mirror of
https://github.com/zeldaret/oot.git
synced 2025-08-22 06:52:03 +00:00
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:
parent
79220ba58a
commit
a9284494f2
439 changed files with 1342 additions and 1304 deletions
|
@ -14,7 +14,7 @@
|
|||
* - "Spear Patrol" (variable 0xPP00 PP=pathId): uses a spear, patrols following a path, charges
|
||||
*/
|
||||
|
||||
#define FLAGS 0x00000015
|
||||
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4)
|
||||
|
||||
typedef enum {
|
||||
/* -1 */ ENMB_TYPE_SPEAR_GUARD = -1,
|
||||
|
@ -307,7 +307,7 @@ void EnMb_Init(Actor* thisx, GlobalContext* globalCtx) {
|
|||
}
|
||||
|
||||
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFeet, 90.0f);
|
||||
this->actor.flags &= ~1;
|
||||
this->actor.flags &= ~ACTOR_FLAG_0;
|
||||
this->actor.naviEnemyId += 1;
|
||||
EnMb_SetupClubWaitPlayerNear(this);
|
||||
break;
|
||||
|
@ -323,7 +323,7 @@ void EnMb_Init(Actor* thisx, GlobalContext* globalCtx) {
|
|||
this->actor.colChkInfo.mass = MASS_HEAVY;
|
||||
this->maxHomeDist = 350.0f;
|
||||
this->playerDetectionRange = 1750.0f;
|
||||
this->actor.flags &= ~1;
|
||||
this->actor.flags &= ~ACTOR_FLAG_0;
|
||||
EnMb_SetupSpearPatrolTurnTowardsWaypoint(this, globalCtx);
|
||||
break;
|
||||
}
|
||||
|
@ -574,7 +574,7 @@ void EnMb_SetupClubDamagedWhileKneeling(EnMb* this) {
|
|||
void EnMb_SetupClubDead(EnMb* this) {
|
||||
Animation_MorphToPlayOnce(&this->skelAnime, &gEnMbClubFallOnItsBackAnim, -4.0f);
|
||||
this->state = ENMB_STATE_CLUB_DEAD;
|
||||
this->actor.flags &= ~1;
|
||||
this->actor.flags &= ~ACTOR_FLAG_0;
|
||||
this->hitbox.dim.height = 80;
|
||||
this->hitbox.dim.radius = 95;
|
||||
this->timer1 = 30;
|
||||
|
@ -1134,12 +1134,12 @@ void EnMb_SpearGuardWalk(EnMb* this, GlobalContext* globalCtx) {
|
|||
if (this->timer3 == 0 &&
|
||||
Math_Vec3f_DistXZ(&this->actor.home.pos, &player->actor.world.pos) < this->playerDetectionRange) {
|
||||
Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 1, 0x2EE, 0);
|
||||
this->actor.flags |= 1;
|
||||
this->actor.flags |= ACTOR_FLAG_0;
|
||||
if (this->actor.xzDistToPlayer < 500.0f && relYawTowardsPlayer < 0x1388) {
|
||||
EnMb_SetupSpearPrepareAndCharge(this);
|
||||
}
|
||||
} else {
|
||||
this->actor.flags &= ~1;
|
||||
this->actor.flags &= ~ACTOR_FLAG_0;
|
||||
if (Math_Vec3f_DistXZ(&this->actor.world.pos, &this->actor.home.pos) > this->maxHomeDist || this->timer2 != 0) {
|
||||
yawTowardsHome = Math_Vec3f_Yaw(&this->actor.world.pos, &this->actor.home.pos);
|
||||
Math_SmoothStepToS(&this->actor.world.rot.y, yawTowardsHome, 1, 0x2EE, 0);
|
||||
|
@ -1286,7 +1286,7 @@ void EnMb_SetupSpearDead(EnMb* this) {
|
|||
this->timer1 = 30;
|
||||
this->state = ENMB_STATE_SPEAR_SPEARPATH_DAMAGED;
|
||||
Audio_PlayActorSound2(&this->actor, NA_SE_EN_MORIBLIN_DEAD);
|
||||
this->actor.flags &= ~1;
|
||||
this->actor.flags &= ~ACTOR_FLAG_0;
|
||||
EnMb_SetupAction(this, EnMb_SpearDead);
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue