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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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@ -15,7 +15,7 @@
#include "objects/object_cob/object_cob.h"
#include "objects/object_os_anime/object_os_anime.h"
#define FLAGS 0x00000019
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4)
void EnHy_Init(Actor* thisx, GlobalContext* globalCtx);
void EnHy_Destroy(Actor* thisx, GlobalContext* globalCtx);
@ -907,7 +907,7 @@ void EnHy_InitImpl(EnHy* this, GlobalContext* globalCtx) {
func_80034EC0(&this->skelAnime, sAnimationInfo, sModelInfo[this->actor.params & 0x7F].animInfoIndex);
if ((globalCtx->sceneNum == SCENE_MARKET_ALLEY) || (globalCtx->sceneNum == SCENE_MARKET_DAY)) {
this->actor.flags &= ~0x10;
this->actor.flags &= ~ACTOR_FLAG_4;
this->actor.uncullZoneScale = 0.0f;
}