUDO_CARD, 10000.0f, 50.0f);
}
@ -467,7 +467,7 @@ void EnGe2_ForceTalk(EnGe2* this, GlobalContext* globalCtx) {
this->actionFunc = EnGe2_GiveCard;
} else {
this->actor.textId = 0x6004;
this->actor.flags |= 0x10000;
this->actor.flags |= ACTOR_FLAG_16;
func_8002F1C4(&this->actor, globalCtx, 300.0f, 300.0f, 0);
}
EnGe2_LookAtPlayer(this, globalCtx);