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Generic actor params getters (#1359)
* Initial PARAMS_GET macros * NOSHIFT macro * Use number of bits rather than raw mask values * Add descriptions for each generic macro * Reformat * Adjust comment * format * edit en_door macro names * edit redead macro name * edit bdan switch macro name, and remove unneeded comments in go2 * mizushutter macro names * remove PARAMS_GET_S, rework ishi switch flag handling * actually remove PARAMS_GET_S * remove PARAMS_GET2_S * PARAMS_GET_U and PARAMS_GET_S * format * fix merge * format --------- Co-authored-by: fig02 <fig02srl@gmail.com> Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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200 changed files with 1113 additions and 1045 deletions
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@ -89,10 +89,10 @@ s32 ObjMure_SetCulling(Actor* thisx, PlayState* play) {
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void ObjMure_Init(Actor* thisx, PlayState* play) {
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ObjMure* this = (ObjMure*)thisx;
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this->chNum = (thisx->params >> 0xC) & 0x0F;
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this->ptn = (thisx->params >> 8) & 0x07;
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this->svNum = (thisx->params >> 5) & 0x03;
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this->type = thisx->params & 0x1F;
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this->chNum = PARAMS_GET_U(thisx->params, 12, 4);
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this->ptn = PARAMS_GET_U(thisx->params, 8, 3);
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this->svNum = PARAMS_GET_U(thisx->params, 5, 2);
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this->type = PARAMS_GET_U(thisx->params, 0, 5);
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if (this->ptn >= 4) {
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PRINTF("Error 群れな敵 (%s %d)(arg_data 0x%04x)\n", "../z_obj_mure.c", 237, thisx->params);
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