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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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@ -9,7 +9,7 @@
#include "overlays/actors/ovl_En_Encount1/z_en_encount1.h"
#include "objects/object_wf/object_wf.h"
#define FLAGS 0x00000015
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4)
void EnWf_Init(Actor* thisx, GlobalContext* globalCtx);
void EnWf_Destroy(Actor* thisx, GlobalContext* globalCtx);
@ -370,7 +370,7 @@ void EnWf_SetupWaitToAppear(EnWf* this) {
this->actionTimer = 20;
this->unk_300 = false;
this->action = WOLFOS_ACTION_WAIT_TO_APPEAR;
this->actor.flags &= ~1;
this->actor.flags &= ~ACTOR_FLAG_0;
this->actor.scale.y = 0.0f;
this->actor.gravity = 0.0f;
EnWf_SetupAction(this, EnWf_WaitToAppear);
@ -382,7 +382,7 @@ void EnWf_WaitToAppear(EnWf* this, GlobalContext* globalCtx) {
if (this->actor.xzDistToPlayer < 240.0f) {
this->actionTimer = 5;
this->actor.flags |= 1;
this->actor.flags |= ACTOR_FLAG_0;
if ((this->actor.params != WOLFOS_NORMAL) && (this->switchFlag != 0xFF)) {
func_800F5ACC(0x38); // Mini-Boss Battle Theme
@ -1188,7 +1188,7 @@ void EnWf_SetupDie(EnWf* this) {
}
this->action = WOLFOS_ACTION_DIE;
this->actor.flags &= ~1;
this->actor.flags &= ~ACTOR_FLAG_0;
this->actionTimer = this->skelAnime.animLength;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_WOLFOS_DEAD);
EnWf_SetupAction(this, EnWf_Die);