Cleanup various enums (#612)

* PR

* Add SQ and GI enums

Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>
This commit is contained in:
Maide 2022-02-19 21:42:05 +00:00 committed by GitHub
parent 3f15c0017a
commit c98184f8e3
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GPG Key ID: 4AEE18F83AFDEB23
487 changed files with 1319 additions and 1313 deletions

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@ -4575,7 +4575,8 @@ void func_800BE680(GlobalContext* globalCtx, Actor* actor, Vec3f limbPos[], s16
} }
Matrix_SetCurrentState(&globalCtx->billboardMtxF); Matrix_SetCurrentState(&globalCtx->billboardMtxF);
Matrix_Scale((effectScale * 0.005f) * 1.35f, (effectScale * 0.005f), (effectScale * 0.005f) * 1.35f, 1); Matrix_Scale((effectScale * 0.005f) * 1.35f, (effectScale * 0.005f), (effectScale * 0.005f) * 1.35f,
MTXMODE_APPLY);
sp74 = effectAlpha * 255.0f; sp74 = effectAlpha * 255.0f;
@ -4674,7 +4675,7 @@ void func_800BE680(GlobalContext* globalCtx, Actor* actor, Vec3f limbPos[], s16
for (i = 0; i < arg3; i++) { for (i = 0; i < arg3; i++) {
Matrix_RotateStateAroundXAxis(Rand_ZeroFloat(2 * M_PI)); Matrix_RotateStateAroundXAxis(Rand_ZeroFloat(2 * M_PI));
Matrix_InsertZRotation_f(Rand_ZeroFloat(2 * M_PI), 1); Matrix_InsertZRotation_f(Rand_ZeroFloat(2 * M_PI), MTXMODE_APPLY);
temp_s3->mf[3][0] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->x; temp_s3->mf[3][0] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->x;
temp_s3->mf[3][1] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->y; temp_s3->mf[3][1] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->y;
temp_s3->mf[3][2] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->z; temp_s3->mf[3][2] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->z;
@ -4685,7 +4686,7 @@ void func_800BE680(GlobalContext* globalCtx, Actor* actor, Vec3f limbPos[], s16
gSPDisplayList(POLY_XLU_DISP++, gameplay_keep_DL_0234F0); gSPDisplayList(POLY_XLU_DISP++, gameplay_keep_DL_0234F0);
Matrix_RotateStateAroundXAxis(Rand_ZeroFloat(2 * M_PI)); Matrix_RotateStateAroundXAxis(Rand_ZeroFloat(2 * M_PI));
Matrix_InsertZRotation_f(Rand_ZeroFloat(2 * M_PI), 1); Matrix_InsertZRotation_f(Rand_ZeroFloat(2 * M_PI), MTXMODE_APPLY);
temp_s3->mf[3][0] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->x; temp_s3->mf[3][0] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->x;
temp_s3->mf[3][1] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->y; temp_s3->mf[3][1] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->y;
temp_s3->mf[3][2] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->z; temp_s3->mf[3][2] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->z;

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@ -184,7 +184,7 @@ void EffectShieldParticle_Draw(void* thisx, GraphicsContext* gfxCtx) {
} }
SkinMatrix_SetTranslate(&spC4, this->position.x, this->position.y, this->position.z); SkinMatrix_SetTranslate(&spC4, this->position.x, this->position.y, this->position.z);
SkinMatrix_SetRotateRPY(&sp104, 0, elem->yaw, 0); SkinMatrix_SetRotateRPY(&sp104, 0, elem->yaw, MTXMODE_NEW);
SkinMatrix_MtxFMtxFMult(&spC4, &sp104, &sp84); SkinMatrix_MtxFMtxFMult(&spC4, &sp104, &sp84);
SkinMatrix_SetRotateRPY(&sp104, 0, 0, elem->pitch); SkinMatrix_SetRotateRPY(&sp104, 0, 0, elem->pitch);
SkinMatrix_MtxFMtxFMult(&sp84, &sp104, &spC4); SkinMatrix_MtxFMtxFMult(&sp84, &sp104, &spC4);

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@ -1130,7 +1130,7 @@ void Item_DropCollectibleRandom(GlobalContext* globalCtx, Actor* fromActor, Vec3
spawnedActor->actor.world.rot.y = Rand_ZeroOne() * 40000.0f; spawnedActor->actor.world.rot.y = Rand_ZeroOne() * 40000.0f;
Actor_SetScale(&spawnedActor->actor, 0.0f); Actor_SetScale(&spawnedActor->actor, 0.0f);
spawnedActor->actionFunc = func_800A6780; spawnedActor->actionFunc = func_800A6780;
spawnedActor->actor.flags = spawnedActor->actor.flags | 0x10; spawnedActor->actor.flags = spawnedActor->actor.flags | ACTOR_FLAG_10;
if ((spawnedActor->actor.params != ITEM00_SMALL_KEY) && if ((spawnedActor->actor.params != ITEM00_SMALL_KEY) &&
(spawnedActor->actor.params != ITEM00_HEART_PIECE) && (spawnedActor->actor.params != ITEM00_HEART_PIECE) &&
(spawnedActor->actor.params != ITEM00_HEART_CONTAINER)) { (spawnedActor->actor.params != ITEM00_HEART_CONTAINER)) {

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@ -236,10 +236,10 @@ void FireObj_Update(GlobalContext* globalCtx, FireObj* fire, Actor* actor) {
FireObj_UpdateStateTransitions(globalCtx, fire); FireObj_UpdateStateTransitions(globalCtx, fire);
if (fire->state == 3) { if (fire->state == 3) {
if ((fire->collision.base.acFlags & 2) && (fire->collision.info.acHitInfo->toucher.dmgFlags & 0x800)) { if ((fire->collision.base.acFlags & AC_HIT) && (fire->collision.info.acHitInfo->toucher.dmgFlags & 0x800)) {
FireObj_SetState(fire, fire->dynamicSizeStep, 0); FireObj_SetState(fire, fire->dynamicSizeStep, 0);
} }
} else if ((fire->collision.base.acFlags & 2) && (arrow->actor.update != NULL) && } else if ((fire->collision.base.acFlags & AC_HIT) && (arrow->actor.update != NULL) &&
(arrow->actor.id == ACTOR_EN_ARROW)) { (arrow->actor.id == ACTOR_EN_ARROW)) {
arrow->actor.params = 0; arrow->actor.params = 0;
arrow->collider.info.toucher.dmgFlags = 0x800; arrow->collider.info.toucher.dmgFlags = 0x800;

