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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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439 changed files with 1342 additions and 1304 deletions

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@ -8,7 +8,7 @@
#include "objects/gameplay_dangeon_keep/gameplay_dangeon_keep.h"
#include "vt.h"
#define FLAGS 0x00000010
#define FLAGS ACTOR_FLAG_4
// type: (this->dyna.actor.params & 7)
// subtype: (this->dyna.actor.params >> 4 & 7)
@ -306,7 +306,7 @@ void ObjSwitch_Init(Actor* thisx, GlobalContext* globalCtx) {
}
if (type == OBJSWITCH_TYPE_CRYSTAL_TARGETABLE) {
this->dyna.actor.flags |= 1;
this->dyna.actor.flags |= ACTOR_FLAG_0;
this->dyna.actor.targetMode = 4;
}