diff --git a/include/player_state.h b/include/player_state.h index 299937815..43b41be3d 100644 --- a/include/player_state.h +++ b/include/player_state.h @@ -84,3 +84,22 @@ enum PlayerState3 PLAYER_STATE3_HOOKSHOT = 1 << 7, // 0x00000080 }; +enum BgFlag +{ + BG_STATE_0 = 1 << 0, // 0x00000001 + BG_STATE_1 = 1 << 1, // 0x00000002 + BG_STATE_2 = 1 << 2, // 0x00000004 + BG_STATE_3 = 1 << 3, // 0x00000008 + BG_STATE_4 = 1 << 4, // 0x00000010 + BG_STATE_5 = 1 << 5, // 0x00000020 + BG_STATE_6 = 1 << 6, // 0x00000040 + BG_STATE_7 = 1 << 7, // 0x00000080 + BG_STATE_8 = 1 << 8, // 0x00000100 + BG_STATE_9 = 1 << 9, // 0x00000200 + BG_STATE_10 = 1 << 10, // 0x00000400 + BG_STATE_11 = 1 << 11, // 0x00000800 + BG_STATE_12 = 1 << 12, // 0x00001000 + BG_STATE_13 = 1 << 13, // 0x00002000 + BG_STATE_14 = 1 << 14, // 0x00004000 + BG_STATE_15 = 1 << 15 // 0x00008000 +}; diff --git a/src/code/z_actor.cpp b/src/code/z_actor.cpp index 9f8956b29..1969b7e4a 100644 --- a/src/code/z_actor.cpp +++ b/src/code/z_actor.cpp @@ -257,7 +257,7 @@ void ActorShadow_DrawFeet(Actor* actor, Lights* lights, GlobalContext* globalCtx floorHeightPtr++; } - if(!(actor->bgCheckFlags & 1)) + if(!(actor->bgCheckFlags & BG_STATE_0)) { actor->shape.feetFloorFlags = 0; } @@ -1389,10 +1389,10 @@ 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)) + if((actor->bgCheckFlags & BG_STATE_0) && (arg1 < -11.0f)) { - actor->bgCheckFlags &= ~0x1; - actor->bgCheckFlags |= 0x4; + actor->bgCheckFlags &= ~BG_STATE_0; + actor->bgCheckFlags |= BG_STATE_2; if((actor->velocity.y < 0.0f) && (arg2 & 0x10)) { @@ -1413,7 +1413,7 @@ s32 func_8002E2AC(GlobalContext* globalCtx, Actor* actor, Vec3f* arg2, s32 arg3) arg2->y += 50.0f; actor->floorHeight = BgCheck_EntityRaycastFloor5(globalCtx, &globalCtx->colCtx, &actor->floorPoly, &floorBgId, actor, arg2); - actor->bgCheckFlags &= ~0x0086; + actor->bgCheckFlags &= ~(BG_STATE_1 | BG_STATE_2 | BG_STATE_7); if(actor->floorHeight <= BGCHECK_Y_MIN) { @@ -1425,15 +1425,15 @@ s32 func_8002E2AC(GlobalContext* globalCtx, Actor* actor, Vec3f* arg2, s32 arg3) if(floorHeightDiff >= 0.0f) { // actor is on or below the ground - actor->bgCheckFlags |= 0x80; + actor->bgCheckFlags |= BG_STATE_7; - if(actor->bgCheckFlags & 0x10) + if(actor->bgCheckFlags & BG_STATE_4) { if(floorBgId != sCurCeilingBgId) { if(floorHeightDiff > 15.0f) { - actor->bgCheckFlags |= 0x100; + actor->bgCheckFlags |= BG_STATE_8; } } else @@ -1447,9 +1447,9 @@ s32 func_8002E2AC(GlobalContext* globalCtx, Actor* actor, Vec3f* arg2, s32 arg3) if(actor->velocity.y <= 0.0f) { - if(!(actor->bgCheckFlags & 0x1)) + if(!