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@ -8,7 +8,7 @@
#include "objects/gameplay_keep/gameplay_keep.h" #include "objects/gameplay_keep/gameplay_keep.h"
#include "objects/object_link_child/object_link_child.h" #include "objects/object_link_child/object_link_child.h"
#define FLAGS 0x00000030 #define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((ArmsHook*)thisx) #define THIS ((ArmsHook*)thisx)
@ -108,7 +108,7 @@ void ArmsHook_DetachHookFromActor(ArmsHook* this) {
s32 ArmsHook_CheckForCancel(ArmsHook* this) { s32 ArmsHook_CheckForCancel(ArmsHook* this) {
Player* player = (Player*)this->actor.parent; Player* player = (Player*)this->actor.parent;
if (func_801240C8(player)) { if (func_801240C8(player)) {
if ((player->heldItemActionParam != player->itemActionParam) || ((player->actor.flags & 0x100)) || if ((player->heldItemActionParam != player->itemActionParam) || ((player->actor.flags & ACTOR_FLAG_100)) ||
((player->stateFlags1 & 0x4000080))) { ((player->stateFlags1 & 0x4000080))) {
this->timer = 0; this->timer = 0;
ArmsHook_DetachHookFromActor(this); ArmsHook_DetachHookFromActor(this);

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@ -6,7 +6,7 @@
#include "z_arrow_fire.h" #include "z_arrow_fire.h"
#define FLAGS 0x02000010 #define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_2000000)
#define THIS ((ArrowFire*)thisx) #define THIS ((ArrowFire*)thisx)

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@ -7,7 +7,7 @@
#include "z_arrow_ice.h" #include "z_arrow_ice.h"
#include "overlays/actors/ovl_En_Arrow/z_en_arrow.h" #include "overlays/actors/ovl_En_Arrow/z_en_arrow.h"
#define FLAGS 0x02000010 #define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_2000000)
#define THIS ((ArrowIce*)thisx) #define THIS ((ArrowIce*)thisx)

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@ -6,7 +6,7 @@
#include "z_arrow_light.h" #include "z_arrow_light.h"
#define FLAGS 0x02000010 #define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_2000000)
#define THIS ((ArrowLight*)thisx) #define THIS ((ArrowLight*)thisx)

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@ -6,7 +6,7 @@
#include "z_bg_breakwall.h" #include "z_bg_breakwall.h"
#define FLAGS 0x00000030 #define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((BgBreakwall*)thisx) #define THIS ((BgBreakwall*)thisx)

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@ -6,7 +6,7 @@
#include "z_bg_crace_movebg.h" #include "z_bg_crace_movebg.h"
#define FLAGS 0x00000010 #define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgCraceMovebg*)thisx) #define THIS ((BgCraceMovebg*)thisx)

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@ -7,7 +7,7 @@
#include "z_bg_ctower_gear.h" #include "z_bg_ctower_gear.h"
#include "objects/object_ctower_rot/object_ctower_rot.h" #include "objects/object_ctower_rot/object_ctower_rot.h"
#define FLAGS 0x00000010 #define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgCtowerGear*)thisx) #define THIS ((BgCtowerGear*)thisx)

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@ -7,7 +7,7 @@
#include "z_bg_ctower_rot.h" #include "z_bg_ctower_rot.h"
#include "objects/object_ctower_rot/object_ctower_rot.h" #include "objects/object_ctower_rot/object_ctower_rot.h"
#define FLAGS 0x00000030 #define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((BgCtowerRot*)thisx) #define THIS ((BgCtowerRot*)thisx)

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@ -6,7 +6,7 @@
#include "z_bg_danpei_movebg.h" #include "z_bg_danpei_movebg.h"
#define FLAGS 0x00000010 #define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgDanpeiMovebg*)thisx) #define THIS ((BgDanpeiMovebg*)thisx)

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@ -6,7 +6,7 @@
#include "z_bg_dblue_elevator.h" #include "z_bg_dblue_elevator.h"
#define FLAGS 0x00000010 #define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgDblueElevator*)thisx) #define THIS ((BgDblueElevator*)thisx)

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@ -6,7 +6,7 @@
#include "z_bg_dblue_waterfall.h" #include "z_bg_dblue_waterfall.h"
#define FLAGS 0x00000010 #define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgDblueWaterfall*)thisx) #define THIS ((BgDblueWaterfall*)thisx)

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@ -6,7 +6,7 @@
#include "z_bg_dy_yoseizo.h" #include "z_bg_dy_yoseizo.h"
#define FLAGS 0x02000030 #define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_2000000)
#define THIS ((BgDyYoseizo*)thisx) #define THIS ((BgDyYoseizo*)thisx)

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@ -6,7 +6,7 @@
#include "z_bg_f40_block.h" #include "z_bg_f40_block.h"
#define FLAGS 0x00000010 #define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgF40Block*)thisx) #define THIS ((BgF40Block*)thisx)

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@ -6,7 +6,7 @@
#include "z_bg_f40_flift.h" #include "z_bg_f40_flift.h"
#define FLAGS 0x00000010 #define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgF40Flift*)thisx) #define THIS ((BgF40Flift*)thisx)

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@ -6,7 +6,7 @@
#include "z_bg_f40_switch.h" #include "z_bg_f40_switch.h"
#define FLAGS 0x00000010 #define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgF40Switch*)thisx) #define THIS ((BgF40Switch*)thisx)

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@ -6,7 +6,7 @@
#include "z_bg_f40_swlift.h" #include "z_bg_f40_swlift.h"
#define FLAGS 0x00000010 #define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgF40Swlift*)thisx) #define THIS ((BgF40Swlift*)thisx)

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@ -7,7 +7,7 @@
#include "z_bg_fu_kaiten.h" #include "z_bg_fu_kaiten.h"
#include "objects/object_fu_kaiten/object_fu_kaiten.h" #include "objects/object_fu_kaiten/object_fu_kaiten.h"
#define FLAGS 0x00000030 #define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((BgFuKaiten*)thisx) #define THIS ((BgFuKaiten*)thisx)

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@ -6,7 +6,7 @@
#include "z_bg_fu_mizu.h" #include "z_bg_fu_mizu.h"
#define FLAGS 0x00000030 #define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((BgFuMizu*)thisx) #define THIS ((BgFuMizu*)thisx)

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@ -7,7 +7,7 @@
#include "z_bg_goron_oyu.h" #include "z_bg_goron_oyu.h"
#include "objects/object_oyu/object_oyu.h" #include "objects/object_oyu/object_oyu.h"
#define FLAGS 0x00000030 #define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((BgGoronOyu*)thisx) #define THIS ((BgGoronOyu*)thisx)

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@ -7,7 +7,7 @@
#include "z_bg_haka_curtain.h" #include "z_bg_haka_curtain.h"
#include "objects/object_haka_obj/object_haka_obj.h" #include "objects/object_haka_obj/object_haka_obj.h"
#define FLAGS 0x00000010 #define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgHakaCurtain*)thisx) #define THIS ((BgHakaCurtain*)thisx)

