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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 "objects/object_boj/object_boj.h"
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#include "vt.h"
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#define FLAGS 0x00000019
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#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4)
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void EnGuest_Init(Actor* thisx, GlobalContext* globalCtx);
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void EnGuest_Destroy(Actor* thisx, GlobalContext* globalCtx);
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@ -79,7 +79,7 @@ void EnGuest_Update(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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if (Object_IsLoaded(&globalCtx->objectCtx, this->osAnimeBankIndex) != 0) {
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this->actor.flags &= ~0x10;
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this->actor.flags &= ~ACTOR_FLAG_4;
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Actor_ProcessInitChain(&this->actor, sInitChain);
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &object_boj_Skel_0000F0, NULL, this->jointTable,
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