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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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@ -15,7 +15,7 @@
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#include "objects/object_cob/object_cob.h"
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#include "objects/object_os_anime/object_os_anime.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 EnHy_Init(Actor* thisx, GlobalContext* globalCtx);
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void EnHy_Destroy(Actor* thisx, GlobalContext* globalCtx);
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@ -907,7 +907,7 @@ void EnHy_InitImpl(EnHy* this, GlobalContext* globalCtx) {
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func_80034EC0(&this->skelAnime, sAnimationInfo, sModelInfo[this->actor.params & 0x7F].animInfoIndex);
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if ((globalCtx->sceneNum == SCENE_MARKET_ALLEY) || (globalCtx->sceneNum == SCENE_MARKET_DAY)) {
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this->actor.flags &= ~0x10;
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this->actor.flags &= ~ACTOR_FLAG_4;
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this->actor.uncullZoneScale = 0.0f;
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}
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