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@ -83,15 +83,15 @@ void func_80BD66AC(BgHakaTomb* this, GlobalContext* globalCtx) {
s16 temp; s16 temp;
if (Flags_GetClear(globalCtx, this->dyna.actor.room)) { if (Flags_GetClear(globalCtx, this->dyna.actor.room)) {
this->dyna.actor.flags |= 9; this->dyna.actor.flags |= (ACTOR_FLAG_1 | ACTOR_FLAG_8);
} }
if (!func_80BD6638(&temp, this->cutscenes, 1) && (temp < 0) && Flags_GetClear(globalCtx, this->dyna.actor.room)) { if (!func_80BD6638(&temp, this->cutscenes, 1) && (temp < 0) && Flags_GetClear(globalCtx, this->dyna.actor.room)) {
this->dyna.actor.flags |= 1; this->dyna.actor.flags |= ACTOR_FLAG_1;
if (this->dyna.actor.isTargeted) { if (this->dyna.actor.isTargeted) {
func_80BD6754(this); func_80BD6754(this);
} }
} else { } else {
this->dyna.actor.flags &= ~1; this->dyna.actor.flags &= ~ACTOR_FLAG_1;
} }
} }

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@ -6,7 +6,7 @@
#include "z_bg_hakugin_elvpole.h" #include "z_bg_hakugin_elvpole.h"
#define FLAGS 0x00000010 #define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgHakuginElvpole*)thisx) #define THIS ((BgHakuginElvpole*)thisx)

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@ -7,7 +7,7 @@
#include "z_bg_hakugin_post.h" #include "z_bg_hakugin_post.h"
#include "objects/object_hakugin_obj/object_hakugin_obj.h" #include "objects/object_hakugin_obj/object_hakugin_obj.h"
#define FLAGS 0x00000030 #define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((BgHakuginPost*)thisx) #define THIS ((BgHakuginPost*)thisx)

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@ -6,7 +6,7 @@
#include "z_bg_hakugin_switch.h" #include "z_bg_hakugin_switch.h"
#define FLAGS 0x00000010 #define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgHakuginSwitch*)thisx) #define THIS ((BgHakuginSwitch*)thisx)

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@ -6,7 +6,7 @@
#include "z_bg_icefloe.h" #include "z_bg_icefloe.h"
#define FLAGS 0x00000010 #define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgIcefloe*)thisx) #define THIS ((BgIcefloe*)thisx)

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@ -6,7 +6,7 @@
#include "z_bg_ikana_block.h" #include "z_bg_ikana_block.h"
#define FLAGS 0x00000010 #define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgIkanaBlock*)thisx) #define THIS ((BgIkanaBlock*)thisx)

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@ -6,7 +6,7 @@
#include "z_bg_ikana_bombwall.h" #include "z_bg_ikana_bombwall.h"
#define FLAGS 0x10000000 #define FLAGS (ACTOR_FLAG_10000000)
#define THIS ((BgIkanaBombwall*)thisx) #define THIS ((BgIkanaBombwall*)thisx)

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@ -6,7 +6,7 @@
#include "z_bg_ikana_dharma.h" #include "z_bg_ikana_dharma.h"
#define FLAGS 0x00000010 #define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgIkanaDharma*)thisx) #define THIS ((BgIkanaDharma*)thisx)

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@ -6,7 +6,7 @@
#include "z_bg_ikana_mirror.h" #include "z_bg_ikana_mirror.h"
#define FLAGS 0x00000010 #define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgIkanaMirror*)thisx) #define THIS ((BgIkanaMirror*)thisx)

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@ -87,7 +87,7 @@ void BgIkanaRay_Destroy(Actor* thisx, GlobalContext* globalCtx) {
void BgIkanaRay_SetDeactivated(BgIkanaRay* this) { void BgIkanaRay_SetDeactivated(BgIkanaRay* this) {
this->actor.draw = NULL; this->actor.draw = NULL;
this->actor.flags |= 0x10; this->actor.flags |= ACTOR_FLAG_10;
this->update = BgIkanaRay_UpdateCheckForActivation; this->update = BgIkanaRay_UpdateCheckForActivation;
} }
@ -99,7 +99,7 @@ void BgIkanaRay_UpdateCheckForActivation(BgIkanaRay* this, GlobalContext* global
void BgIkanaRay_SetActivated(BgIkanaRay* this) { void BgIkanaRay_SetActivated(BgIkanaRay* this) {
this->actor.draw = BgIkanaRay_Draw; this->actor.draw = BgIkanaRay_Draw;
this->actor.flags &= ~0x10; this->actor.flags &= ~ACTOR_FLAG_10;
this->update = BgIkanaRay_UpdateActivated; this->update = BgIkanaRay_UpdateActivated;
} }

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@ -7,7 +7,7 @@
#include "z_bg_ikana_shutter.h" #include "z_bg_ikana_shutter.h"
#include "objects/object_ikana_obj/object_ikana_obj.h" #include "objects/object_ikana_obj/object_ikana_obj.h"
#define FLAGS 0x00000010 #define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgIkanaShutter*)thisx) #define THIS ((BgIkanaShutter*)thisx)

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@ -7,7 +7,7 @@
#include "z_bg_iknin_susceil.h" #include "z_bg_iknin_susceil.h"
#include "objects/object_ikninside_obj/object_ikninside_obj.h" #include "objects/object_ikninside_obj/object_ikninside_obj.h"
#define FLAGS 0x00000030 #define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((BgIkninSusceil*)thisx) #define THIS ((BgIkninSusceil*)thisx)

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@ -6,7 +6,7 @@
#include "z_bg_ikninside.h" #include "z_bg_ikninside.h"
#define FLAGS 0x00000010 #define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgIkninside*)thisx) #define THIS ((BgIkninside*)thisx)

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@ -6,7 +6,7 @@
#include "z_bg_iknv_doukutu.h" #include "z_bg_iknv_doukutu.h"
#define FLAGS 0x00000030 #define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((BgIknvDoukutu*)thisx) #define THIS ((BgIknvDoukutu*)thisx)

