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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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@ -7,7 +7,7 @@
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#include "z_en_tp.h"
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#include "objects/object_tp/object_tp.h"
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#define FLAGS 0x00000000
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#define FLAGS 0
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void EnTp_Init(Actor* thisx, GlobalContext* globalCtx);
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void EnTp_Destroy(Actor* thisx, GlobalContext* globalCtx);
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@ -153,7 +153,7 @@ void EnTp_Init(Actor* thisx, GlobalContext* globalCtx2) {
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this->collider.elements->dim.modelSphere.radius = this->collider.elements->dim.worldSphere.radius = 8;
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EnTp_Head_SetupWait(this);
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this->actor.focus.pos = this->actor.world.pos;
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this->actor.flags |= 0x15;
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this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4;
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Actor_SetScale(&this->actor, 1.5f);
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for (i = 0; i <= 6; i++) {
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@ -169,7 +169,7 @@ void EnTp_Init(Actor* thisx, GlobalContext* globalCtx2) {
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Actor_SetScale(&next->actor, 0.3f);
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if (i == 2) {
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next->actor.flags |= 0x15;
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next->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4;
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next->unk_150 = 1; // Why?
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}
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@ -209,13 +209,13 @@ void EnTp_Tail_FollowHead(EnTp* this, GlobalContext* globalCtx) {
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}
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} else {
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if (this->unk_150 != 0) {
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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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if (this->head->unk_150 != 0) {
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this->actor.speedXZ = this->red = this->actor.velocity.y = this->heightPhase = 0.0f;
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if (this->actor.world.pos.y < this->head->actor.home.pos.y) {
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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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this->actor.world.pos = this->actor.parent->prevPos;
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@ -348,7 +348,7 @@ void EnTp_Fragment_SetupFade(EnTp* this) {
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this->actor.velocity.x = (Rand_ZeroOne() - 0.5f) * 1.5f;
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this->actor.velocity.y = (Rand_ZeroOne() - 0.5f) * 1.5f;
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this->actor.velocity.z = (Rand_ZeroOne() - 0.5f) * 1.5f;
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this->actor.flags &= ~1;
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this->actor.flags &= ~ACTOR_FLAG_0;
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EnTp_SetupAction(this, EnTp_Fragment_Fade);
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}
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@ -592,7 +592,7 @@ void EnTp_UpdateDamage(EnTp* this, GlobalContext* globalCtx) {
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}
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if (this->actor.colChkInfo.health == 0) {
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this->actor.flags &= ~1;
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this->actor.flags &= ~ACTOR_FLAG_0;
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head = this->head;
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if (head->actor.params <= TAILPASARAN_HEAD) {
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