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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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@ -6,7 +6,7 @@
#include "z_obj_mure.h"
#define FLAGS 0x00000000
#define FLAGS 0
void ObjMure_Init(Actor* thisx, GlobalContext* globalCtx);
void ObjMure_Destroy(Actor* thisx, GlobalContext* globalCtx);
@ -154,7 +154,7 @@ void ObjMure_SpawnActors0(ObjMure* this, GlobalContext* globalCtx) {
Actor_Spawn(ac, globalCtx, sSpawnActorIds[this->type], pos.x, pos.y, pos.z, this->actor.world.rot.x,
this->actor.world.rot.y, this->actor.world.rot.z, sSpawnParams[this->type]);
if (this->children[i] != NULL) {
this->children[i]->flags |= 0x800;
this->children[i]->flags |= ACTOR_FLAG_11;
this->children[i]->room = this->actor.room;
} else {
osSyncPrintf("warning 発生失敗 (%s %d)\n", "../z_obj_mure.c", 359);
@ -254,7 +254,7 @@ void ObjMure_CheckChildren(ObjMure* this, GlobalContext* globalCtx) {
if (this->children[i] != NULL) {
if (this->childrenStates[i] == OBJMURE_CHILD_STATE_0) {
if (this->children[i]->update != NULL) {
if (this->children[i]->flags & 0x800) {
if (this->children[i]->flags & ACTOR_FLAG_11) {
this->childrenStates[i] = OBJMURE_CHILD_STATE_2;
}
} else {
@ -276,7 +276,7 @@ void ObjMure_InitialAction(ObjMure* this, GlobalContext* globalCtx) {
void ObjMure_CulledState(ObjMure* this, GlobalContext* globalCtx) {
if (fabsf(this->actor.projectedPos.z) < sZClip[this->type]) {
this->actionFunc = ObjMure_ActiveState;
this->actor.flags |= 0x10;
this->actor.flags |= ACTOR_FLAG_4;
ObjMure_SpawnActors(this, globalCtx);
}
}
@ -399,7 +399,7 @@ void ObjMure_ActiveState(ObjMure* this, GlobalContext* globalCtx) {
ObjMure_CheckChildren(this, globalCtx);
if (sZClip[this->type] + 40.0f <= fabsf(this->actor.projectedPos.z)) {
this->actionFunc = ObjMure_CulledState;
this->actor.flags &= ~0x10;
this->actor.flags &= ~ACTOR_FLAG_4;
ObjMure_KillActors(this, globalCtx);
} else if (sTypeGroupBehaviorFunc[this->type] != NULL) {
sTypeGroupBehaviorFunc[this->type](this, globalCtx);