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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_mure3.h"
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#define FLAGS 0x00000000
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#define FLAGS 0
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void ObjMure3_Init(Actor* thisx, GlobalContext* globalCtx);
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void ObjMure3_Destroy(Actor* thisx, GlobalContext* globalCtx);
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@ -171,7 +171,7 @@ void func_80B9AF64(ObjMure3* this, GlobalContext* globalCtx) {
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static ObjMure3SpawnFunc spawnFuncs[] = { func_80B9A9D0, func_80B9AA90, func_80B9ABA0 };
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if (Math3D_Dist1DSq(this->actor.projectedPos.x, this->actor.projectedPos.z) < SQ(1150.0f)) {
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this->actor.flags |= 0x10;
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this->actor.flags |= ACTOR_FLAG_4;
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spawnFuncs[(this->actor.params >> 13) & 7](this, globalCtx);
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func_80B9AFEC(this);
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}
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@ -184,7 +184,7 @@ void func_80B9AFEC(ObjMure3* this) {
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void func_80B9AFFC(ObjMure3* this, GlobalContext* globalCtx) {
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func_80B9ADCC(this, globalCtx);
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if (Math3D_Dist1DSq(this->actor.projectedPos.x, this->actor.projectedPos.z) >= SQ(1450.0f)) {
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this->actor.flags &= ~0x10;
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this->actor.flags &= ~ACTOR_FLAG_4;
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func_80B9ACE4(this, globalCtx);
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func_80B9AF54(this);
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}
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