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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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@ -7,7 +7,7 @@
#include "z_en_st.h"
#include "objects/object_st/object_st.h"
#define FLAGS 0x00000035
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_5)
void EnSt_Init(Actor* thisx, GlobalContext* globalCtx);
void EnSt_Destroy(Actor* thisx, GlobalContext* globalCtx);
@ -448,7 +448,7 @@ s32 EnSt_CheckHitBackside(EnSt* this, GlobalContext* globalCtx) {
return false;
}
Enemy_StartFinishingBlow(globalCtx, &this->actor);
this->actor.flags &= ~1;
this->actor.flags &= ~ACTOR_FLAG_0;
this->groundBounces = 3;
this->deathTimer = 20;
this->actor.gravity = -1.0f;
@ -773,7 +773,7 @@ void EnSt_Init(Actor* thisx, GlobalContext* globalCtx) {
this->blureIdx = EnSt_CreateBlureEffect(globalCtx);
EnSt_InitColliders(this, globalCtx);
if (thisx->params == 2) {
this->actor.flags |= 0x80;
this->actor.flags |= ACTOR_FLAG_7;
}
if (this->actor.params == 1) {
this->actor.naviEnemyId = 0x05;
@ -781,8 +781,8 @@ void EnSt_Init(Actor* thisx, GlobalContext* globalCtx) {
this->actor.naviEnemyId = 0x04;
}
EnSt_CheckCeilingPos(this, globalCtx);
this->actor.flags |= 0x4000;
this->actor.flags |= 0x1000000;
this->actor.flags |= ACTOR_FLAG_14;
this->actor.flags |= ACTOR_FLAG_24;
EnSt_SetColliderScale(this);
this->actor.gravity = 0.0f;
this->initalYaw = this->actor.world.rot.y;
@ -996,7 +996,7 @@ void EnSt_Update(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
Color_RGBA8 color = { 0, 0, 0, 0 };
if (this->actor.flags & 0x8000) {
if (this->actor.flags & ACTOR_FLAG_15) {
SkelAnime_Update(&this->skelAnime);
} else if (!EnSt_CheckColliders(this, globalCtx)) {
// no collision has been detected.