mirror of
https://github.com/zeldaret/oot.git
synced 2025-08-21 06:21:16 +00:00
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>
This commit is contained in:
parent
137e0d2a10
commit
eaf955ad22
200 changed files with 1113 additions and 1045 deletions
|
@ -10,10 +10,11 @@
|
|||
|
||||
#define FLAGS ACTOR_FLAG_4
|
||||
|
||||
#define OBJSWITCH_TYPE(thisx) ((thisx)->params & 7)
|
||||
#define OBJSWITCH_SUBTYPE(thisx) (((thisx)->params >> 4) & 7)
|
||||
#define OBJSWITCH_SWITCH_FLAG(thisx) (((thisx)->params >> 8) & 0x3F)
|
||||
#define OBJSWITCH_FROZEN(thisx) (((thisx)->params >> 7) & 1)
|
||||
#define OBJSWITCH_TYPE(thisx) PARAMS_GET_U((thisx)->params, 0, 3)
|
||||
#define OBJSWITCH_SUBTYPE(thisx) PARAMS_GET_U((thisx)->params, 4, 3)
|
||||
#define OBJSWITCH_SWITCH_FLAG(thisx) PARAMS_GET_U((thisx)->params, 8, 6)
|
||||
#define OBJSWITCH_FROZEN(thisx) PARAMS_GET_U((thisx)->params, 7, 1)
|
||||
|
||||
#define OBJSWITCH_FROZEN_FLAG (1 << 7)
|
||||
|
||||
void ObjSwitch_Init(Actor* thisx, PlayState* play);
|
||||
|
@ -290,11 +291,8 @@ void ObjSwitch_UpdateTwoTexScrollXY(ObjSwitch* this) {
|
|||
|
||||
void ObjSwitch_Init(Actor* thisx, PlayState* play) {
|
||||
ObjSwitch* this = (ObjSwitch*)thisx;
|
||||
s32 isSwitchFlagSet;
|
||||
s32 type;
|
||||
|
||||
isSwitchFlagSet = Flags_GetSwitch(play, OBJSWITCH_SWITCH_FLAG(&this->dyna.actor));
|
||||
type = OBJSWITCH_TYPE(&this->dyna.actor);
|
||||
s32 isSwitchFlagSet = Flags_GetSwitch(play, OBJSWITCH_SWITCH_FLAG(&this->dyna.actor));
|
||||
s32 type = OBJSWITCH_TYPE(&this->dyna.actor);
|
||||
|
||||
if (type == OBJSWITCH_TYPE_FLOOR || type == OBJSWITCH_TYPE_FLOOR_RUSTY) {
|
||||
ObjSwitch_InitDynaPoly(this, play, &gFloorSwitchCol, DYNA_TRANSFORM_POS);
|
||||
|
@ -798,9 +796,8 @@ void ObjSwitch_DrawCrystal(Actor* thisx, PlayState* play) {
|
|||
};
|
||||
ObjSwitch* this = (ObjSwitch*)thisx;
|
||||
s32 pad;
|
||||
s32 subType;
|
||||
s32 subType = OBJSWITCH_SUBTYPE(&this->dyna.actor);
|
||||
|
||||
subType = OBJSWITCH_SUBTYPE(&this->dyna.actor);
|
||||
func_8002ED80(&this->dyna.actor, play, 0);
|
||||
|
||||
OPEN_DISPS(play->state.gfxCtx, "../z_obj_switch.c", 1494);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue