mirror of https://github.com/zeldaret/mm.git
Document Minimap Icon Actor Flag (#1747)
* minimap flag * improve comment
This commit is contained in:
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ba693efb08
commit
2f1f0bdaef
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@ -569,8 +569,12 @@ typedef enum DoorLockType {
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// Camera will slowly drift to the actor while approaching it.
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// Camera will slowly drift to the actor while approaching it.
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// Uses the attention system but `ACTOR_FLAG_ATTENTION_ENABLED` is not required.
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// Uses the attention system but `ACTOR_FLAG_ATTENTION_ENABLED` is not required.
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#define ACTOR_FLAG_CAMERA_DRIFT_ENABLED (1 << 30)
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#define ACTOR_FLAG_CAMERA_DRIFT_ENABLED (1 << 30)
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//
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#define ACTOR_FLAG_80000000 (1 << 31)
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// The actor's location will be marked on the minimap.
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// If the actor is a player actor, a compass icon will be drawn.
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// If the actor is EN_BOX, the flag has no effect.
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// Otherwise a square icon is drawn, with the color determined by it's actor category.
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#define ACTOR_FLAG_MINIMAP_ICON_ENABLED (1 << 31)
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#define DROPFLAG_NONE (0)
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#define DROPFLAG_NONE (0)
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#define DROPFLAG_1 (1 << 0)
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#define DROPFLAG_1 (1 << 0)
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@ -276,7 +276,7 @@ void MapDisp_Minimap_DrawActorIcon(PlayState* play, Actor* actor) {
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if ((posX > 0) && (posX < 0x3FF) && (posY > 0) && (posY < 0x3FF)) {
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if ((posX > 0) && (posX < 0x3FF) && (posY > 0) && (posY < 0x3FF)) {
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OPEN_DISPS(play->state.gfxCtx);
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OPEN_DISPS(play->state.gfxCtx);
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if ((actor->category == ACTORCAT_PLAYER) && (actor->flags & ACTOR_FLAG_80000000)) {
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if ((actor->category == ACTORCAT_PLAYER) && (actor->flags & ACTOR_FLAG_MINIMAP_ICON_ENABLED)) {
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s16 compassRot;
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s16 compassRot;
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Gfx_SetupDL42_Overlay(play->state.gfxCtx);
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Gfx_SetupDL42_Overlay(play->state.gfxCtx);
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@ -316,7 +316,7 @@ void MapDisp_Minimap_DrawActorIcon(PlayState* play, Actor* actor) {
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} else {
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} else {
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Gfx_SetupDL39_Overlay(play->state.gfxCtx);
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Gfx_SetupDL39_Overlay(play->state.gfxCtx);
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gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
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gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
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if (actor->flags & ACTOR_FLAG_80000000) {
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if (actor->flags & ACTOR_FLAG_MINIMAP_ICON_ENABLED) {
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, sMinimapActorCategoryColors[actor->category].r,
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, sMinimapActorCategoryColors[actor->category].r,
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sMinimapActorCategoryColors[actor->category].g,
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sMinimapActorCategoryColors[actor->category].g,
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sMinimapActorCategoryColors[actor->category].b, play->interfaceCtx.minimapAlpha);
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sMinimapActorCategoryColors[actor->category].b, play->interfaceCtx.minimapAlpha);
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@ -345,7 +345,8 @@ void MapDisp_Minimap_DrawActors(PlayState* play) {
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while (actor != NULL) {
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while (actor != NULL) {
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if ((actor->update != NULL) && (actor->init == NULL) &&
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if ((actor->update != NULL) && (actor->init == NULL) &&
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Object_IsLoaded(&play->objectCtx, actor->objectSlot) &&
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Object_IsLoaded(&play->objectCtx, actor->objectSlot) &&
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((actor->id == ACTOR_EN_BOX) || (i == ACTORCAT_PLAYER) || (actor->flags & ACTOR_FLAG_80000000)) &&
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((actor->id == ACTOR_EN_BOX) || (i == ACTORCAT_PLAYER) ||
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(actor->flags & ACTOR_FLAG_MINIMAP_ICON_ENABLED)) &&
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((sMapDisp.curRoom == actor->room) || (actor->room == -1))) {
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((sMapDisp.curRoom == actor->room) || (actor->room == -1))) {
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MapDisp_Minimap_DrawActorIcon(play, actor);
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MapDisp_Minimap_DrawActorIcon(play, actor);
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}
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}
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@ -3,7 +3,7 @@
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#define FLAGS \
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#define FLAGS \
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(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_200000 | \
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(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_200000 | \
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ACTOR_FLAG_UPDATE_DURING_OCARINA | ACTOR_FLAG_CAN_PRESS_SWITCHES | ACTOR_FLAG_80000000)
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ACTOR_FLAG_UPDATE_DURING_OCARINA | ACTOR_FLAG_CAN_PRESS_SWITCHES | ACTOR_FLAG_MINIMAP_ICON_ENABLED)
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ActorFunc sPlayerCallInitFunc;
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ActorFunc sPlayerCallInitFunc;
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ActorFunc sPlayerCallDestroyFunc;
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ActorFunc sPlayerCallDestroyFunc;
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@ -9,7 +9,7 @@
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#include "overlays/actors/ovl_En_Twig/z_en_twig.h"
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#include "overlays/actors/ovl_En_Twig/z_en_twig.h"
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#include "overlays/actors/ovl_En_Fish/z_en_fish.h"
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#include "overlays/actors/ovl_En_Fish/z_en_fish.h"
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#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_80000000)
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#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_MINIMAP_ICON_ENABLED)
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#define THIS ((EnAz*)thisx)
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#define THIS ((EnAz*)thisx)
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@ -15,7 +15,9 @@
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#include "overlays/actors/ovl_En_Estone/z_en_estone.h"
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#include "overlays/actors/ovl_En_Estone/z_en_estone.h"
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#include "overlays/effects/ovl_Effect_Ss_Hitmark/z_eff_ss_hitmark.h"
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#include "overlays/effects/ovl_Effect_Ss_Hitmark/z_eff_ss_hitmark.h"
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#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_80000000)
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#define FLAGS \
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(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | \
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ACTOR_FLAG_MINIMAP_ICON_ENABLED)
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#define THIS ((EnEgol*)thisx)
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#define THIS ((EnEgol*)thisx)
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@ -6,7 +6,7 @@
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#include "z_en_ge2.h"
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#include "z_en_ge2.h"
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#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_80000000)
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#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_MINIMAP_ICON_ENABLED)
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#define THIS ((EnGe2*)thisx)
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#define THIS ((EnGe2*)thisx)
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@ -7,7 +7,7 @@
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#include "z_en_ge3.h"
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#include "z_en_ge3.h"
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#include "attributes.h"
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#include "attributes.h"
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#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_80000000)
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#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_MINIMAP_ICON_ENABLED)
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#define THIS ((EnGe3*)thisx)
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#define THIS ((EnGe3*)thisx)
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@ -9,7 +9,7 @@
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#include "assets/objects/object_goroiwa/object_goroiwa.h"
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#include "assets/objects/object_goroiwa/object_goroiwa.h"
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#include "assets/objects/gameplay_keep/gameplay_keep.h"
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#include "assets/objects/gameplay_keep/gameplay_keep.h"
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#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_80000000)
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#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_MINIMAP_ICON_ENABLED)
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#define THIS ((EnGoroiwa*)thisx)
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#define THIS ((EnGoroiwa*)thisx)
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@ -7,7 +7,7 @@
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#include "z_en_guard_nuts.h"
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#include "z_en_guard_nuts.h"
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#include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h"
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#include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h"
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#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_100000 | ACTOR_FLAG_80000000)
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#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_100000 | ACTOR_FLAG_MINIMAP_ICON_ENABLED)
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#define THIS ((EnGuardNuts*)thisx)
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#define THIS ((EnGuardNuts*)thisx)
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@ -791,10 +791,10 @@ void EnHorse_Init(Actor* thisx, PlayState* play2) {
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this->unk_1EC |= 0x10;
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this->unk_1EC |= 0x10;
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} else if (thisx->params == ENHORSE_4) {
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} else if (thisx->params == ENHORSE_4) {
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this->stateFlags = ENHORSE_FLAG_29 | ENHORSE_CANT_JUMP;
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this->stateFlags = ENHORSE_FLAG_29 | ENHORSE_CANT_JUMP;
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thisx->flags |= ACTOR_FLAG_80000000;
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thisx->flags |= ACTOR_FLAG_MINIMAP_ICON_ENABLED;
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} else if (thisx->params == ENHORSE_5) {
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} else if (thisx->params == ENHORSE_5) {
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this->stateFlags = ENHORSE_FLAG_29 | ENHORSE_CANT_JUMP;
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this->stateFlags = ENHORSE_FLAG_29 | ENHORSE_CANT_JUMP;
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thisx->flags |= ACTOR_FLAG_80000000;
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thisx->flags |= ACTOR_FLAG_MINIMAP_ICON_ENABLED;
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} else if (thisx->params == ENHORSE_15) {
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} else if (thisx->params == ENHORSE_15) {
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this->stateFlags = ENHORSE_UNRIDEABLE | ENHORSE_FLAG_7;
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this->stateFlags = ENHORSE_UNRIDEABLE | ENHORSE_FLAG_7;
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} else if (thisx->params == ENHORSE_17) {
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} else if (thisx->params == ENHORSE_17) {
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@ -802,7 +802,7 @@ void EnHorse_Init(Actor* thisx, PlayState* play2) {
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this->unk_1EC |= 8;
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this->unk_1EC |= 8;
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} else if (thisx->params == ENHORSE_18) {
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} else if (thisx->params == ENHORSE_18) {
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this->stateFlags = ENHORSE_FLAG_29 | ENHORSE_CANT_JUMP;
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this->stateFlags = ENHORSE_FLAG_29 | ENHORSE_CANT_JUMP;
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thisx->flags |= ACTOR_FLAG_80000000;
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thisx->flags |= ACTOR_FLAG_MINIMAP_ICON_ENABLED;
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} else if (thisx->params == ENHORSE_1) {
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} else if (thisx->params == ENHORSE_1) {
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this->stateFlags = ENHORSE_FLAG_7;
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this->stateFlags = ENHORSE_FLAG_7;
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} else if ((thisx->params == ENHORSE_19) || (thisx->params == ENHORSE_20)) {
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} else if ((thisx->params == ENHORSE_19) || (thisx->params == ENHORSE_20)) {
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@ -2002,7 +2002,7 @@ void EnInvadepoh_Alien_Init(EnInvadepoh* this, PlayState* play) {
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Collider_InitCylinder(play, &this->collider);
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Collider_InitCylinder(play, &this->collider);
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ActorShape_Init(&this->actor.shape, 6800.0f, ActorShadow_DrawWhiteCircle, 150.0f);
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ActorShape_Init(&this->actor.shape, 6800.0f, ActorShadow_DrawWhiteCircle, 150.0f);
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this->actor.shape.shadowAlpha = 140;
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this->actor.shape.shadowAlpha = 140;
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this->actor.flags = ACTOR_FLAG_10 | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_80000000;
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this->actor.flags = ACTOR_FLAG_10 | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_MINIMAP_ICON_ENABLED;
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if (EN_INVADEPOH_GET_TYPE(&this->actor) == EN_INVADEPOH_TYPE_ALIEN_ABDUCTOR) {
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if (EN_INVADEPOH_GET_TYPE(&this->actor) == EN_INVADEPOH_TYPE_ALIEN_ABDUCTOR) {
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this->actor.update = EnInvadepoh_AlienAbductor_WaitForObject;
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this->actor.update = EnInvadepoh_AlienAbductor_WaitForObject;
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@ -2525,7 +2525,7 @@ void EnInvadepoh_Alien_SetupWaitForInvasion(EnInvadepoh* this) {
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this->collider.base.atFlags &= ~AT_ON;
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this->collider.base.atFlags &= ~AT_ON;
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this->collider.base.acFlags &= ~AC_ON;
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this->collider.base.acFlags &= ~AC_ON;
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this->collider.base.ocFlags1 &= ~OC1_ON;
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this->collider.base.ocFlags1 &= ~OC1_ON;
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this->actor.flags &= ~ACTOR_FLAG_80000000;
