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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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@ -9,7 +9,7 @@
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#include "overlays/actors/ovl_En_Elf/z_en_elf.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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#define FLAGS 0x02000009
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#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_25)
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void EnGs_Init(Actor* thisx, GlobalContext* globalCtx);
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void EnGs_Destroy(Actor* thisx, GlobalContext* globalCtx);
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@ -353,7 +353,7 @@ void func_80A4ED34(EnGs* this, GlobalContext* globalCtx) {
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func_8002F974(&this->actor, NA_SE_EV_FIRE_PILLAR - SFX_FLAG);
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if (this->unk_200++ >= 40) {
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this->unk_19E |= 0x10;
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this->actor.flags |= 0x10;
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this->actor.flags |= ACTOR_FLAG_4;
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this->actor.uncullZoneForward = 12000.0f;
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this->actor.gravity = 0.3f;
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