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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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@ -12,7 +12,7 @@
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#include "objects/object_dns/object_dns.h"
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#include "objects/object_dnk/object_dnk.h"
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#define FLAGS 0x00000010
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#define FLAGS ACTOR_FLAG_4
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void EnNutsball_Init(Actor* thisx, GlobalContext* globalCtx);
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void EnNutsball_Destroy(Actor* thisx, GlobalContext* globalCtx);
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@ -153,7 +153,7 @@ void EnNutsball_Update(Actor* thisx, GlobalContext* globalCtx) {
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 10, sCylinderInit.dim.radius, sCylinderInit.dim.height, 5);
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Collider_UpdateCylinder(&this->actor, &this->collider);
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this->actor.flags |= 0x1000000;
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this->actor.flags |= ACTOR_FLAG_24;
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CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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