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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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79220ba58a
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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_rd.h"
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#include "objects/object_rd/object_rd.h"
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#define FLAGS 0x00000415
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#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_10)
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void EnRd_Init(Actor* thisx, GlobalContext* globalCtx);
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void EnRd_Destroy(Actor* thisx, GlobalContext* globalCtx);
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@ -163,7 +163,7 @@ void EnRd_Init(Actor* thisx, GlobalContext* globalCtx) {
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SkelAnime_Update(&this->skelAnime);
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if (thisx->params == 3) {
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thisx->flags |= 0x80;
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thisx->flags |= ACTOR_FLAG_7;
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}
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}
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@ -346,7 +346,7 @@ void func_80AE2C1C(EnRd* this, GlobalContext* globalCtx) {
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Actor_IsFacingPlayer(&this->actor, 0x38E3)) {
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player->actor.freezeTimer = 0;
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if (globalCtx->grabPlayer(globalCtx, player)) {
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this->actor.flags &= ~1;
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this->actor.flags &= ~ACTOR_FLAG_0;
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func_80AE33F0(this);
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}
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} else if (this->actor.params > 0) {
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@ -530,7 +530,7 @@ void func_80AE3454(EnRd* this, GlobalContext* globalCtx) {
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Math_SmoothStepToF(&this->actor.shape.yOffset, 0, 1.0f, 400.0f, 0.0f);
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}
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this->actor.targetMode = 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_306 = 0xA;
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this->unk_307 = 0xF;
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func_80AE2B90(this, globalCtx);
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@ -599,7 +599,7 @@ void func_80AE3A8C(EnRd* this) {
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this->actor.speedXZ = -2.0f;
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}
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this->actor.flags |= 1;
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this->actor.flags |= ACTOR_FLAG_0;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_REDEAD_DAMAGE);
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this->unk_31B = 9;
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EnRd_SetupAction(this, func_80AE3B18);
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@ -634,7 +634,7 @@ void func_80AE3C20(EnRd* this) {
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Animation_MorphToPlayOnce(&this->skelAnime, &object_rd_Anim_006E88, -1.0f);
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this->unk_31B = 10;
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this->unk_30C = 300;
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this->actor.flags &= ~1;
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this->actor.flags &= ~ACTOR_FLAG_0;
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this->actor.speedXZ = 0.0f;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_REDEAD_DEAD);
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EnRd_SetupAction(this, func_80AE3C98);
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