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@ -7,7 +7,7 @@
#include "z_bg_iknv_obj.h" #include "z_bg_iknv_obj.h"
#include "objects/object_iknv_obj/object_iknv_obj.h" #include "objects/object_iknv_obj/object_iknv_obj.h"
#define FLAGS 0x00000010 #define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgIknvObj*)thisx) #define THIS ((BgIknvObj*)thisx)
@ -64,8 +64,8 @@ void BgIknvObj_Init(Actor* thisx, GlobalContext* globalCtx) {
case IKNV_OBJ_WATERWHEEL: case IKNV_OBJ_WATERWHEEL:
this->displayListPtr = object_iknv_obj_DL_013058; this->displayListPtr = object_iknv_obj_DL_013058;
this->actionFunc = BgIknvObj_UpdateWaterwheel; this->actionFunc = BgIknvObj_UpdateWaterwheel;
this->dyna.actor.flags |= 0x100000; this->dyna.actor.flags |= ACTOR_FLAG_100000;
this->dyna.actor.flags |= 0x10; this->dyna.actor.flags |= ACTOR_FLAG_10;
break; break;
case IKNV_OBJ_RAISED_DOOR: case IKNV_OBJ_RAISED_DOOR:
this->displayListPtr = object_iknv_obj_DL_011880; this->displayListPtr = object_iknv_obj_DL_011880;
@ -132,7 +132,7 @@ void BgIknvObj_UpdateWaterwheel(BgIknvObj* this, GlobalContext* globalCtx) {
} }
if ((globalCtx->csCtx.state != 0) && (gSaveContext.sceneSetupIndex == 1) && (globalCtx->csCtx.unk_12 == 4) && if ((globalCtx->csCtx.state != 0) && (gSaveContext.sceneSetupIndex == 1) && (globalCtx->csCtx.unk_12 == 4) &&
(globalCtx->csCtx.frames == 0x5D7)) { (globalCtx->csCtx.frames == 1495)) {
func_8019F128(NA_SE_EV_DOOR_UNLOCK); func_8019F128(NA_SE_EV_DOOR_UNLOCK);
} }
} }

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@ -6,7 +6,7 @@
#include "z_bg_ingate.h" #include "z_bg_ingate.h"
#define FLAGS 0x00000030 #define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((BgIngate*)thisx) #define THIS ((BgIngate*)thisx)

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@ -7,7 +7,7 @@
#include "z_bg_inibs_movebg.h" #include "z_bg_inibs_movebg.h"
#include "objects/object_inibs_object/object_inibs_object.h" #include "objects/object_inibs_object/object_inibs_object.h"
#define FLAGS 0x00000030 #define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((BgInibsMovebg*)thisx) #define THIS ((BgInibsMovebg*)thisx)

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@ -6,7 +6,7 @@
#include "z_bg_kin2_bombwall.h" #include "z_bg_kin2_bombwall.h"
#define FLAGS 0x10000010 #define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_10000000)
#define THIS ((BgKin2Bombwall*)thisx) #define THIS ((BgKin2Bombwall*)thisx)

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@ -7,7 +7,7 @@
#include "z_bg_kin2_fence.h" #include "z_bg_kin2_fence.h"
#include "objects/object_kin2_obj/object_kin2_obj.h" #include "objects/object_kin2_obj/object_kin2_obj.h"
#define FLAGS 0x00000010 #define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgKin2Fence*)thisx) #define THIS ((BgKin2Fence*)thisx)
@ -122,16 +122,16 @@ static InitChainEntry sInitChain[] = {
s32 BgKin2Fence_CheckHitMask(BgKin2Fence* this) { s32 BgKin2Fence_CheckHitMask(BgKin2Fence* this) {
ColliderJntSphElement* elements = this->collider.elements; ColliderJntSphElement* elements = this->collider.elements;
if (elements[0].info.bumperFlags & 2) { if (elements[0].info.bumperFlags & BUMP_HIT) {
return 0; return 0;
} }
if (elements[1].info.bumperFlags & 2) { if (elements[1].info.bumperFlags & BUMP_HIT) {
return 1; return 1;
} }
if (elements[2].info.bumperFlags & 2) { if (elements[2].info.bumperFlags & BUMP_HIT) {
return 2; return 2;
} }
if (elements[3].info.bumperFlags & 2) { if (elements[3].info.bumperFlags & BUMP_HIT) {
return 3; return 3;
} }
return -1; return -1;

View File

@ -7,7 +7,7 @@
#include "z_bg_ladder.h" #include "z_bg_ladder.h"
#include "objects/object_ladder/object_ladder.h" #include "objects/object_ladder/object_ladder.h"
#define FLAGS 0x00000010 #define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgLadder*)thisx) #define THIS ((BgLadder*)thisx)
@ -71,7 +71,7 @@ void BgLadder_Init(Actor* thisx, GlobalContext* globalCtx) {
if (Flags_GetSwitch(globalCtx, this->switchFlag)) { if (Flags_GetSwitch(globalCtx, this->switchFlag)) {
// If the flag is set, then the ladder draws immediately // If the flag is set, then the ladder draws immediately
this->alpha = 255; this->alpha = 255;
this->dyna.actor.flags &= ~0x10; // always update = off this->dyna.actor.flags &= ~ACTOR_FLAG_10; // always update = off
this->action = BgLadder_ActionIdle; this->action = BgLadder_ActionIdle;
} else { } else {
// Otherwise, the ladder doesn't draw; wait for the flag to be set // Otherwise, the ladder doesn't draw; wait for the flag to be set
@ -115,7 +115,7 @@ void BgLadder_ActionFadeIn(BgLadder* this, GlobalContext* globalCtx) {
this->alpha = 255; this->alpha = 255;
ActorCutscene_Stop(this->dyna.actor.cutscene); ActorCutscene_Stop(this->dyna.actor.cutscene);
func_800C6314(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId); func_800C6314(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
this->dyna.actor.flags &= ~0x10; // always update = off this->dyna.actor.flags &= ~ACTOR_FLAG_10; // always update = off
this->action = BgLadder_ActionIdle; this->action = BgLadder_ActionIdle;
} }
} }

View File

@ -99,7 +99,7 @@ void BgLotus_Wait(BgLotus* this, GlobalContext* globalCtx) {
} }
if (gSaveContext.playerForm != PLAYER_FORM_DEKU) { if (gSaveContext.playerForm != PLAYER_FORM_DEKU) {
this->timer = 40; this->timer = 40;
this->dyna.actor.flags |= 0x10; this->dyna.actor.flags |= ACTOR_FLAG_10;
this->actionFunc = BgLotus_Sink; this->actionFunc = BgLotus_Sink;
return; return;
} }
@ -152,7 +152,7 @@ void BgLotus_WaitToAppear(BgLotus* this, GlobalContext* globalCtx) {
func_800C6314(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId); func_800C6314(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
Actor_SetScale(&this->dyna.actor, 0.1f); Actor_SetScale(&this->dyna.actor, 0.1f);
this->dyna.actor.world.pos.y = CLAMP_MIN(this->height, this->dyna.actor.floorHeight); this->dyna.actor.world.pos.y = CLAMP_MIN(this->height, this->dyna.actor.floorHeight);
this->dyna.actor.flags &= ~0x10; this->dyna.actor.flags &= ~ACTOR_FLAG_10;
this->timer2 = 96; this->timer2 = 96;
this->actionFunc = BgLotus_Wait; this->actionFunc = BgLotus_Wait;
this->dyna.actor.world.pos.x = this->dyna.actor.home.pos.x; this->dyna.actor.world.pos.x = this->dyna.actor.home.pos.x;

