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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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@ -7,7 +7,7 @@
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#include "z_en_test.h"
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#include "objects/object_sk2/object_sk2.h"
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#define FLAGS 0x00000015
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#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4)
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void EnTest_Init(Actor* thisx, GlobalContext* globalCtx);
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void EnTest_Destroy(Actor* thisx, GlobalContext* globalCtx);
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@ -304,7 +304,7 @@ void EnTest_Init(Actor* thisx, GlobalContext* globalCtx) {
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}
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if (this->actor.params == STALFOS_TYPE_INVISIBLE) {
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this->actor.flags |= 0x80;
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this->actor.flags |= ACTOR_FLAG_7;
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}
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}
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@ -427,7 +427,7 @@ void EnTest_SetupWaitGround(EnTest* this) {
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this->timer = 15;
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this->actor.scale.y = 0.0f;
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this->actor.world.pos.y = this->actor.home.pos.y - 3.5f;
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this->actor.flags &= ~1;
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this->actor.flags &= ~ACTOR_FLAG_0;
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EnTest_SetupAction(this, EnTest_WaitGround);
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}
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@ -457,7 +457,7 @@ void EnTest_SetupWaitAbove(EnTest* this) {
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this->unk_7C8 = 0;
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this->actor.world.pos.y = this->actor.home.pos.y + 150.0f;
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Actor_SetScale(&this->actor, 0.0f);
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this->actor.flags &= ~1;
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this->actor.flags &= ~ACTOR_FLAG_0;
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EnTest_SetupAction(this, EnTest_WaitAbove);
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}
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@ -467,7 +467,7 @@ void EnTest_WaitAbove(EnTest* this, GlobalContext* globalCtx) {
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if ((this->actor.xzDistToPlayer < 200.0f) && (ABS(this->actor.yDistToPlayer) < 450.0f)) {
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EnTest_SetupAction(this, EnTest_Fall);
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this->actor.flags |= 1;
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this->actor.flags |= ACTOR_FLAG_0;
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this->actor.shape.rot.y = this->actor.world.rot.y = this->actor.yawTowardsPlayer;
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Actor_SetScale(&this->actor, 0.015f);
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}
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@ -1065,7 +1065,7 @@ void EnTest_JumpBack(EnTest* this, GlobalContext* globalCtx) {
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this->timer = (Rand_ZeroOne() * 5.0f) + 5.0f;
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}
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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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}
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} else if (this->skelAnime.curFrame == (this->skelAnime.endFrame - 4.0f)) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_M_GND);
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@ -1484,7 +1484,7 @@ void func_80862DBC(EnTest* this, GlobalContext* globalCtx) {
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this->swordState = -1;
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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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if (this->actor.params == STALFOS_TYPE_5) {
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Actor_ChangeCategory(globalCtx, &globalCtx->actorCtx, &this->actor, ACTORCAT_PROP);
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@ -1513,7 +1513,7 @@ void func_80862E6C(EnTest* this, GlobalContext* globalCtx) {
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}
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this->actor.child = NULL;
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this->actor.flags |= 1;
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this->actor.flags |= ACTOR_FLAG_0;
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EnTest_SetupJumpBack(this);
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} else if ((this->actor.params == STALFOS_TYPE_5) &&
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!Actor_FindNearby(globalCtx, &this->actor, ACTOR_EN_TEST, ACTORCAT_ENEMY, 8000.0f)) {
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@ -1532,7 +1532,7 @@ void func_80862FA8(EnTest* this, GlobalContext* globalCtx) {
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Animation_PlayOnce(&this->skelAnime, &gStalfosFallOverBackwardsAnim);
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_DEAD);
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this->unk_7DE = 0;
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this->actor.flags &= ~1;
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this->actor.flags &= ~ACTOR_FLAG_0;
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this->actor.colorFilterTimer = 0;
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this->actor.speedXZ = 0.0f;
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@ -1566,7 +1566,7 @@ void func_808630F0(EnTest* this, GlobalContext* globalCtx) {
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this->actor.speedXZ = 0.0f;
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if (this->actor.params <= STALFOS_TYPE_CEILING) {
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this->actor.flags &= ~1;
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this->actor.flags &= ~ACTOR_FLAG_0;
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EnTest_SetupAction(this, func_8086318C);
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} else {
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func_80862DBC(this, globalCtx);
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@ -1804,10 +1804,10 @@ void EnTest_Update(Actor* thisx, GlobalContext* globalCtx) {
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if (this->actor.params == STALFOS_TYPE_INVISIBLE) {
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if (globalCtx->actorCtx.unk_03 != 0) {
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this->actor.flags |= 0x81;
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this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_7;
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this->actor.shape.shadowDraw = ActorShadow_DrawFeet;
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} else {
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this->actor.flags &= ~0x81;
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this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_7);
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this->actor.shape.shadowDraw = NULL;
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}
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}
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@ -1831,7 +1831,7 @@ s32 EnTest_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_test.c", 3587);
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}
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if ((this->actor.params == STALFOS_TYPE_INVISIBLE) && ((this->actor.flags & 0x80) != 0x80)) {
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if ((this->actor.params == STALFOS_TYPE_INVISIBLE) && !CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_7)) {
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*dList = NULL;
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}
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