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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
This commit is contained in:
Dragorn421 2021-12-06 01:11:38 +01:00 committed by GitHub
parent 79220ba58a
commit a9284494f2
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GPG key ID: 4AEE18F83AFDEB23
439 changed files with 1342 additions and 1304 deletions

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@ -3,7 +3,7 @@
#include "overlays/actors/ovl_En_Bom/z_en_bom.h"
#include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h"
#define FLAGS 0x01000015
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_24)
#define GROUND_HOVER_HEIGHT 75.0f
#define MAX_LARVA 3
@ -224,7 +224,7 @@ void EnPeehat_Init(Actor* thisx, GlobalContext* globalCtx) {
this->xzDistToRise = 2800.0f;
this->xzDistMax = 1400.0f;
EnPeehat_Flying_SetStateGround(this);
this->actor.flags &= ~1;
this->actor.flags &= ~ACTOR_FLAG_0;
break;
case PEAHAT_TYPE_LARVA:
this->actor.scale.x = this->actor.scale.z = 0.006f;
@ -323,7 +323,7 @@ void EnPeehat_Ground_SetStateGround(EnPeehat* this) {
void EnPeehat_Ground_StateGround(EnPeehat* this, GlobalContext* globalCtx) {
if (IS_DAY) {
this->actor.flags |= 1;
this->actor.flags |= ACTOR_FLAG_0;
if (this->riseDelayTimer == 0) {
if (this->actor.xzDistToPlayer < this->xzDistToRise) {
EnPeehat_Ground_SetStateRise(this);
@ -333,7 +333,7 @@ void EnPeehat_Ground_StateGround(EnPeehat* this, GlobalContext* globalCtx) {
this->riseDelayTimer--;
}
} else {
this->actor.flags &= ~1;
this->actor.flags &= ~ACTOR_FLAG_0;
Math_SmoothStepToF(&this->actor.shape.yOffset, -1000.0f, 1.0f, 50.0f, 0.0f);
if (this->unk2D4 != 0) {
this->unk2D4--;
@ -980,7 +980,7 @@ void EnPeehat_Update(Actor* thisx, GlobalContext* globalCtx) {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->colQuad.base);
}
// if PEAHAT_TYPE_GROUNDED
if (thisx->params < 0 && (thisx->flags & 0x40)) {
if (thisx->params < 0 && (thisx->flags & ACTOR_FLAG_6)) {
for (i = 1; i >= 0; i--) {
Vec3f posResult;
CollisionPoly* poly = NULL;