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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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@ -2,7 +2,7 @@
#include "overlays/actors/ovl_En_Encount1/z_en_encount1.h"
#include "objects/object_skb/object_skb.h"
#define FLAGS 0x00000015
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4)
void EnSkb_Init(Actor* thisx, GlobalContext* globalCtx);
void EnSkb_Destroy(Actor* thisx, GlobalContext* globalCtx);
@ -201,7 +201,7 @@ void func_80AFCD60(EnSkb* this) {
void func_80AFCDF8(EnSkb* this) {
Animation_PlayOnceSetSpeed(&this->skelAnime, &gStalchildUncurlingAnim, 1.0f);
this->unk_280 = 0;
this->actor.flags &= ~1;
this->actor.flags &= ~ACTOR_FLAG_0;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_RIVA_APPEAR);
EnSkb_SetupAction(this, func_80AFCE5C);
}
@ -211,7 +211,7 @@ void func_80AFCE5C(EnSkb* this, GlobalContext* globalCtx) {
this->actor.world.rot.y = this->actor.yawTowardsPlayer;
this->actor.shape.rot.y = this->actor.yawTowardsPlayer;
} else {
this->actor.flags |= 1;
this->actor.flags |= ACTOR_FLAG_0;
}
Math_SmoothStepToF(&this->actor.shape.yOffset, 0.0f, 1.0f, 800.0f, 0.0f);
Math_SmoothStepToF(&this->actor.shape.shadowScale, 25.0f, 1.0f, 2.5f, 0.0f);
@ -228,7 +228,7 @@ void func_80AFCF48(EnSkb* this) {
Animation_GetLastFrame(&gStalchildUncurlingAnim), 0.0f, ANIMMODE_ONCE, -4.0f);
this->unk_280 = 0;
this->unk_281 = 0;
this->actor.flags &= ~1;
this->actor.flags &= ~ACTOR_FLAG_0;
this->actor.speedXZ = 0.0f;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_AKINDONUTS_HIDE);
EnSkb_SetupAction(this, func_80AFCFF0);
@ -407,7 +407,7 @@ void func_80AFD7B4(EnSkb* this, GlobalContext* globalCtx) {
this->actor.speedXZ = -6.0f;
}
this->unk_280 = 1;
this->actor.flags &= ~1;
this->actor.flags &= ~ACTOR_FLAG_0;
BodyBreak_Alloc(&this->bodyBreak, 18, globalCtx);
this->unk_283 |= 4;
EffectSsDeadSound_SpawnStationary(globalCtx, &this->actor.projectedPos, NA_SE_EN_STALKID_DEAD, 1, 1, 0x28);