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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_zf.h"
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#include "objects/object_zf/object_zf.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 EnZf_Init(Actor* thisx, GlobalContext* globalCtx);
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void EnZf_Destroy(Actor* thisx, GlobalContext* globalCtx);
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@ -630,7 +630,7 @@ void EnZf_SetupDropIn(EnZf* this) {
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this->hopAnimIndex = 1;
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this->action = ENZF_ACTION_DROP_IN;
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this->actor.bgCheckFlags &= ~2;
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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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EnZf_SetupAction(this, EnZf_DropIn);
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}
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@ -638,7 +638,7 @@ void EnZf_SetupDropIn(EnZf* this) {
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void EnZf_DropIn(EnZf* this, GlobalContext* globalCtx) {
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if (this->unk_3F0 == 1) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_RIZA_CRY);
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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 == ENZF_TYPE_LIZALFOS_MINIBOSS_A) {
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func_800F5ACC(0x38); // Miniboss theme
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@ -650,7 +650,7 @@ void EnZf_DropIn(EnZf* this, GlobalContext* globalCtx) {
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this->unk_3F0--;
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} else if (this->actor.xzDistToPlayer <= 160.0f) {
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this->unk_3F0 = 0;
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this->actor.flags |= 1;
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this->actor.flags |= ACTOR_FLAG_0;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_RIZA_CRY);
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}
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@ -1898,7 +1898,7 @@ void EnZf_SetupDie(EnZf* this) {
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}
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this->action = ENZF_ACTION_DIE;
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this->actor.flags &= ~1;
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this->actor.flags &= ~ACTOR_FLAG_0;
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if (D_80B4A1B4 != -1) {
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if (this->actor.prev != NULL) {
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