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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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@ -7,7 +7,7 @@
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#include "z_en_ma1.h"
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#include "objects/object_ma1/object_ma1.h"
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#define FLAGS 0x02000039
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#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_25)
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void EnMa1_Init(Actor* thisx, GlobalContext* globalCtx);
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void EnMa1_Destroy(Actor* thisx, GlobalContext* globalCtx);
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@ -349,7 +349,7 @@ void func_80AA0F44(EnMa1* this, GlobalContext* globalCtx) {
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this->actor.textId = 0x2061;
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Message_StartTextbox(globalCtx, this->actor.textId, NULL);
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this->unk_1E8.unk_00 = 1;
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this->actor.flags |= 0x10000;
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this->actor.flags |= ACTOR_FLAG_16;
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this->actionFunc = func_80AA106C;
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} else if (this->actor.xzDistToPlayer < 30.0f + (f32)this->collider.dim.radius) {
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player->stateFlags2 |= 0x800000;
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@ -362,7 +362,7 @@ void func_80AA106C(EnMa1* this, GlobalContext* globalCtx) {
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if (this->unk_1E8.unk_00 == 2) {
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Audio_OcaSetInstrument(2);
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func_8010BD58(globalCtx, OCARINA_ACTION_TEACH_EPONA);
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this->actor.flags &= ~0x10000;
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this->actor.flags &= ~ACTOR_FLAG_16;
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this->actionFunc = func_80AA10EC;
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}
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}
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