View File

@ -7,7 +7,7 @@
#include "z_bg_market_step.h" #include "z_bg_market_step.h"
#include "objects/object_market_obj/object_market_obj.h" #include "objects/object_market_obj/object_market_obj.h"
#define FLAGS 0x10000020 #define FLAGS (ACTOR_FLAG_20 | ACTOR_FLAG_10000000)
#define THIS ((BgMarketStep*)thisx) #define THIS ((BgMarketStep*)thisx)

View File

@ -6,7 +6,7 @@
#include "z_bg_open_shutter.h" #include "z_bg_open_shutter.h"
#define FLAGS 0x00000010 #define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgOpenShutter*)thisx) #define THIS ((BgOpenShutter*)thisx)

View File

@ -6,7 +6,7 @@
#include "z_bg_open_spot.h" #include "z_bg_open_spot.h"
#define FLAGS 0x00000010 #define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgOpenSpot*)thisx) #define THIS ((BgOpenSpot*)thisx)

View File

@ -6,7 +6,7 @@
#include "z_bg_sinkai_kabe.h" #include "z_bg_sinkai_kabe.h"
#define FLAGS 0x00000010 #define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgSinkaiKabe*)thisx) #define THIS ((BgSinkaiKabe*)thisx)

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@ -7,7 +7,7 @@
#include "z_bg_tobira01.h" #include "z_bg_tobira01.h"
#include "objects/object_spot11_obj/object_spot11_obj.h" #include "objects/object_spot11_obj/object_spot11_obj.h"
#define FLAGS 0x00000030 #define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((BgTobira01*)thisx) #define THIS ((BgTobira01*)thisx)

View File

@ -6,7 +6,7 @@
#include "z_boss_01.h" #include "z_boss_01.h"
#define FLAGS 0x00000035 #define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((Boss01*)thisx) #define THIS ((Boss01*)thisx)

View File

@ -10,7 +10,7 @@
#include "objects/object_boss02/object_boss02.h" #include "objects/object_boss02/object_boss02.h"
#include "objects/gameplay_keep/gameplay_keep.h" #include "objects/gameplay_keep/gameplay_keep.h"
#define FLAGS 0x00000035 #define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((Boss02*)thisx) #define THIS ((Boss02*)thisx)
@ -563,7 +563,7 @@ void Boss02_Init(Actor* thisx, GlobalContext* globalCtx) {
globalCtx->specialEffects = (void*)D_809E0438; globalCtx->specialEffects = (void*)D_809E0438;
this->actor.update = func_809DC78C; this->actor.update = func_809DC78C;
this->actor.draw = func_809DD0A8; this->actor.draw = func_809DD0A8;
this->actor.flags &= ~1; this->actor.flags &= ~ACTOR_FLAG_1;
this->unk_1D70 = 0.00999999977648f; this->unk_1D70 = 0.00999999977648f;
if ((KREG(64) != 0) || (gSaveContext.eventInf[5] & 0x20) || (D_809E0434 != NULL)) { if ((KREG(64) != 0) || (gSaveContext.eventInf[5] & 0x20) || (D_809E0434 != NULL)) {
this->unk_1D20 = 0; this->unk_1D20 = 0;
@ -732,7 +732,7 @@ void func_809DAB78(Boss02* this, GlobalContext* globalCtx) {
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_INBOSS_ROAR_OLD); Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_INBOSS_ROAR_OLD);
} }
this->actor.flags &= ~1; this->actor.flags &= ~ACTOR_FLAG_1;
if (this->unk_0195 != 0) { if (this->unk_0195 != 0) {
this->actor.world.rot.z = Math_SinS(this->unk_014C * 0x1200) * 0xE00; this->actor.world.rot.z = Math_SinS(this->unk_014C * 0x1200) * 0xE00;
} else { } else {
@ -1152,9 +1152,9 @@ void func_809DC218(Actor* thisx, GlobalContext* globalCtx) {
if ((this->actor.focus.pos.y < BgCheck_EntityRaycastFloor1(&globalCtx->colCtx, &sp20, &sp24)) || if ((this->actor.focus.pos.y < BgCheck_EntityRaycastFloor1(&globalCtx->colCtx, &sp20, &sp24)) ||
(D_809E0422 != 0)) { (D_809E0422 != 0)) {
this->actor.flags &= ~1; this->actor.flags &= ~ACTOR_FLAG_1;
} else { } else {
this->actor.flags |= 1; this->actor.flags |= ACTOR_FLAG_1;
} }
} }
} }
@ -1771,7 +1771,7 @@ void func_809DD934(Boss02* this, GlobalContext* globalCtx) {
func_80169AFC(globalCtx, this->unk_1D22, 0); func_80169AFC(globalCtx, this->unk_1D22, 0);
this->unk_1D22 = 0; this->unk_1D22 = 0;
func_800EA0EC(globalCtx, &globalCtx->csCtx); func_800EA0EC(globalCtx, &globalCtx->csCtx);
this->actor.flags |= 1; this->actor.flags |= ACTOR_FLAG_1;
player->stateFlags1 &= ~0x100; player->stateFlags1 &= ~0x100;
this->unk_1D70 = 0.01f; this->unk_1D70 = 0.01f;
func_80165690(); func_80165690();
@ -2165,7 +2165,7 @@ void func_809DEAC4(Boss02* this, GlobalContext* globalCtx) {
this->unk_1D22 = 0; this->unk_1D22 = 0;
func_800EA0EC(globalCtx, &globalCtx->csCtx); func_800EA0EC(globalCtx, &globalCtx->csCtx);
func_800B7298(globalCtx, &this->actor, 6); func_800B7298(globalCtx, &this->actor, 6);
this->actor.flags |= 1; this->actor.flags |= ACTOR_FLAG_1;
this->unk_1D20 = 0; this->unk_1D20 = 0;
D_809E0424->unk_0144 = D_809E0428->unk_0144 = 3; D_809E0424->unk_0144 = D_809E0428->unk_0144 = 3;
D_809E0424->unk_0146[0] = D_809E0428->unk_0146[0] = 60; D_809E0424->unk_0146[0] = D_809E0428->unk_0146[0] = 60;
@ -2227,7 +2227,7 @@ void func_809DEAC4(Boss02* this, GlobalContext* globalCtx) {
func_800EA0EC(globalCtx, &globalCtx->csCtx); func_800EA0EC(globalCtx, &globalCtx->csCtx);
func_800B7298(globalCtx, &this->actor, 6); func_800B7298(globalCtx, &this->actor, 6);
this->unk_1D20 = 0; this->unk_1D20 = 0;
this->actor.flags |= 1; this->actor.flags |= ACTOR_FLAG_1;
sp68->unk_0144 = 10; sp68->unk_0144 = 10;
if ((D_809E0424->unk_0144 >= 10) && (D_809E0428->unk_0144 >= 10)) { if ((D_809E0424->unk_0144 >= 10) && (D_809E0428->unk_0144 >= 10)) {
f32 phi_f0; f32 phi_f0;

