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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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@ -1,7 +1,7 @@
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#include "z_en_ny.h"
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#include "objects/object_ny/object_ny.h"
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#define FLAGS 0x00000005
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#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2)
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void EnNy_Init(Actor* thisx, GlobalContext* globalCtx);
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void EnNy_Destroy(Actor* thisx, GlobalContext* globalCtx);
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@ -330,7 +330,7 @@ s32 EnNy_CollisionCheck(EnNy* this, GlobalContext* globalCtx) {
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this->stoneTimer = 0;
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if (this->actor.colChkInfo.health == 0) {
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this->actor.shape.shadowAlpha = 0;
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this->actor.flags &= ~1;
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this->actor.flags &= ~ACTOR_FLAG_0;
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this->unk_1D0 = sp3F;
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Enemy_StartFinishingBlow(globalCtx, &this->actor);
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return 1;
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