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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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@ -6,7 +6,7 @@
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#include "z_obj_mure2.h"
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#define FLAGS 0x00000000
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#define FLAGS 0
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typedef void (*ObjMure2SetPosFunc)(Vec3f* vec, ObjMure2* this);
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@ -190,7 +190,7 @@ void func_80B9A658(ObjMure2* this) {
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void func_80B9A668(ObjMure2* this, GlobalContext* globalCtx) {
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if (Math3D_Dist1DSq(this->actor.projectedPos.x, this->actor.projectedPos.z) <
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(sDistSquared1[this->actor.params & 3] * this->unk_184)) {
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this->actor.flags |= 0x10;
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this->actor.flags |= ACTOR_FLAG_4;
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ObjMure2_SpawnActors(this, globalCtx);
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func_80B9A6E8(this);
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}
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@ -204,7 +204,7 @@ void func_80B9A6F8(ObjMure2* this, GlobalContext* globalCtx) {
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func_80B9A534(this);
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if ((sDistSquared2[this->actor.params & 3] * this->unk_184) <=
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Math3D_Dist1DSq(this->actor.projectedPos.x, this->actor.projectedPos.z)) {
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this->actor.flags &= ~0x10;
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this->actor.flags &= ~ACTOR_FLAG_4;
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ObjMure2_CleanupAndDie(this, globalCtx);
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func_80B9A658(this);
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}
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