View File

@ -6,7 +6,7 @@
#include "z_boss_03.h" #include "z_boss_03.h"
#define FLAGS 0x00000035 #define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((Boss03*)thisx) #define THIS ((Boss03*)thisx)

View File

@ -7,7 +7,7 @@
#include "z_boss_04.h" #include "z_boss_04.h"
#include "objects/object_boss04/object_boss04.h" #include "objects/object_boss04/object_boss04.h"
#define FLAGS 0x00000035 #define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((Boss04*)thisx) #define THIS ((Boss04*)thisx)
@ -231,7 +231,7 @@ void Boss04_Destroy(Actor* thisx, GlobalContext* globalCtx) {
void func_809EC544(Boss04* this) { void func_809EC544(Boss04* this) {
this->actionFunc = func_809EC568; this->actionFunc = func_809EC568;
this->actor.flags &= ~1; this->actor.flags &= ~ACTOR_FLAG_1;
} }
void func_809EC568(Boss04* this, GlobalContext* globalCtx) { void func_809EC568(Boss04* this, GlobalContext* globalCtx) {
@ -521,7 +521,7 @@ void func_809ED224(Boss04* this) {
this->unk_2D0 = 10000.0f; this->unk_2D0 = 10000.0f;
this->unk_2C8 = 200; this->unk_2C8 = 200;
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_ME_DEAD); Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_ME_DEAD);
this->actor.flags &= ~1; this->actor.flags &= ~ACTOR_FLAG_1;
func_801A2ED8(); func_801A2ED8();
this->unk_1F6 = 10; this->unk_1F6 = 10;
} }
@ -542,7 +542,7 @@ void func_809ED2A0(Boss04* this, GlobalContext* globalCtx) {
} }
if (this->unk_1F8 == 3) { if (this->unk_1F8 == 3) {
this->actor.flags &= ~1; this->actor.flags &= ~ACTOR_FLAG_1;
this->unk_700 = 0.0f; this->unk_700 = 0.0f;
this->unk_6FC = 0.0f; this->unk_6FC = 0.0f;
this->unk_6F8 = 0.0f; this->unk_6F8 = 0.0f;
@ -747,9 +747,9 @@ void Boss04_Update(Actor* thisx, GlobalContext* globalCtx2) {
func_809ED45C(this, globalCtx); func_809ED45C(this, globalCtx);
if (this->unk_2CC > 3000.0f) { if (this->unk_2CC > 3000.0f) {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider1.base); CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider1.base);
this->actor.flags |= 1; this->actor.flags |= ACTOR_FLAG_1;
} else { } else {
this->actor.flags &= ~1; this->actor.flags &= ~ACTOR_FLAG_1;
} }
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider2.base); CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider2.base);
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider2.base); CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider2.base);

View File

@ -6,7 +6,7 @@
#include "z_boss_05.h" #include "z_boss_05.h"
#define FLAGS 0x00000005 #define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4)
#define THIS ((Boss05*)thisx) #define THIS ((Boss05*)thisx)

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@ -6,7 +6,7 @@
#include "z_boss_07.h" #include "z_boss_07.h"
#define FLAGS 0x00000035 #define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((Boss07*)thisx) #define THIS ((Boss07*)thisx)

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@ -6,7 +6,7 @@
#include "z_boss_hakugin.h" #include "z_boss_hakugin.h"
#define FLAGS 0x00000035 #define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((BossHakugin*)thisx) #define THIS ((BossHakugin*)thisx)

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@ -6,7 +6,7 @@
#include "z_demo_effect.h" #include "z_demo_effect.h"
#define FLAGS 0x00000030 #define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((DemoEffect*)thisx) #define THIS ((DemoEffect*)thisx)

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@ -6,7 +6,7 @@
#include "z_demo_getitem.h" #include "z_demo_getitem.h"
#define FLAGS 0x00000030 #define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((DemoGetitem*)thisx) #define THIS ((DemoGetitem*)thisx)

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@ -8,7 +8,7 @@
#include "objects/gameplay_keep/gameplay_keep.h" #include "objects/gameplay_keep/gameplay_keep.h"
#include "objects/object_bubble/object_bubble.h" #include "objects/object_bubble/object_bubble.h"
#define FLAGS 0x00000030 #define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((DemoKankyo*)thisx) #define THIS ((DemoKankyo*)thisx)

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@ -6,7 +6,7 @@
#include "z_demo_moonend.h" #include "z_demo_moonend.h"
#define FLAGS 0x00000030 #define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((DemoMoonend*)thisx) #define THIS ((DemoMoonend*)thisx)

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@ -6,7 +6,7 @@
#include "z_demo_shd.h" #include "z_demo_shd.h"
#define FLAGS 0x00000030 #define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((DemoShd*)thisx) #define THIS ((DemoShd*)thisx)

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@ -6,7 +6,7 @@
#include "z_demo_syoten.h" #include "z_demo_syoten.h"
#define FLAGS 0x00000030 #define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((DemoSyoten*)thisx) #define THIS ((DemoSyoten*)thisx)

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@ -6,7 +6,7 @@
#include "z_demo_tre_lgt.h" #include "z_demo_tre_lgt.h"
#define FLAGS 0x00000010 #define FLAGS (ACTOR_FLAG_10)
#define THIS ((DemoTreLgt*)thisx) #define THIS ((DemoTreLgt*)thisx)

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@ -6,7 +6,7 @@
#include "z_dm_ah.h" #include "z_dm_ah.h"
#define FLAGS 0x00000009 #define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8)
#define THIS ((DmAh*)thisx) #define THIS ((DmAh*)thisx)

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@ -6,7 +6,7 @@
#include "z_dm_al.h" #include "z_dm_al.h"
#define FLAGS 0x00000009 #define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8)
#define THIS ((DmAl*)thisx) #define THIS ((DmAl*)thisx)

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@ -6,7 +6,7 @@
#include "z_dm_an.h" #include "z_dm_an.h"
#define FLAGS 0x00000009 #define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8)
#define THIS ((DmAn*)thisx) #define THIS ((DmAn*)thisx)

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@ -6,7 +6,7 @@
#include "z_dm_bal.h" #include "z_dm_bal.h"
#define FLAGS 0x02000019 #define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10 | ACTOR_FLAG_2000000)
#define THIS ((DmBal*)thisx) #define THIS ((DmBal*)thisx)

