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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_ik/object_ik.h"
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#include "vt.h"
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#define FLAGS 0x00000010
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#define FLAGS ACTOR_FLAG_4
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typedef void (*EnIkDrawFunc)(struct EnIk*, GlobalContext*);
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@ -188,7 +188,7 @@ void func_80A74398(Actor* thisx, GlobalContext* globalCtx) {
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thisx->update = func_80A75FA0;
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thisx->draw = func_80A76798;
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thisx->flags |= 0x400;
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thisx->flags |= ACTOR_FLAG_10;
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Collider_InitCylinder(globalCtx, &this->bodyCollider);
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Collider_SetCylinder(globalCtx, &this->bodyCollider, thisx, &sCylinderInit);
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@ -298,7 +298,7 @@ void func_80A747C0(EnIk* this, GlobalContext* globalCtx) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_WAKEUP);
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}
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if (SkelAnime_Update(&this->skelAnime)) {
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this->actor.flags |= 5;
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this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_2;
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func_80A74AAC(this);
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}
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}
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@ -306,7 +306,7 @@ void func_80A747C0(EnIk* this, GlobalContext* globalCtx) {
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void func_80A7489C(EnIk* this) {
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f32 frames = Animation_GetLastFrame(&object_ik_Anim_00DD50);
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this->actor.flags |= 5;
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this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_2;
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this->unk_2F8 = 4;
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this->actor.speedXZ = 0.0f;
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Animation_Change(&this->skelAnime, &object_ik_Anim_00DD50, 0.0f, 0.0f, frames, ANIMMODE_LOOP, 4.0f);
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@ -1411,7 +1411,7 @@ void func_80A780D0(EnIk* this, GlobalContext* globalCtx) {
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void func_80A78160(EnIk* this, GlobalContext* globalCtx) {
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this->actor.update = func_80A75FA0;
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this->actor.draw = func_80A76798;
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this->actor.flags |= 5;
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this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_2;
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gSaveContext.eventChkInf[3] |= 0x800;
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Actor_SetScale(&this->actor, 0.012f);
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func_80A7489C(this);
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