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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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@ -8,7 +8,7 @@
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#include "objects/object_rr/object_rr.h"
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#include "vt.h"
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#define FLAGS 0x00000435
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#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_10)
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#define RR_MESSAGE_SHIELD (1 << 0)
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#define RR_MESSAGE_TUNIC (1 << 1)
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@ -252,7 +252,7 @@ void EnRr_SetupGrabPlayer(EnRr* this, Player* player) {
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s32 i;
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this->grabTimer = 100;
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this->actor.flags &= ~1;
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this->actor.flags &= ~ACTOR_FLAG_0;
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this->ocTimer = 8;
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this->hasPlayer = true;
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this->reachState = 0;
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@ -287,7 +287,7 @@ void EnRr_SetupReleasePlayer(EnRr* this, GlobalContext* globalCtx) {
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u8 shield;
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u8 tunic;
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this->actor.flags |= 1;
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this->actor.flags |= ACTOR_FLAG_0;
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this->hasPlayer = false;
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this->ocTimer = 110;
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this->segMoveRate = 0.0f;
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@ -379,7 +379,7 @@ void EnRr_SetupDeath(EnRr* this) {
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}
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this->actionFunc = EnRr_Death;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_LIKE_DEAD);
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this->actor.flags &= ~1;
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this->actor.flags &= ~ACTOR_FLAG_0;
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}
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void EnRr_SetupStunned(EnRr* this) {
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