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this->actor.flags &= ~ACTOR_FLAG_MINIMAP_ICON_ENABLED;
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this->alpha = 0;
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this->alpha = 0;
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this->actor.draw = NULL;
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this->actor.draw = NULL;
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this->shouldDraw = false;
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this->shouldDraw = false;
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@ -2555,7 +2555,7 @@ void EnInvadepoh_Alien_SetupWaitToRespawn(EnInvadepoh* this) {
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this->collider.base.atFlags &= ~AT_ON;
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this->collider.base.atFlags &= ~AT_ON;
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this->collider.base.acFlags &= ~AC_ON;
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this->collider.base.acFlags &= ~AC_ON;
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this->collider.base.ocFlags1 &= ~OC1_ON;
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this->collider.base.ocFlags1 &= ~OC1_ON;
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this->actor.flags &= ~ACTOR_FLAG_80000000;
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this->actor.flags &= ~ACTOR_FLAG_MINIMAP_ICON_ENABLED;
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this->alpha = 0;
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this->alpha = 0;
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this->actor.draw = NULL;
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this->actor.draw = NULL;
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this->shouldDraw = false;
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this->shouldDraw = false;
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@ -2590,7 +2590,7 @@ void EnInvadepoh_Alien_SetupWarpIn(EnInvadepoh* this) {
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this->shouldDraw = true;
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this->shouldDraw = true;
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this->shouldDrawDeathFlash = false;
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this->shouldDrawDeathFlash = false;
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this->eyeBeamAlpha = 0;
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this->eyeBeamAlpha = 0;
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this->actor.flags |= ACTOR_FLAG_80000000;
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this->actor.flags |= ACTOR_FLAG_MINIMAP_ICON_ENABLED;
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this->actionFunc = EnInvadepoh_Alien_WarpIn;
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this->actionFunc = EnInvadepoh_Alien_WarpIn;
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}
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}
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@ -2643,7 +2643,7 @@ void EnInvadepoh_Alien_SetupFloatForward(EnInvadepoh* this) {
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this->shouldDraw = true;
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this->shouldDraw = true;
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this->shouldDrawDeathFlash = false;
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this->shouldDrawDeathFlash = false;
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this->eyeBeamAlpha = 255;
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this->eyeBeamAlpha = 255;
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this->actor.flags |= ACTOR_FLAG_80000000;
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this->actor.flags |= ACTOR_FLAG_MINIMAP_ICON_ENABLED;
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this->actionFunc = EnInvadepoh_Alien_FloatForward;
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this->actionFunc = EnInvadepoh_Alien_FloatForward;
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}
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}
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@ -2674,7 +2674,7 @@ void EnInvadepoh_Alien_SetupDamaged(EnInvadepoh* this) {
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this->eyeBeamAlpha = 0;
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this->eyeBeamAlpha = 0;
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this->timer = 8;
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this->timer = 8;
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this->frameCounter = 0;
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this->frameCounter = 0;
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this->actor.flags |= ACTOR_FLAG_80000000;
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this->actor.flags |= ACTOR_FLAG_MINIMAP_ICON_ENABLED;
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this->actionFunc = EnInvadepoh_Alien_Damaged;
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this->actionFunc = EnInvadepoh_Alien_Damaged;
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}
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}
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@ -2702,7 +2702,7 @@ void EnInvadepoh_Alien_SetupDead(EnInvadepoh* this) {
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this->shouldDraw = true;
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this->shouldDraw = true;
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this->shouldDrawDeathFlash = false;
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this->shouldDrawDeathFlash = false;
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this->eyeBeamAlpha = 255;
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this->eyeBeamAlpha = 255;
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this->actor.flags |= ACTOR_FLAG_80000000;
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this->actor.flags |= ACTOR_FLAG_MINIMAP_ICON_ENABLED;
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this->actionFunc = EnInvadepoh_Alien_Dead;
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this->actionFunc = EnInvadepoh_Alien_Dead;
