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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_mure2.h"
#define FLAGS 0x00000000
#define FLAGS 0
typedef void (*ObjMure2SetPosFunc)(Vec3f* vec, ObjMure2* this);
@ -190,7 +190,7 @@ void func_80B9A658(ObjMure2* this) {
void func_80B9A668(ObjMure2* this, GlobalContext* globalCtx) {
if (Math3D_Dist1DSq(this->actor.projectedPos.x, this->actor.projectedPos.z) <
(sDistSquared1[this->actor.params & 3] * this->unk_184)) {
this->actor.flags |= 0x10;
this->actor.flags |= ACTOR_FLAG_4;
ObjMure2_SpawnActors(this, globalCtx);
func_80B9A6E8(this);
}
@ -204,7 +204,7 @@ void func_80B9A6F8(ObjMure2* this, GlobalContext* globalCtx) {
func_80B9A534(this);
if ((sDistSquared2[this->actor.params & 3] * this->unk_184) <=
Math3D_Dist1DSq(this->actor.projectedPos.x, this->actor.projectedPos.z)) {
this->actor.flags &= ~0x10;
this->actor.flags &= ~ACTOR_FLAG_4;
ObjMure2_CleanupAndDie(this, globalCtx);
func_80B9A658(this);
}