1
0
Fork 0
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:
Dragorn421 2021-12-06 01:11:38 +01:00 committed by GitHub
parent 79220ba58a
commit a9284494f2
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
439 changed files with 1342 additions and 1304 deletions

View file

@ -1,7 +1,7 @@
#include "z_en_okuta.h"
#include "objects/object_okuta/object_okuta.h"
#define FLAGS 0x00000005
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2)
void EnOkuta_Init(Actor* thisx, GlobalContext* globalCtx);
void EnOkuta_Destroy(Actor* thisx, GlobalContext* globalCtx);
@ -145,8 +145,8 @@ void EnOkuta_Init(Actor* thisx, GlobalContext* globalCtx) {
EnOkuta_SetupWaitToAppear(this);
} else {
ActorShape_Init(&thisx->shape, 1100.0f, ActorShadow_DrawCircle, 18.0f);
thisx->flags &= ~1;
thisx->flags |= 0x10;
thisx->flags &= ~ACTOR_FLAG_0;
thisx->flags |= ACTOR_FLAG_4;
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, thisx, &sProjectileColliderInit);
Actor_ChangeCategory(globalCtx, &globalCtx->actorCtx, thisx, ACTORCAT_PROP);
@ -197,7 +197,7 @@ void EnOkuta_SpawnRipple(EnOkuta* this, GlobalContext* globalCtx) {
void EnOkuta_SetupWaitToAppear(EnOkuta* this) {
this->actor.draw = NULL;
this->actor.flags &= ~1;
this->actor.flags &= ~ACTOR_FLAG_0;
this->actionFunc = EnOkuta_WaitToAppear;
this->actor.world.pos.y = this->actor.home.pos.y;
}
@ -205,7 +205,7 @@ void EnOkuta_SetupWaitToAppear(EnOkuta* this) {
void EnOkuta_SetupAppear(EnOkuta* this, GlobalContext* globalCtx) {
this->actor.draw = EnOkuta_Draw;
this->actor.shape.rot.y = this->actor.yawTowardsPlayer;
this->actor.flags |= 1;
this->actor.flags |= ACTOR_FLAG_0;
Animation_PlayOnce(&this->skelAnime, &gOctorokAppearAnim);
EnOkuta_SpawnBubbles(this, globalCtx);
this->actionFunc = EnOkuta_Appear;
@ -559,7 +559,7 @@ void EnOkuta_ColliderCheck(EnOkuta* this, GlobalContext* globalCtx) {
if ((this->actor.colChkInfo.damageEffect != 0) || (this->actor.colChkInfo.damage != 0)) {
Enemy_StartFinishingBlow(globalCtx, &this->actor);
this->actor.colChkInfo.health = 0;
this->actor.flags &= ~1;
this->actor.flags &= ~ACTOR_FLAG_0;
if (this->actor.colChkInfo.damageEffect == 3) {
EnOkuta_SetupFreeze(this);
} else {
@ -623,7 +623,7 @@ void EnOkuta_Update(Actor* thisx, GlobalContext* globalCtx2) {
this->collider.dim.radius = sOctorockColliderInit.dim.radius * this->actor.scale.x * 100.0f;
}
if (this->actor.params == 0x10) {
this->actor.flags |= 0x1000000;
this->actor.flags |= ACTOR_FLAG_24;
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
if (this->actionFunc != EnOkuta_WaitToAppear) {