(actor->bgCheckFlags & BG_STATE_0)) { - actor->bgCheckFlags |= 0x2; + actor->bgCheckFlags |= BG_STATE_1; } else if((arg3 & 0x8) && (actor->gravity < 0.0f)) { @@ -1460,13 +1460,13 @@ s32 func_8002E2AC(GlobalContext* globalCtx, Actor* actor, Vec3f* arg2, s32 arg3) actor->velocity.y = 0.0f; } - actor->bgCheckFlags |= 0x1; + actor->bgCheckFlags |= BG_STATE_0; func_80043334(&globalCtx->colCtx, actor, actor->floorBgId); } } else { // actor is above ground - if((actor->bgCheckFlags & 0x1) && (floorHeightDiff >= -11.0f)) + if((actor->bgCheckFlags & BG_STATE_0) && (floorHeightDiff >= -11.0f)) { func_80043334(&globalCtx->colCtx, actor, actor->floorBgId); } @@ -1491,7 +1491,7 @@ 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 & BG_STATE_0)) { func_800433A4(&globalCtx->colCtx, actor->floorBgId, actor); } @@ -1504,12 +1504,12 @@ 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 |= BG_STATE_3; actor->wallBgId = bgId; } else { - actor->bgCheckFlags &= ~8; + actor->bgCheckFlags &= ~BG_STATE_3; } } @@ -1521,12 +1521,12 @@ 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 |= BG_STATE_4; actor->world.pos.y = (sp58 + sp74) - 10.0f; } else { - actor->bgCheckFlags &= ~0x10; + actor->bgCheckFlags &= ~BG_STATE_4; } } @@ -1540,13 +1540,13 @@ void Actor_UpdateBgCheckInfo(GlobalContext* globalCtx, Actor* actor, f32 wallChe actor->yDistToWater = waterBoxYSurface - actor->world.pos.y; if(actor->yDistToWater < 0.0f) { - actor->bgCheckFlags &= ~0x60; + actor->bgCheckFlags &= ~(BG_STATE_5 | BG_STATE_6); } else { - if(!(actor->bgCheckFlags & 0x20)) + if(!(actor->bgCheckFlags & BG_STATE_5)) { - actor->bgCheckFlags |= 0x40; + actor->bgCheckFlags |= BG_STATE_6; if(!(flags & 0x40)) { ripplePos.x = actor->world.pos.x; @@ -1557,12 +1557,12 @@ void Actor_UpdateBgCheckInfo(GlobalContext* globalCtx, Actor* actor, f32 wallChe EffectSsGRipple_Spawn(globalCtx, &ripplePos, 100, 500, 8); } } - actor->bgCheckFlags |= 0x20; + actor->bgCheckFlags |= BG_STATE_5; } } else { - actor->bgCheckFlags &= ~0x60; + actor->bgCheckFlags &= ~(BG_STATE_5 | BG_STATE_6); actor->yDistToWater = BGCHECK_Y_MIN; } } @@ -2025,7 +2025,7 @@ void func_8002F850(GlobalContext* globalCtx, Actor* actor) { s32 sfxId; - if(actor->bgCheckFlags & 0x20) + if(actor->bgCheckFlags & BG_STATE_5) { if(actor->yDistToWater < 20.0f) { @@ -3987,7 +3987,7 @@ s16 Actor_TestFloorInDirection(Actor* actor, GlobalContext* globalCtx, f32 dista Math_Vec3f_Copy(&actor->world.pos, &prevActorPos); - ret = actor->bgCheckFlags & 1; + ret = actor->bgCheckFlags & BG_STATE_0; actor->bgCheckFlags = prevBgCheckFlags; return ret; @@ -4557,12 +4557,12 @@ s32 func_80035124(Actor* actor, GlobalContext* globalCtx) { actor->params = 1; } - else if(!(actor->bgCheckFlags & 1)) + else if(!(actor->bgCheckFlags & BG_STATE_0)) { 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 & BG_STATE_1) && (actor->velocity.y < -4.0f)) { ret = 1; } diff --git a/src/code/z_en_a_keep.cpp b/src/code/z_en_a_keep.cpp index ab7961c6b..fe4e03f9e 100644 --- a/src/code/z_en_a_keep.cpp +++ b/src/code/z_en_a_keep.cpp @@ -3,6 +3,7 @@ #include "z64global.h" #include "sfx.h" #include "vt.h" +#include "player_state.h" #include "def/graph.h" // FORCE #include "def/sys_matrix.h" #include "def/z_actor.h" @@ -316,19 +317,19 @@ void EnAObj_BoulderFragment(EnAObj* pthis, GlobalContext* globalCtx) pthis->dyna.actor.shape.rot.x += pthis->dyna.actor.world.rot.x >> 1; pthis->dyna.actor.shape.rot.z += pthis->dyna.actor.world.rot.z >> 1; - if(pthis->dyna.actor.speedXZ != 0.0f && pthis->dyna.actor.bgCheckFlags & 0x8) + if(pthis->dyna.actor.speedXZ != 0.0f && pthis->dyna.actor.bgCheckFlags & BG_STATE_3) { pthis->dyna.actor.world.rot.y = pthis->dyna.actor.wallYaw - pthis->dyna.actor.world.rot.y + pthis->dyna.actor.wallYaw - 0x8000; - pthis->dyna.actor.bgCheckFlags &= ~0x8; + pthis->dyna.actor.bgCheckFlags &= ~BG_STATE_3; } - if(pthis->dyna.actor.bgCheckFlags & 0x2) + if(pthis->dyna.actor.bgCheckFlags & BG_STATE_1) { if(pthis->dyna.actor.velocity.y < -8.0f) { pthis->dyna.actor.velocity.y *= -0.6f; pthis->dyna.actor.speedXZ *= 0.6f; - pthis->dyna.actor.bgCheckFlags &= ~0x3; + pthis->dyna.actor.bgCheckFlags &= ~(BG_STATE_0 | BG_STATE_1); } else { diff --git a/src/code/z_en_item00.cpp b/src/code/z_en_item00.cpp index 155d3cac1..322fc0591 100644 --- a/src/code/z_en_item00.cpp +++ b/src/code/z_en_item00.cpp @@ -5,6 +5,7 @@ #include "overlays/actors/ovl_En_Elf/z_en_elf.h" #include "overlays/effects/ovl_Effect_Ss_Dead_Sound/z_eff_ss_dead_sound.h" #include "sfx.h" +#include "player_state.h" #include "z64item.h" #include "z64player.h" #include "z64save.h" @@ -623,7 +624,7 @@ void func_8001DFC8(EnItem00* pthis, GlobalContext* globalCtx) } } - if((pthis->actor.gravity != 0.0f) && !(pthis->actor.bgCheckFlags & 0x0001)) + if((pthis->actor.gravity != 0.0f) && !(pthis->actor.bgCheckFlags & BG_STATE_0)) { EnItem00_SetupAction(pthis, func_8001E1C8); } @@ -647,7 +648,7 @@ void func_8001E1C8(EnItem00* pthis, GlobalContext* globalCtx) EffectSsKiraKira_SpawnSmall(globalCtx, &effectPos, &sEffectVelocity, &sEffectAccel, &sEffectPrimColor, &sEffectEnvColor); } - if(pthis->actor.bgCheckFlags & 0x0003) + if(pthis->actor.bgCheckFlags & (BG_STATE_0 | BG_STATE_1)) { originalVelocity = pthis->actor.velocity.y; if(originalVelocity > -2.0f) @@ -658,7 +659,7 @@ void func_8001E1C8(EnItem00* pthis, GlobalContext* globalCtx) else { pthis->actor.velocity.y = originalVelocity * -0.8f; - pthis->actor.bgCheckFlags &= ~1; + pthis->actor.bgCheckFlags &= ~BG_STATE_0; } } } @@ -719,7 +720,7 @@ void func_8001E304(EnItem00* pthis, GlobalContext* globalCtx) EffectSsKiraKira_SpawnSmall(globalCtx, &pos, &sEffectVelocity, &sEffectAccel, &sEffectPrimColor, &sEffectEnvColor); } - if(pthis->actor.bgCheckFlags & 0x0003) + if(pthis->actor.bgCheckFlags & (BG_STATE_0 | BG_STATE_1)) { EnItem00_SetupAction(pthis, func_8001DFC8); pthis->actor.shape.rot.z = 0; @@ -803,7 +804,7 @@ void EnItem00_Update(Actor* pthisx, GlobalContext* globalCtx) if(pthis->actor.gravity) { - if(pthis->actor.bgCheckFlags & 0x0003) + if(pthis->actor.bgCheckFlags & (BG_STATE_0 | BG_STATE_1)) { if(*temp != globalCtx->gameplayFrames) { diff --git a/src/code/z_player_lib.cpp b/src/code/z_player_lib.cpp index f3861fdd0..2315ffb97 100644 --- a/src/code/z_player_lib.cpp +++ b/src/code/z_player_lib.cpp @@ -491,7 +491,7 @@ void Player_ClearZTarget(Player* pthis) void func_8008EE08(Player* pthis) { - if((pthis->actor.bgCheckFlags & 1) || (pthis->stateFlags1 & (PLAYER_STATE1_21 | PLAYER_STATE_HORSE_MOUNTED | PLAYER_STATE_SWIMMING)) || + if((pthis->actor.bgCheckFlags & BG_STATE_0) || (pthis->stateFlags1 & (PLAYER_STATE1_21 | PLAYER_STATE_HORSE_MOUNTED | PLAYER_STATE_SWIMMING)) || (!(pthis->stateFlags1 & (PLAYER_STATE1_18 | PLAYER_STATE1_19)) && ((pthis->actor.world.pos.y - pthis->actor.floorHeight) < 100.0f))) { pthis->stateFlags1 &= ~(PLAYER_STATE1_15 | PLAYER_STATE1_16 | PLAYER_STATE1_17 | PLAYER_STATE1_18 | PLAYER_STATE1_19 | PLAYER_STATE1_30); @@ -723,7 +723,7 @@ s32 Player_GetRoomTimer(GlobalContext* globalCtx) } else if((pthis->unk_840 > 80) && ((pthis->currentBoots == PLAYER_BOOTS_IRON) || (pthis->unk_840 >= 300))) { // Deep underwater - var = ((pthis->currentBoots == PLAYER_BOOTS_IRON) && (pthis->actor.bgCheckFlags & 1)) ? SCENE_ROOMTIMER_DEEP_UNDERWATER : 3; + var = ((pthis->currentBoots == PLAYER_BOOTS_IRON) && (pthis->actor.bgCheckFlags & BG_STATE_0)) ? SCENE_ROOMTIMER_DEEP_UNDERWATER : 3; } else if(pthis->stateFlags1 & PLAYER_STATE_SWIMMING) { // Swimming diff --git a/src/overlays/actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.cpp b/src/overlays/actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.cpp index 5430f9bc7..b395cc64c 100644 --- a/src/overlays/actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.cpp +++ b/src/overlays/actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.cpp @@ -300,7 +300,7 @@ void func_808801B8(BgHakaTrap* pthis, GlobalContext* globalCtx) else if(D_80881018_47 == 3) { D_80881018_47 = 4; - player->actor.bgCheckFlags |= 0x100; + player->actor.bgCheckFlags |= BG_STATE_8; } } diff --git a/src/overlays/actors/ovl_Bg_Haka_Zou/z_bg_haka_zou.cpp b/src/overlays/actors/ovl_Bg_Haka_Zou/z_bg_haka_zou.cpp index cbf77a690..5f8e42114 100644 --- a/src/overlays/actors/ovl_Bg_Haka_Zou/z_bg_haka_zou.cpp +++ b/src/overlays/actors/ovl_Bg_Haka_Zou/z_bg_haka_zou.cpp @@ -240,13 +240,13 @@ void func_80882BDC(BgHakaZou* pthis, GlobalContext* globalCtx) pthis->dyna.actor.shape.rot.x += pthis->dyna.actor.world.rot.x; pthis->dyna.actor.shape.rot.z += pthis->dyna.actor.world.rot.z; - if(pthis->dyna.actor.bgCheckFlags & 2) + if(pthis->dyna.actor.bgCheckFlags & BG_STATE_1) { if(pthis->dyna.actor.velocity.y < -8.0f) { pthis->dyna.actor.velocity.y *= -0.6f; pthis->dyna.actor.velocity.y = CLAMP_MAX(pthis->dyna.actor.velocity.y, 10.0f); - pthis->dyna.actor.bgCheckFlags &= ~3; + pthis->dyna.actor.bgCheckFlags &= ~(BG_STATE_0 | BG_STATE_1); pthis->dyna.actor.speedXZ = 2.0f; } else diff --git