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