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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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@ -2,7 +2,7 @@
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#include "overlays/actors/ovl_En_Horse/z_en_horse.h"
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#include "objects/object_in/object_in.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 EnIn_Init(Actor* thisx, GlobalContext* globalCtx);
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void EnIn_Destroy(Actor* thisx, GlobalContext* globalCtx);
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@ -456,7 +456,7 @@ void func_80A79C78(EnIn* this, GlobalContext* globalCtx) {
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player->rideActor->freezeTimer = 10;
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}
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player->actor.freezeTimer = 10;
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this->actor.flags &= ~1;
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this->actor.flags &= ~ACTOR_FLAG_0;
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ShrinkWindow_SetVal(0x20);
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Interface_ChangeAlpha(2);
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}
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@ -683,10 +683,10 @@ void func_80A7A568(EnIn* this, GlobalContext* globalCtx) {
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void func_80A7A770(EnIn* this, GlobalContext* globalCtx) {
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if (this->unk_308.unk_00 == 0) {
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this->actor.flags |= 0x10000;
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this->actor.flags |= ACTOR_FLAG_16;
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} else if (this->unk_308.unk_00 == 2) {
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Rupees_ChangeBy(-50);
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this->actor.flags &= ~0x10000;
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this->actor.flags &= ~ACTOR_FLAG_16;
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func_80A796EC(this, 3);
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this->actionFunc = func_80A7A848;
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gSaveContext.eventInf[0] = (gSaveContext.eventInf[0] & ~0x0F) | 7;
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@ -719,7 +719,7 @@ void func_80A7A848(EnIn* this, GlobalContext* globalCtx) {
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void func_80A7A940(EnIn* this, GlobalContext* globalCtx) {
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if (this->unk_308.unk_00 == 0) {
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this->actor.flags |= 0x10000;
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this->actor.flags |= ACTOR_FLAG_16;
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return;
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}
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if (this->unk_1EC != 0) {
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@ -729,7 +729,7 @@ void func_80A7A940(EnIn* this, GlobalContext* globalCtx) {
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}
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}
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if (this->unk_308.unk_00 == 2) {
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this->actor.flags &= ~0x10000;
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this->actor.flags &= ~ACTOR_FLAG_16;
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func_80A79BAC(this, globalCtx, 2, 0x26);
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gSaveContext.eventInf[0] = (gSaveContext.eventInf[0] & ~0x000F) | 0x0002;
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gSaveContext.eventInf[0] = (gSaveContext.eventInf[0] & ~0x8000) | 0x8000;
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