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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 "objects/gameplay_keep/gameplay_keep.h"
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#include "vt.h"
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#define FLAGS 0x00400000
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#define FLAGS ACTOR_FLAG_22
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void ObjBean_Init(Actor* thisx, GlobalContext* globalCtx);
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void ObjBean_Destroy(Actor* thisx, GlobalContext* globalCtx);
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@ -638,7 +638,7 @@ void ObjBean_WaitForWater(ObjBean* this, GlobalContext* globalCtx) {
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ObjBean_SetupGrowWaterPhase1(this);
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D_80B90E30 = this;
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OnePointCutscene_Init(globalCtx, 2210, -99, &this->dyna.actor, MAIN_CAM);
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this->dyna.actor.flags |= 0x10;
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this->dyna.actor.flags |= ACTOR_FLAG_4;
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return;
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}
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@ -741,7 +741,7 @@ void ObjBean_GrowWaterPhase5(ObjBean* this, GlobalContext* globalCtx) {
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this->transformFunc(this);
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if (this->timer <= 0) {
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func_80B8FF50(this);
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this->dyna.actor.flags &= ~0x10;
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this->dyna.actor.flags &= ~ACTOR_FLAG_4;
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}
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}
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@ -766,7 +766,7 @@ void ObjBean_SetupFly(ObjBean* this) {
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this->actionFunc = ObjBean_Fly;
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ObjBean_SetDrawMode(this, BEAN_STATE_DRAW_PLANT);
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this->dyna.actor.speedXZ = 0.0f;
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this->dyna.actor.flags |= 0x10; // Never stop updating
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this->dyna.actor.flags |= ACTOR_FLAG_4; // Never stop updating
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}
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void ObjBean_Fly(ObjBean* this, GlobalContext* globalCtx) {
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@ -778,7 +778,7 @@ void ObjBean_Fly(ObjBean* this, GlobalContext* globalCtx) {
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ObjBean_SetupPath(this, globalCtx);
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ObjBean_SetupWaitForStepOff(this);
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this->dyna.actor.flags &= ~0x10; // Never stop updating (disable)
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this->dyna.actor.flags &= ~ACTOR_FLAG_4; // Never stop updating (disable)
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camera = globalCtx->cameraPtrs[MAIN_CAM];
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if ((camera->setting == CAM_SET_BEAN_LOST_WOODS) || (camera->setting == CAM_SET_BEAN_GENERIC)) {
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