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