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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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@ -9,7 +9,7 @@
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#include "objects/gameplay_dangeon_keep/gameplay_dangeon_keep.h"
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#include "objects/object_tsubo/object_tsubo.h"
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#define FLAGS 0x00800010
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#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_23)
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void ObjTsubo_Init(Actor* thisx, GlobalContext* globalCtx);
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void ObjTsubo_Destroy(Actor* thisx, GlobalContext* globalCtx);
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@ -226,7 +226,7 @@ void ObjTsubo_WaitForObject(ObjTsubo* this, GlobalContext* globalCtx) {
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this->actor.draw = ObjTsubo_Draw;
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this->actor.objBankIndex = this->objTsuboBankIndex;
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ObjTsubo_SetupIdle(this);
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this->actor.flags &= ~0x10;
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this->actor.flags &= ~ACTOR_FLAG_4;
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}
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}
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@ -276,7 +276,7 @@ void ObjTsubo_SetupLiftedUp(ObjTsubo* this) {
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this->actionFunc = ObjTsubo_LiftedUp;
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this->actor.room = -1;
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func_8002F7DC(&this->actor, NA_SE_PL_PULL_UP_POT);
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this->actor.flags |= 0x10;
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this->actor.flags |= ACTOR_FLAG_4;
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}
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void ObjTsubo_LiftedUp(ObjTsubo* this, GlobalContext* globalCtx) {
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