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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_zo.h"
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#include "objects/object_zo/object_zo.h"
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#define FLAGS 0x00000009
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#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3)
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typedef enum {
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/* 0 */ ENZO_EFFECT_NONE,
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@ -589,7 +589,7 @@ void EnZo_Init(Actor* thisx, GlobalContext* globalCtx) {
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this->alpha = 255.0f;
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this->actionFunc = EnZo_Standing;
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} else {
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this->actor.flags &= ~1;
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this->actor.flags &= ~ACTOR_FLAG_0;
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this->actionFunc = EnZo_Submerged;
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}
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}
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@ -631,7 +631,7 @@ void EnZo_Surface(EnZo* this, GlobalContext* globalCtx) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_OUT_OF_WATER);
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EnZo_SpawnSplashes(this);
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func_80034EC0(&this->skelAnime, sAnimations, 3);
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this->actor.flags |= 1;
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this->actor.flags |= ACTOR_FLAG_0;
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this->actionFunc = EnZo_TreadWater;
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this->actor.velocity.y = 0.0f;
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this->alpha = 255.0f;
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@ -681,7 +681,7 @@ void EnZo_Dive(EnZo* this, GlobalContext* globalCtx) {
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if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_DIVE_WATER);
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EnZo_SpawnSplashes(this);
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this->actor.flags &= ~1;
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this->actor.flags &= ~ACTOR_FLAG_0;
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this->actor.velocity.y = -4.0f;
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this->skelAnime.playSpeed = 0.0f;
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}
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