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}
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}
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@ -212,7 +212,7 @@ void EnInvadepohDemo_DoNothing(EnInvadepohDemo* this, PlayState* play) {
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void EnInvadepohDemo_Alien_Init(EnInvadepohDemo* this, PlayState* play) {
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void EnInvadepohDemo_Alien_Init(EnInvadepohDemo* this, PlayState* play) {
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Actor_ProcessInitChain(&this->actor, sAlienInitChain);
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Actor_ProcessInitChain(&this->actor, sAlienInitChain);
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this->actor.flags = ACTOR_FLAG_10 | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_80000000;
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this->actor.flags = ACTOR_FLAG_10 | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_MINIMAP_ICON_ENABLED;
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this->objectSlot = Object_GetSlot(&play->objectCtx, OBJECT_UCH);
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this->objectSlot = Object_GetSlot(&play->objectCtx, OBJECT_UCH);
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if (this->objectSlot <= OBJECT_SLOT_NONE) {
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if (this->objectSlot <= OBJECT_SLOT_NONE) {
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Actor_Kill(&this->actor);
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Actor_Kill(&this->actor);
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@ -14,7 +14,7 @@
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#define FLAGS \
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#define FLAGS \
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(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_100000 | \
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(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_100000 | \
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ACTOR_FLAG_80000000)
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ACTOR_FLAG_MINIMAP_ICON_ENABLED)
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#define THIS ((EnJso2*)thisx)
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#define THIS ((EnJso2*)thisx)
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@ -7,7 +7,7 @@
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#include "z_en_look_nuts.h"
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#include "z_en_look_nuts.h"
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#include "overlays/effects/ovl_Effect_Ss_Solder_Srch_Ball/z_eff_ss_solder_srch_ball.h"
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#include "overlays/effects/ovl_Effect_Ss_Solder_Srch_Ball/z_eff_ss_solder_srch_ball.h"
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#define FLAGS (ACTOR_FLAG_80000000)
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#define FLAGS (ACTOR_FLAG_MINIMAP_ICON_ENABLED)
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#define THIS ((EnLookNuts*)thisx)
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#define THIS ((EnLookNuts*)thisx)
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@ -8,7 +8,7 @@
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#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
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#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
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#include "overlays/actors/ovl_En_Ma4/z_en_ma4.h"
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#include "overlays/actors/ovl_En_Ma4/z_en_ma4.h"
|
||||||
|
|
||||||
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_100000 | ACTOR_FLAG_80000000)
|
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_100000 | ACTOR_FLAG_MINIMAP_ICON_ENABLED)
|
||||||
|
|
||||||
#define THIS ((EnPoFusen*)thisx)
|
#define THIS ((EnPoFusen*)thisx)
|
||||||
|
|
||||||
|
|
|
@ -12,7 +12,7 @@
|
||||||
#include "overlays/actors/ovl_En_Aob_01/z_en_aob_01.h"
|
#include "overlays/actors/ovl_En_Aob_01/z_en_aob_01.h"
|
||||||
#include "overlays/actors/ovl_En_Dg/z_en_dg.h"
|
#include "overlays/actors/ovl_En_Dg/z_en_dg.h"
|
||||||
|
|
||||||
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_80000000)
|
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_MINIMAP_ICON_ENABLED)
|
||||||
|
|
||||||
#define THIS ((EnRacedog*)thisx)
|
#define THIS ((EnRacedog*)thisx)
|
||||||
|
|
||||||
|
|
|
@ -7,7 +7,7 @@
|
||||||
#include "z_en_rg.h"
|
#include "z_en_rg.h"
|
||||||
#include "assets/objects/gameplay_keep/gameplay_keep.h"
|
#include "assets/objects/gameplay_keep/gameplay_keep.h"
|
||||||
|
|
||||||
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_80000000)
|
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_MINIMAP_ICON_ENABLED)
|
||||||
|
|
||||||
#define THIS ((EnRg*)thisx)
|
#define THIS ((EnRg*)thisx)
|
||||||
|
|
||||||
|
|
|
@ -7,8 +7,9 @@
|
||||||
#include "z_en_thiefbird.h"
|
#include "z_en_thiefbird.h"
|
||||||
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
|
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
|
||||||
|
|
||||||
#define FLAGS \
|
#define FLAGS \
|
||||||
(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_200 | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_80000000)
|
(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_200 | ACTOR_FLAG_IGNORE_QUAKE | \
|
||||||
|
ACTOR_FLAG_MINIMAP_ICON_ENABLED)
|
||||||
|
|
||||||
#define THIS ((EnThiefbird*)thisx)
|
#define THIS ((EnThiefbird*)thisx)
|
||||||
|
|
||||||
|
|
|
@ -11,7 +11,7 @@
|
||||||
|
|
||||||
#define FLAGS \
|
#define FLAGS \
|
||||||
(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_IGNORE_QUAKE | \
|
(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_IGNORE_QUAKE | \
|
||||||
ACTOR_FLAG_100000 | ACTOR_FLAG_LOCK_ON_DISABLED | ACTOR_FLAG_80000000)
|
ACTOR_FLAG_100000 | ACTOR_FLAG_LOCK_ON_DISABLED | ACTOR_FLAG_MINIMAP_ICON_ENABLED)
|
||||||
|
|
||||||
#define THIS ((EnWiz*)thisx)
|
#define THIS ((EnWiz*)thisx)
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue