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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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@ -9,7 +9,7 @@
#include "objects/object_ik/object_ik.h"
#include "vt.h"
#define FLAGS 0x00000010
#define FLAGS ACTOR_FLAG_4
typedef void (*EnIkDrawFunc)(struct EnIk*, GlobalContext*);
@ -188,7 +188,7 @@ void func_80A74398(Actor* thisx, GlobalContext* globalCtx) {
thisx->update = func_80A75FA0;
thisx->draw = func_80A76798;
thisx->flags |= 0x400;
thisx->flags |= ACTOR_FLAG_10;
Collider_InitCylinder(globalCtx, &this->bodyCollider);
Collider_SetCylinder(globalCtx, &this->bodyCollider, thisx, &sCylinderInit);
@ -298,7 +298,7 @@ void func_80A747C0(EnIk* this, GlobalContext* globalCtx) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_WAKEUP);
}
if (SkelAnime_Update(&this->skelAnime)) {
this->actor.flags |= 5;
this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_2;
func_80A74AAC(this);
}
}
@ -306,7 +306,7 @@ void func_80A747C0(EnIk* this, GlobalContext* globalCtx) {
void func_80A7489C(EnIk* this) {
f32 frames = Animation_GetLastFrame(&object_ik_Anim_00DD50);
this->actor.flags |= 5;
this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_2;
this->unk_2F8 = 4;
this->actor.speedXZ = 0.0f;
Animation_Change(&this->skelAnime, &object_ik_Anim_00DD50, 0.0f, 0.0f, frames, ANIMMODE_LOOP, 4.0f);
@ -1411,7 +1411,7 @@ void func_80A780D0(EnIk* this, GlobalContext* globalCtx) {
void func_80A78160(EnIk* this, GlobalContext* globalCtx) {
this->actor.update = func_80A75FA0;
this->actor.draw = func_80A76798;
this->actor.flags |= 5;
this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_2;
gSaveContext.eventChkInf[3] |= 0x800;
Actor_SetScale(&this->actor, 0.012f);
func_80A7489C(this);