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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_Skjneedle/z_en_skjneedle.h"
#include "objects/object_skj/object_skj.h"
#define FLAGS 0x02000015
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_25)
void EnSkj_Init(Actor* thisx, GlobalContext* globalCtx);
void EnSkj_Destroy(Actor* thisx, GlobalContext* globalCtx);
@ -289,7 +289,7 @@ static InitChainEntry sInitChain[] = {
ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP),
};
static s32 D_80B01EA0; // gets set if actor flags & 0x100 is set
static s32 D_80B01EA0; // gets set if ACTOR_FLAG_8 is set
void EnSkj_ChangeAnim(EnSkj* this, u8 animIndex) {
f32 endFrame = Animation_GetLastFrame(sSkullKidAnimations[animIndex].animation);
@ -381,7 +381,7 @@ void EnSkj_Init(Actor* thisx, GlobalContext* globalCtx2) {
this->actor.destroy = NULL;
this->actor.draw = NULL;
this->actor.update = EnSkj_SariasSongShortStumpUpdate;
this->actor.flags &= ~5;
this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_2);
this->actor.flags |= 0;
Actor_ChangeCategory(globalCtx, &globalCtx->actorCtx, thisx, ACTORCAT_PROP);
break;
@ -392,7 +392,7 @@ void EnSkj_Init(Actor* thisx, GlobalContext* globalCtx2) {
this->actor.destroy = NULL;
this->actor.draw = NULL;
this->actor.update = EnSkj_OcarinaMinigameShortStumpUpdate;
this->actor.flags &= ~5;
this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_2);
this->actor.flags |= 0;
Actor_ChangeCategory(globalCtx, &globalCtx->actorCtx, thisx, ACTORCAT_PROP);
this->actor.focus.pos.x = 1230.0f;
@ -414,13 +414,13 @@ void EnSkj_Init(Actor* thisx, GlobalContext* globalCtx2) {
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &gSkullKidSkel, &gSkullKidPlayFluteAnim, this->jointTable,
this->morphTable, 19);
if ((type >= 0) && (type < 3)) {
this->actor.flags &= ~5;
this->actor.flags |= 9;
this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_2);
this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3;
Actor_ChangeCategory(globalCtx, &globalCtx->actorCtx, &this->actor, ACTORCAT_NPC);
}
if ((type < 0) || (type >= 7)) {
this->actor.flags &= ~0x02000000;
this->actor.flags &= ~ACTOR_FLAG_25;
}
if ((type > 0) && (type < 3)) {
@ -1213,14 +1213,14 @@ void EnSkj_SariasSongWaitForTextClear(EnSkj* this, GlobalContext* globalCtx) {
}
void EnSkj_OcarinaGameSetupWaitForPlayer(EnSkj* this) {
this->actor.flags &= ~1;
this->actor.flags &= ~ACTOR_FLAG_0;
EnSkj_ChangeAnim(this, SKJ_ANIM_WAIT);
EnSkj_SetupAction(this, SKJ_ACTION_OCARINA_GAME_WAIT_FOR_PLAYER);
}
void EnSkj_OcarinaGameWaitForPlayer(EnSkj* this, GlobalContext* globalCtx) {
if (this->playerInRange) {
this->actor.flags |= 1;
this->actor.flags |= ACTOR_FLAG_0;
EnSkj_SetupAction(this, SKJ_ACTION_OCARINA_GAME_IDLE);
}
}