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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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@ -4,7 +4,7 @@
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#include "overlays/actors/ovl_Boss_Goma/z_boss_goma.h"
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#include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h"
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#define FLAGS 0x00000035
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#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_5)
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void EnGoma_Init(Actor* thisx, GlobalContext* globalCtx);
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void EnGoma_Destroy(Actor* thisx, GlobalContext* globalCtx);
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@ -119,10 +119,10 @@ void EnGoma_Init(Actor* thisx, GlobalContext* globalCtx) {
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this->gomaType = ENGOMA_BOSSLIMB;
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 0.0f);
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this->actionTimer = this->actor.params + 150;
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this->actor.flags &= ~1;
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this->actor.flags &= ~ACTOR_FLAG_0;
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} else if (params >= 10) { // Debris when hatching
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this->actor.gravity = -1.3f;
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this->actor.flags &= ~1;
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this->actor.flags &= ~ACTOR_FLAG_0;
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this->actionTimer = 50;
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this->gomaType = ENGOMA_HATCH_DEBRIS;
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this->eggScale = 1.0f;
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@ -366,7 +366,7 @@ void EnGoma_SetupDie(EnGoma* this) {
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}
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this->invincibilityTimer = 100;
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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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void EnGoma_Die(EnGoma* this, GlobalContext* globalCtx) {
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@ -497,7 +497,7 @@ void EnGoma_SetupJump(EnGoma* this) {
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}
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void EnGoma_Jump(EnGoma* this, GlobalContext* globalCtx) {
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this->actor.flags |= 0x1000000;
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this->actor.flags |= ACTOR_FLAG_24;
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SkelAnime_Update(&this->skelanime);
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Math_ApproachF(&this->actor.speedXZ, 10.0f, 0.5f, 5.0f);
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