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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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79220ba58a
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439 changed files with 1342 additions and 1304 deletions
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@ -1,7 +1,7 @@
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#include "z_en_ma2.h"
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#include "objects/object_ma2/object_ma2.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 EnMa2_Init(Actor* thisx, GlobalContext* globalCtx);
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void EnMa2_Destroy(Actor* thisx, GlobalContext* globalCtx);
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@ -248,7 +248,7 @@ void EnMa2_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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void func_80AA2018(EnMa2* this, GlobalContext* globalCtx) {
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if (this->unk_1E0.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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this->unk_1E0.unk_00 = 0;
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}
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}
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@ -290,10 +290,10 @@ void func_80AA21C8(EnMa2* this, GlobalContext* globalCtx) {
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player->stateFlags2 |= 0x800000;
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} else {
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if (this->unk_1E0.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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Message_CloseTextbox(globalCtx);
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} else {
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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_80AA2018;
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}
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}
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