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@ -6,7 +6,7 @@
#include "z_dm_char02.h" #include "z_dm_char02.h"
#define FLAGS 0x00000030 #define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((DmChar02*)thisx) #define THIS ((DmChar02*)thisx)

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@ -6,7 +6,7 @@
#include "z_dm_char03.h" #include "z_dm_char03.h"
#define FLAGS 0x00000030 #define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((DmChar03*)thisx) #define THIS ((DmChar03*)thisx)

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@ -6,7 +6,7 @@
#include "z_dm_char04.h" #include "z_dm_char04.h"
#define FLAGS 0x00000030 #define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((DmChar04*)thisx) #define THIS ((DmChar04*)thisx)

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@ -7,7 +7,7 @@
#include "z_dm_char05.h" #include "z_dm_char05.h"
#include "objects/object_dmask/object_dmask.h" #include "objects/object_dmask/object_dmask.h"
#define FLAGS 0x00000030 #define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((DmChar05*)thisx) #define THIS ((DmChar05*)thisx)

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@ -6,7 +6,7 @@
#include "z_dm_char06.h" #include "z_dm_char06.h"
#define FLAGS 0x00000030 #define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((DmChar06*)thisx) #define THIS ((DmChar06*)thisx)

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@ -7,7 +7,7 @@
#include "z_dm_char07.h" #include "z_dm_char07.h"
#include "objects/object_milkbar/object_milkbar.h" #include "objects/object_milkbar/object_milkbar.h"
#define FLAGS 0x00000030 #define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((DmChar07*)thisx) #define THIS ((DmChar07*)thisx)

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@ -6,7 +6,7 @@
#include "z_dm_char08.h" #include "z_dm_char08.h"
#define FLAGS 0x02000000 #define FLAGS (ACTOR_FLAG_2000000)
#define THIS ((DmChar08*)thisx) #define THIS ((DmChar08*)thisx)

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@ -6,7 +6,7 @@
#include "z_dm_char09.h" #include "z_dm_char09.h"
#define FLAGS 0x00000030 #define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((DmChar09*)thisx) #define THIS ((DmChar09*)thisx)

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@ -6,7 +6,7 @@
#include "z_dm_gm.h" #include "z_dm_gm.h"
#define FLAGS 0x00000009 #define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8)
#define THIS ((DmGm*)thisx) #define THIS ((DmGm*)thisx)

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@ -6,7 +6,7 @@
#include "z_dm_hina.h" #include "z_dm_hina.h"
#define FLAGS 0x00000030 #define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((DmHina*)thisx) #define THIS ((DmHina*)thisx)

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@ -7,7 +7,7 @@
#include "z_dm_nb.h" #include "z_dm_nb.h"
#include "objects/object_nb/object_nb.h" #include "objects/object_nb/object_nb.h"
#define FLAGS 0x00000009 #define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8)
#define THIS ((DmNb*)thisx) #define THIS ((DmNb*)thisx)
@ -74,7 +74,7 @@ void DmNb_Init(Actor* thisx, GlobalContext* globalCtx) {
8); 8);
this->unk1F0 = -1; this->unk1F0 = -1;
func_80C1DED0(this, 0); func_80C1DED0(this, 0);
this->actor.flags &= ~1; this->actor.flags &= ~ACTOR_FLAG_1;
Actor_SetScale(&this->actor, 0.01f); Actor_SetScale(&this->actor, 0.01f);
this->actionFunc = func_80C1DF18; this->actionFunc = func_80C1DF18;
} }

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@ -6,7 +6,7 @@
#include "z_dm_opstage.h" #include "z_dm_opstage.h"
#define FLAGS 0x00000030 #define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((DmOpstage*)thisx) #define THIS ((DmOpstage*)thisx)

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@ -6,7 +6,7 @@
#include "z_dm_ravine.h" #include "z_dm_ravine.h"
#define FLAGS 0x00000030 #define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((DmRavine*)thisx) #define THIS ((DmRavine*)thisx)

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@ -7,7 +7,7 @@
#include "z_dm_sa.h" #include "z_dm_sa.h"
#include "objects/object_stk/object_stk.h" #include "objects/object_stk/object_stk.h"
#define FLAGS 0x00000030 #define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((DmSa*)thisx) #define THIS ((DmSa*)thisx)

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@ -7,7 +7,7 @@
#include "z_dm_statue.h" #include "z_dm_statue.h"
#include "objects/object_smtower/object_smtower.h" #include "objects/object_smtower/object_smtower.h"
#define FLAGS 0x04000030 #define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_4000000)
#define THIS ((DmStatue*)thisx) #define THIS ((DmStatue*)thisx)

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@ -9,7 +9,7 @@
#include "objects/object_stk2/object_stk2.h" #include "objects/object_stk2/object_stk2.h"
#include "objects/object_stk3/object_stk3.h" #include "objects/object_stk3/object_stk3.h"
#define FLAGS 0x02000030 #define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_2000000)
#define THIS ((DmStk*)thisx) #define THIS ((DmStk*)thisx)
@ -1477,7 +1477,7 @@ void func_80AA2720(DmStk* this, GlobalContext* globalCtx) {
if (globalCtx->csCtx.state == 0) { if (globalCtx->csCtx.state == 0) {
func_80AA1AF8(this, globalCtx); func_80AA1AF8(this, globalCtx);
this->actor.flags |= 1; this->actor.flags |= ACTOR_FLAG_1;
this->unk_328++; this->unk_328++;
if (this->unk_328 > 800) { if (this->unk_328 > 800) {
this->unk_328 = 0; this->unk_328 = 0;
@ -1495,7 +1495,7 @@ void func_80AA2720(DmStk* this, GlobalContext* globalCtx) {
void func_80AA27EC(DmStk* this, GlobalContext* globalCtx) { void func_80AA27EC(DmStk* this, GlobalContext* globalCtx) {
if (globalCtx->csCtx.state == 0) { if (globalCtx->csCtx.state == 0) {
func_80AA1AF8(this, globalCtx); func_80AA1AF8(this, globalCtx);
this->actor.flags |= 1; this->actor.flags |= ACTOR_FLAG_1;
if (this->unk_2E0 == 33) { if (this->unk_2E0 == 33) {
this->actor.targetArrowOffset = 3100.0f; this->actor.targetArrowOffset = 3100.0f;

View File

@ -6,7 +6,7 @@
#include "z_dm_tag.h" #include "z_dm_tag.h"
#define FLAGS 0x00000010 #define FLAGS (ACTOR_FLAG_10)
#define THIS ((DmTag*)thisx) #define THIS ((DmTag*)thisx)

