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