diff options
Diffstat (limited to 'src/code')
| -rw-r--r-- | src/code/z_actor.c | 52 | ||||
| -rw-r--r-- | src/code/z_en_a_keep.c | 8 | ||||
| -rw-r--r-- | src/code/z_en_item00.c | 10 | ||||
| -rw-r--r-- | src/code/z_player_lib.c | 4 |
4 files changed, 37 insertions, 37 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c index 112ff7db8..5cdb8b293 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -188,7 +188,7 @@ void ActorShadow_DrawFeet(Actor* actor, Lights* lights, GlobalContext* globalCtx floorHeightPtr++; } - if (!(actor->bgCheckFlags & 1)) { + if (!(actor->bgCheckFlags & BGCHECKFLAG_GROUND)) { actor->shape.feetFloorFlags = 0; } else if (actor->shape.feetFloorFlags == 3) { f32 footDistY = actor->shape.feetPos[FOOT_LEFT].y - actor->shape.feetPos[FOOT_RIGHT].y; @@ -1153,9 +1153,9 @@ s32 Actor_ActorAIsFacingAndNearActorB(Actor* actorA, Actor* actorB, f32 range, s } s32 func_8002E234(Actor* actor, f32 arg1, s32 arg2) { - if ((actor->bgCheckFlags & 0x1) && (arg1 < -11.0f)) { - actor->bgCheckFlags &= ~0x1; - actor->bgCheckFlags |= 0x4; + if ((actor->bgCheckFlags & BGCHECKFLAG_GROUND) && (arg1 < -11.0f)) { + actor->bgCheckFlags &= ~BGCHECKFLAG_GROUND; + actor->bgCheckFlags |= BGCHECKFLAG_GROUND_LEAVE; if ((actor->velocity.y < 0.0f) && (arg2 & 0x10)) { actor->velocity.y = 0.0f; @@ -1175,7 +1175,7 @@ s32 func_8002E2AC(GlobalContext* globalCtx, Actor* actor, Vec3f* arg2, s32 arg3) actor->floorHeight = BgCheck_EntityRaycastFloor5(globalCtx, &globalCtx->colCtx, &actor->floorPoly, &floorBgId, actor, arg2); - actor->bgCheckFlags &= ~0x0086; + actor->bgCheckFlags &= ~(BGCHECKFLAG_GROUND_TOUCH | BGCHECKFLAG_GROUND_LEAVE | BGCHECKFLAG_GROUND_STRICT); if (actor->floorHeight <= BGCHECK_Y_MIN) { return func_8002E234(actor, BGCHECK_Y_MIN, arg3); @@ -1185,12 +1185,12 @@ s32 func_8002E2AC(GlobalContext* globalCtx, Actor* actor, Vec3f* arg2, s32 arg3) actor->floorBgId = floorBgId; if (floorHeightDiff >= 0.0f) { // actor is on or below the ground - actor->bgCheckFlags |= 0x80; + actor->bgCheckFlags |= BGCHECKFLAG_GROUND_STRICT; - if (actor->bgCheckFlags & 0x10) { + if (actor->bgCheckFlags & BGCHECKFLAG_CEILING) { if (floorBgId != sCurCeilingBgId) { if (floorHeightDiff > 15.0f) { - actor->bgCheckFlags |= 0x100; + actor->bgCheckFlags |= BGCHECKFLAG_CRUSHED; } } else { actor->world.pos.x = actor->prevPos.x; @@ -1201,19 +1201,19 @@ s32 func_8002E2AC(GlobalContext* globalCtx, Actor* actor, Vec3f* arg2, s32 arg3) actor->world.pos.y = actor->floorHeight; if (actor->velocity.y <= 0.0f) { - if (!(actor->bgCheckFlags & 0x1)) { - actor->bgCheckFlags |= 0x2; + if (!(actor->bgCheckFlags & BGCHECKFLAG_GROUND)) { + actor->bgCheckFlags |= BGCHECKFLAG_GROUND_TOUCH; } else if ((arg3 & 0x8) && (actor->gravity < 0.0f)) { actor->velocity.y = -4.0f; } else { actor->velocity.y = 0.0f; } - actor->bgCheckFlags |= 0x1; + actor->bgCheckFlags |= BGCHECKFLAG_GROUND; func_80043334(&globalCtx->colCtx, actor, actor->floorBgId); } } else { // actor is above ground - if ((actor->bgCheckFlags & 0x1) && (floorHeightDiff >= -11.0f)) { + if ((actor->bgCheckFlags & BGCHECKFLAG_GROUND) && (floorHeightDiff >= -11.0f)) { func_80043334(&globalCtx->colCtx, actor, actor->floorBgId); } @@ -1237,7 +1237,7 @@ void Actor_UpdateBgCheckInfo(GlobalContext* globalCtx, Actor* actor, f32 wallChe sp74 = actor->world.pos.y - actor->prevPos.y; - if ((actor->floorBgId != BGCHECK_SCENE) && (actor->bgCheckFlags & 1)) { + if ((actor->floorBgId != BGCHECK_SCENE) && (actor->bgCheckFlags & BGCHECKFLAG_GROUND)) { func_800433A4(&globalCtx->colCtx, actor->floorBgId, actor); } @@ -1251,10 +1251,10 @@ void Actor_UpdateBgCheckInfo(GlobalContext* globalCtx, Actor* actor, f32 wallChe wallPoly = actor->wallPoly; Math_Vec3f_Copy(&actor->world.pos, &sp64); actor->wallYaw = Math_Atan2S(wallPoly->normal.z, wallPoly->normal.x); - actor->bgCheckFlags |= 8; + actor->bgCheckFlags |= BGCHECKFLAG_WALL; actor->wallBgId = bgId; } else { - actor->bgCheckFlags &= ~8; + actor->bgCheckFlags &= ~BGCHECKFLAG_WALL; } } @@ -1265,10 +1265,10 @@ void Actor_UpdateBgCheckInfo(GlobalContext* globalCtx, Actor* actor, f32 wallChe sp64.y = actor->prevPos.y + 10.0f; if (BgCheck_EntityCheckCeiling(&globalCtx->colCtx, &sp58, &sp64, (ceilingCheckHeight + sp74) - 10.0f, &sCurCeilingPoly, &sCurCeilingBgId, actor)) { - actor->bgCheckFlags |= 0x10; + actor->bgCheckFlags |= BGCHECKFLAG_CEILING; actor->world.pos.y = (sp58 + sp74) - 10.0f; } else { - actor->bgCheckFlags &= ~0x10; + actor->bgCheckFlags &= ~BGCHECKFLAG_CEILING; } } @@ -1280,10 +1280,10 @@ void Actor_UpdateBgCheckInfo(GlobalContext* globalCtx, Actor* actor, f32 wallChe &waterBoxYSurface, &waterBox)) { actor->yDistToWater = waterBoxYSurface - actor->world.pos.y; if (actor->yDistToWater < 0.0f) { - actor->bgCheckFlags &= ~0x60; + actor->bgCheckFlags &= ~(BGCHECKFLAG_WATER | BGCHECKFLAG_WATER_TOUCH); } else { - if (!(actor->bgCheckFlags & 0x20)) { - actor->bgCheckFlags |= 0x40; + if (!(actor->bgCheckFlags & BGCHECKFLAG_WATER)) { + actor->bgCheckFlags |= BGCHECKFLAG_WATER_TOUCH; if (!(flags & 0x40)) { ripplePos.x = actor->world.pos.x; ripplePos.y = waterBoxYSurface; @@ -1293,10 +1293,10 @@ void Actor_UpdateBgCheckInfo(GlobalContext* globalCtx, Actor* actor, f32 wallChe EffectSsGRipple_Spawn(globalCtx, &ripplePos, 100, 500, 8); } } - actor->bgCheckFlags |= 0x20; + actor->bgCheckFlags |= BGCHECKFLAG_WATER; } } else { - actor->bgCheckFlags &= ~0x60; + actor->bgCheckFlags &= ~(BGCHECKFLAG_WATER | BGCHECKFLAG_WATER_TOUCH); actor->yDistToWater = BGCHECK_Y_MIN; } } @@ -1699,7 +1699,7 @@ void Audio_PlayActorSound2(Actor* actor, u16 sfxId) { void func_8002F850(GlobalContext* globalCtx, Actor* actor) { s32 sfxId; - if (actor->bgCheckFlags & 0x20) { + if (actor->bgCheckFlags & BGCHECKFLAG_WATER) { if (actor->yDistToWater < 20.0f) { sfxId = NA_SE_PL_WALK_WATER0 - SFX_FLAG; } else { @@ -3420,7 +3420,7 @@ s16 Actor_TestFloorInDirection(Actor* actor, GlobalContext* globalCtx, f32 dista Math_Vec3f_Copy(&actor->world.pos, &prevActorPos); - ret = actor->bgCheckFlags & 1; + ret = actor->bgCheckFlags & BGCHECKFLAG_GROUND; actor->bgCheckFlags = prevBgCheckFlags; return ret; @@ -3936,10 +3936,10 @@ s32 func_80035124(Actor* actor, GlobalContext* globalCtx) { case 0: if (Actor_HasParent(actor, globalCtx)) { actor->params = 1; - } else if (!(actor->bgCheckFlags & 1)) { + } else if (!(actor->bgCheckFlags & BGCHECKFLAG_GROUND)) { Actor_MoveForward(actor); Math_SmoothStepToF(&actor->speedXZ, 0.0f, 1.0f, 0.1f, 0.0f); - } else if ((actor->bgCheckFlags & 2) && (actor->velocity.y < -4.0f)) { + } else if ((actor->bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) && (actor->velocity.y < -4.0f)) { ret = 1; } else { actor->shape.rot.x = actor->shape.rot.z = 0; diff --git a/src/code/z_en_a_keep.c b/src/code/z_en_a_keep.c index 91f21648a..20aa5d4d7 100644 --- a/src/code/z_en_a_keep.c +++ b/src/code/z_en_a_keep.c @@ -278,18 +278,18 @@ void EnAObj_BoulderFragment(EnAObj* this, GlobalContext* globalCtx) { this->dyna.actor.shape.rot.x += this->dyna.actor.world.rot.x >> 1; this->dyna.actor.shape.rot.z += this->dyna.actor.world.rot.z >> 1; - if (this->dyna.actor.speedXZ != 0.0f && this->dyna.actor.bgCheckFlags & 0x8) { + if (this->dyna.actor.speedXZ != 0.0f && this->dyna.actor.bgCheckFlags & BGCHECKFLAG_WALL) { this->dyna.actor.world.rot.y = this->dyna.actor.wallYaw - this->dyna.actor.world.rot.y + this->dyna.actor.wallYaw - 0x8000; if (1) {} - this->dyna.actor.bgCheckFlags &= ~0x8; + this->dyna.actor.bgCheckFlags &= ~BGCHECKFLAG_WALL; } - if (this->dyna.actor.bgCheckFlags & 0x2) { + if (this->dyna.actor.bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) { if (this->dyna.actor.velocity.y < -8.0f) { this->dyna.actor.velocity.y *= -0.6f; this->dyna.actor.speedXZ *= 0.6f; - this->dyna.actor.bgCheckFlags &= ~0x3; + this->dyna.actor.bgCheckFlags &= ~(BGCHECKFLAG_GROUND | BGCHECKFLAG_GROUND_TOUCH); } else { Actor_Kill(&this->dyna.actor); } diff --git a/src/code/z_en_item00.c b/src/code/z_en_item00.c index 794a62659..3a122b4cc 100644 --- a/src/code/z_en_item00.c +++ b/src/code/z_en_item00.c @@ -597,7 +597,7 @@ void func_8001DFC8(EnItem00* this, GlobalContext* globalCtx) { } } - if ((this->actor.gravity != 0.0f) && !(this->actor.bgCheckFlags & 0x0001)) { + if ((this->actor.gravity != 0.0f) && !(this->actor.bgCheckFlags & BGCHECKFLAG_GROUND)) { EnItem00_SetupAction(this, func_8001E1C8); } } @@ -618,14 +618,14 @@ void func_8001E1C8(EnItem00* this, GlobalContext* globalCtx) { &sEffectEnvColor); } - if (this->actor.bgCheckFlags & 0x0003) { + if (this->actor.bgCheckFlags & (BGCHECKFLAG_GROUND | BGCHECKFLAG_GROUND_TOUCH)) { originalVelocity = this->actor.velocity.y; if (originalVelocity > -2.0f) { EnItem00_SetupAction(this, func_8001DFC8); this->actor.velocity.y = 0.0f; } else { this->actor.velocity.y = originalVelocity * -0.8f; - this->actor.bgCheckFlags &= ~1; + this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND; } } } @@ -677,7 +677,7 @@ void func_8001E304(EnItem00* this, GlobalContext* globalCtx) { &sEffectEnvColor); } - if (this->actor.bgCheckFlags & 0x0003) { + if (this->actor.bgCheckFlags & (BGCHECKFLAG_GROUND | BGCHECKFLAG_GROUND_TOUCH)) { EnItem00_SetupAction(this, func_8001DFC8); this->actor.shape.rot.z = 0; this->actor.velocity.y = 0.0f; @@ -746,7 +746,7 @@ void EnItem00_Update(Actor* thisx, GlobalContext* globalCtx) { this->actor.scale.y = this->actor.scale.x; if (this->actor.gravity) { - if (this->actor.bgCheckFlags & 0x0003) { + if (this->actor.bgCheckFlags & (BGCHECKFLAG_GROUND | BGCHECKFLAG_GROUND_TOUCH)) { if (*temp != globalCtx->gameplayFrames) { D_80157D90 = globalCtx->gameplayFrames; D_80157D94[0] = 0; diff --git a/src/code/z_player_lib.c b/src/code/z_player_lib.c index 7dec7c8df..3571f0182 100644 --- a/src/code/z_player_lib.c +++ b/src/code/z_player_lib.c @@ -436,7 +436,7 @@ void func_8008EDF0(Player* this) { } void func_8008EE08(Player* this) { - if ((this->actor.bgCheckFlags & 1) || + if ((this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) || (this->stateFlags1 & (PLAYER_STATE1_21 | PLAYER_STATE1_23 | PLAYER_STATE1_27)) || (!(this->stateFlags1 & (PLAYER_STATE1_18 | PLAYER_STATE1_19)) && ((this->actor.world.pos.y - this->actor.floorHeight) < 100.0f))) { @@ -619,7 +619,7 @@ s32 func_8008F2F8(GlobalContext* globalCtx) { var = 0; } else if ((this->unk_840 > 80) && ((this->currentBoots == PLAYER_BOOTS_IRON) || (this->unk_840 >= 300))) { // Deep underwater - var = ((this->currentBoots == PLAYER_BOOTS_IRON) && (this->actor.bgCheckFlags & 1)) ? 1 : 3; + var = ((this->currentBoots == PLAYER_BOOTS_IRON) && (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND)) ? 1 : 3; } else if (this->stateFlags1 & PLAYER_STATE1_27) { // Swimming var = 2; } else { |