View File

@ -6,7 +6,7 @@
#include "z_dm_tsg.h" #include "z_dm_tsg.h"
#define FLAGS 0x00000030 #define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((DmTsg*)thisx) #define THIS ((DmTsg*)thisx)

View File

@ -6,7 +6,7 @@
#include "z_dm_zl.h" #include "z_dm_zl.h"
#define FLAGS 0x00000010 #define FLAGS (ACTOR_FLAG_10)
#define THIS ((DmZl*)thisx) #define THIS ((DmZl*)thisx)

View File

@ -7,7 +7,7 @@
#include "z_door_ana.h" #include "z_door_ana.h"
#include "objects/gameplay_field_keep/gameplay_field_keep.h" #include "objects/gameplay_field_keep/gameplay_field_keep.h"
#define FLAGS 0x02000000 #define FLAGS (ACTOR_FLAG_2000000)
#define THIS ((DoorAna*)thisx) #define THIS ((DoorAna*)thisx)
@ -71,7 +71,7 @@ void DoorAna_Init(Actor* thisx, GlobalContext* globalCtx) {
if (grottoType == DOORANA_TYPE_HIDDEN) { if (grottoType == DOORANA_TYPE_HIDDEN) {
Collider_InitAndSetCylinder(globalCtx, &this->bombCollider, &this->actor, &sCylinderInit); Collider_InitAndSetCylinder(globalCtx, &this->bombCollider, &this->actor, &sCylinderInit);
} else { } else {
this->actor.flags |= 0x10; // always update this->actor.flags |= ACTOR_FLAG_10; // always update
} }
Actor_SetScale(&this->actor, 0); Actor_SetScale(&this->actor, 0);
@ -99,9 +99,9 @@ void DoorAna_WaitClosed(DoorAna* this, GlobalContext* globalCtx) {
if (grottoType == DOORANA_TYPE_UNK) { if (grottoType == DOORANA_TYPE_UNK) {
// in OOT decomp its marked as open with storms, but does not seem to open with storms in MM // in OOT decomp its marked as open with storms, but does not seem to open with storms in MM
if ((this->actor.xyzDistToPlayerSq < 40000.0f) && (EnvFlags_Get(globalCtx, 5))) { if ((this->actor.xyzDistToPlayerSq < SQ(200.0f)) && (EnvFlags_Get(globalCtx, 5))) {
grottoIsOpen = 1; grottoIsOpen = 1;
this->actor.flags &= ~0x10; // always update OFF this->actor.flags &= ~ACTOR_FLAG_10; // always update OFF
} }
} else { } else {

View File

@ -6,7 +6,7 @@
#include "z_door_shutter.h" #include "z_door_shutter.h"
#define FLAGS 0x00000010 #define FLAGS (ACTOR_FLAG_10)
#define THIS ((DoorShutter*)thisx) #define THIS ((DoorShutter*)thisx)

View File

@ -12,7 +12,7 @@
#include "objects/object_ikninside_obj/object_ikninside_obj.h" #include "objects/object_ikninside_obj/object_ikninside_obj.h"
#include "objects/object_danpei_object/object_danpei_object.h" #include "objects/object_danpei_object/object_danpei_object.h"
#define FLAGS 0x00000010 #define FLAGS (ACTOR_FLAG_10)
#define THIS ((DoorSpiral*)thisx) #define THIS ((DoorSpiral*)thisx)
@ -125,7 +125,7 @@ s32 DoorSpiral_SetSpiralType(DoorSpiral* this, GlobalContext* globalCtx) {
this->spiralType = SPIRAL_WOODFALL_TEMPLE_ALT; this->spiralType = SPIRAL_WOODFALL_TEMPLE_ALT;
} }
this->actor.flags |= 0x10000000; this->actor.flags |= ACTOR_FLAG_10000000;
} }
DoorSpiral_SetupAction(this, DoorSpiral_Wait); DoorSpiral_SetupAction(this, DoorSpiral_Wait);

View File

@ -6,7 +6,7 @@
#include "z_eff_change.h" #include "z_eff_change.h"
#define FLAGS 0x00000010 #define FLAGS (ACTOR_FLAG_10)
#define THIS ((EffChange*)thisx) #define THIS ((EffChange*)thisx)

View File

@ -8,7 +8,7 @@
#include "objects/gameplay_keep/gameplay_keep.h" #include "objects/gameplay_keep/gameplay_keep.h"
#include "system_malloc.h" #include "system_malloc.h"
#define FLAGS 0x00000030 #define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((EffDust*)thisx) #define THIS ((EffDust*)thisx)

View File

@ -6,7 +6,7 @@
#include "z_eff_kamejima_wave.h" #include "z_eff_kamejima_wave.h"
#define FLAGS 0x00000010 #define FLAGS (ACTOR_FLAG_10)
#define THIS ((EffKamejimaWave*)thisx) #define THIS ((EffKamejimaWave*)thisx)

View File

@ -6,7 +6,7 @@
#include "z_eff_lastday.h" #include "z_eff_lastday.h"
#define FLAGS 0x00000030 #define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((EffLastday*)thisx) #define THIS ((EffLastday*)thisx)

View File

@ -6,7 +6,7 @@
#include "z_eff_stk.h" #include "z_eff_stk.h"
#define FLAGS 0x00000030 #define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((EffStk*)thisx) #define THIS ((EffStk*)thisx)

View File

@ -6,7 +6,7 @@
#include "z_eff_zoraband.h" #include "z_eff_zoraband.h"
#define FLAGS 0x00000030 #define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((EffZoraband*)thisx) #define THIS ((EffZoraband*)thisx)

View File

@ -6,7 +6,7 @@
#include "z_elf_msg.h" #include "z_elf_msg.h"
#define FLAGS 0x00000010 #define FLAGS (ACTOR_FLAG_10)
#define THIS ((ElfMsg*)thisx) #define THIS ((ElfMsg*)thisx)

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@ -6,7 +6,7 @@
#include "z_elf_msg2.h" #include "z_elf_msg2.h"
#define FLAGS 0x00000010 #define FLAGS (ACTOR_FLAG_10)
#define THIS ((ElfMsg2*)thisx) #define THIS ((ElfMsg2*)thisx)

View File

@ -6,7 +6,7 @@
#include "z_elf_msg3.h" #include "z_elf_msg3.h"
#define FLAGS 0x00000010 #define FLAGS (ACTOR_FLAG_10)
#define THIS ((ElfMsg3*)thisx) #define THIS ((ElfMsg3*)thisx)

View File

@ -6,7 +6,7 @@
#include "z_elf_msg4.h" #include "z_elf_msg4.h"
#define FLAGS 0x00000010 #define FLAGS (ACTOR_FLAG_10)
#define THIS ((ElfMsg4*)thisx) #define THIS ((ElfMsg4*)thisx)

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