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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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@ -7,7 +7,7 @@
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#include "z_en_ma3.h"
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#include "objects/object_ma2/object_ma2.h"
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#define FLAGS 0x00000039
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#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4 | ACTOR_FLAG_5)
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void EnMa3_Init(Actor* thisx, GlobalContext* globalCtx);
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void EnMa3_Destroy(Actor* thisx, GlobalContext* globalCtx);
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@ -74,7 +74,7 @@ u16 func_80AA2AA0(GlobalContext* globalCtx, Actor* thisx) {
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timer1ValuePtr = &gSaveContext.timer1Value;
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if (gSaveContext.eventInf[0] & 0x400) {
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gSaveContext.timer1Value = gSaveContext.timer1Value;
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thisx->flags |= 0x10000;
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thisx->flags |= ACTOR_FLAG_16;
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if (gSaveContext.timer1Value >= 0xD3) {
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return 0x208E;
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}
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@ -144,7 +144,7 @@ s16 func_80AA2BD4(GlobalContext* globalCtx, Actor* thisx) {
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}
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case 0x208E:
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gSaveContext.eventInf[0] &= ~0x400;
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thisx->flags &= ~0x10000;
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thisx->flags &= ~ACTOR_FLAG_16;
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ret = 0;
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gSaveContext.timer1State = 0xA;
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break;
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@ -269,7 +269,7 @@ void EnMa3_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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void func_80AA3200(EnMa3* 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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