a/src/overlays/actors/ovl_Bg_Heavy_Block/z_bg_heavy_block.cpp b/src/overlays/actors/ovl_Bg_Heavy_Block/z_bg_heavy_block.cpp index c5bde6352..352b672ad 100644 --- a/src/overlays/actors/ovl_Bg_Heavy_Block/z_bg_heavy_block.cpp +++ b/src/overlays/actors/ovl_Bg_Heavy_Block/z_bg_heavy_block.cpp @@ -205,7 +205,7 @@ void BgHeavyBlock_MovePiece(BgHeavyBlock* pthis, GlobalContext* globalCtx) Actor_UpdateBgCheckInfo(globalCtx, thisx, 50.0f, 50.0f, 0.0f, 5); thisx->world.pos.y -= pthis->unk_164.y; thisx->prevPos.y -= pthis->unk_164.y; - if(thisx->bgCheckFlags & 1) + if(thisx->bgCheckFlags & BG_STATE_0) { pthis->pieceFlags |= PIECE_FLAG_HIT_FLOOR; thisx->velocity.y = Rand_ZeroFloat(4.0f) + 2.0f; diff --git a/src/overlays/actors/ovl_Bg_Hidan_Dalm/z_bg_hidan_dalm.cpp b/src/overlays/actors/ovl_Bg_Hidan_Dalm/z_bg_hidan_dalm.cpp index a3a3d4ca4..430071241 100644 --- a/src/overlays/actors/ovl_Bg_Hidan_Dalm/z_bg_hidan_dalm.cpp +++ b/src/overlays/actors/ovl_Bg_Hidan_Dalm/z_bg_hidan_dalm.cpp @@ -155,8 +155,8 @@ void BgHidanDalm_Wait(BgHidanDalm* pthis, GlobalContext* globalCtx) func_8002DF54(globalCtx, &pthis->dyna.actor, 8); pthis->dyna.actor.flags |= ACTOR_FLAG_4; pthis->actionFunc = BgHidanDalm_Shrink; - pthis->dyna.actor.bgCheckFlags &= ~2; - pthis->dyna.actor.bgCheckFlags &= ~8; + pthis->dyna.actor.bgCheckFlags &= ~BG_STATE_1; + pthis->dyna.actor.bgCheckFlags &= ~BG_STATE_3; pthis->dyna.actor.speedXZ = 10.0f; Flags_SetSwitch(globalCtx, pthis->switchFlag); func_8002F7DC(&GET_PLAYER(globalCtx)->actor, NA_SE_IT_HAMMER_HIT); diff --git a/src/overlays/actors/ovl_Bg_Hidan_Rock/z_bg_hidan_rock.cpp b/src/overlays/actors/ovl_Bg_Hidan_Rock/z_bg_hidan_rock.cpp index 39c0908b7..71b890ecb 100644 --- a/src/overlays/actors/ovl_Bg_Hidan_Rock/z_bg_hidan_rock.cpp +++ b/src/overlays/actors/ovl_Bg_Hidan_Rock/z_bg_hidan_rock.cpp @@ -293,7 +293,7 @@ void func_8088B69C(BgHidanRock* pthis, GlobalContext* globalCtx) void func_8088B79C(BgHidanRock* pthis, GlobalContext* globalCtx) { pthis->timer--; - if(pthis->dyna.actor.bgCheckFlags & 2) + if(pthis->dyna.actor.bgCheckFlags & BG_STATE_1) { if(pthis->type == 0) { diff --git a/src/overlays/actors/ovl_Bg_Ice_Turara/z_bg_ice_turara.cpp b/src/overlays/actors/ovl_Bg_Ice_Turara/z_bg_ice_turara.cpp index 9ce4d9b8f..466abef73 100644 --- a/src/overlays/actors/ovl_Bg_Ice_Turara/z_bg_ice_turara.cpp +++ b/src/overlays/actors/ovl_Bg_Ice_Turara/z_bg_ice_turara.cpp @@ -183,10 +183,10 @@ void BgIceTurara_Shiver(BgIceTurara* pthis, GlobalContext* globalCtx) void BgIceTurara_Fall(BgIceTurara* pthis, GlobalContext* globalCtx) { - if((pthis->collider.base.atFlags & AT_HIT) || (pthis->dyna.actor.bgCheckFlags & 1)) + if((pthis->collider.base.atFlags & AT_HIT) || (pthis->dyna.actor.bgCheckFlags & BG_STATE_0)) { pthis->collider.base.atFlags &= ~AT_HIT; - pthis->dyna.actor.bgCheckFlags &= ~1; + pthis->dyna.actor.bgCheckFlags &= ~BG_STATE_0; if(pthis->dyna.actor.world.pos.y < pthis->dyna.actor.floorHeight) { pthis->dyna.actor.world.pos.y = pthis->dyna.actor.floorHeight; diff --git a/src/overlays/actors/ovl_Bg_Jya_Haheniron/z_bg_jya_haheniron.cpp b/src/overlays/actors/ovl_Bg_Jya_Haheniron/z_bg_jya_haheniron.cpp index ac909c02a..a35ed2e1a 100644 --- a/src/overlays/actors/ovl_Bg_Jya_Haheniron/z_bg_jya_haheniron.cpp +++ b/src/overlays/actors/ovl_Bg_Jya_Haheniron/z_bg_jya_haheniron.cpp @@ -174,7 +174,7 @@ void BgJyaHaheniron_ChairCrumble(BgJyaHaheniron* pthis, GlobalContext* globalCtx Actor_MoveForward(&pthis->actor); Actor_UpdateBgCheckInfo(globalCtx, &pthis->actor, 5.0f, 8.0f, 0.0f, 0x85); - if((pthis->actor.bgCheckFlags & 9) || ((pthis->collider.base.atFlags & AT_HIT) && (pthis->collider.base.at != NULL) && (pthis->collider.base.at->category == ACTORCAT_PLAYER))) + if((pthis->actor.bgCheckFlags & (BG_STATE_0 | BG_STATE_3)) || ((pthis->collider.base.atFlags & AT_HIT) && (pthis->collider.base.at != NULL) && (pthis->collider.base.at->category == ACTORCAT_PLAYER))) { vec.x = -Rand_ZeroOne() * pthis->actor.velocity.x; vec.y = -Rand_ZeroOne() * pthis->actor.velocity.y; diff --git a/src/overlays/actors/ovl_Bg_Mori_Hashigo/z_bg_mori_hashigo.cpp b/src/overlays/actors/ovl_Bg_Mori_Hashigo/z_bg_mori_hashigo.cpp index 53ff85fd4..4be3200b2 100644 --- a/src/overlays/actors/ovl_Bg_Mori_Hashigo/z_bg_mori_hashigo.cpp +++ b/src/overlays/actors/ovl_Bg_Mori_Hashigo/z_bg_mori_hashigo.cpp @@ -283,7 +283,7 @@ void BgMoriHashigo_LadderFall(BgMoriHashigo* pthis, GlobalContext* globalCtx) Actor* thisx = &pthis->dyna.actor; Actor_MoveForward(thisx); - if((thisx->bgCheckFlags & 1) && (thisx->velocity.y < 0.0f)) + if((thisx->bgCheckFlags & BG_STATE_0) && (thisx->velocity.y < 0.0f)) { if(pthis->bounceCounter >= ARRAY_COUNT(bounceSpeed_48)) { diff --git a/src/overlays/actors/ovl_Bg_Spot16_Bombstone/z_bg_spot16_bombstone.cpp b/src/overlays/actors/ovl_Bg_Spot16_Bombstone/z_bg_spot16_bombstone.cpp index bce8c7306..35669891f 100644 --- a/src/overlays/actors/ovl_Bg_Spot16_Bombstone/z_bg_spot16_bombstone.cpp +++ b/src/overlays/actors/ovl_Bg_Spot16_Bombstone/z_bg_spot16_bombstone.cpp @@ -531,7 +531,7 @@ void action_808B5B6C(BgSpot16Bombstone* pthis, GlobalContext* globalCtx) return; } - if(actor->bgCheckFlags & 8 || (actor->bgCheckFlags & 1 && actor->velocity.y < 0.0f)) + if(actor->bgCheckFlags & BG_STATE_3 || (actor->bgCheckFlags & BG_STATE_0 && actor->velocity.y < 0.0f)) { BgSpot16Bombstone_SpawnFragments(pthis, globalCtx); BgSpot16Bombstone_SpawnDust(pthis, globalCtx); diff --git a/src/overlays/actors/ovl_Bg_Sst_Floor/z_bg_sst_floor.cpp b/src/overlays/actors/ovl_Bg_Sst_Floor/z_bg_sst_floor.cpp index 5d248d239..7ccde1569 100644 --- a/src/overlays/actors/ovl_Bg_Sst_Floor/z_bg_sst_floor.cpp +++ b/src/overlays/actors/ovl_Bg_Sst_Floor/z_bg_sst_floor.cpp @@ -102,7 +102,7 @@ void BgSstFloor_Update(BgSstFloor* thisx, GlobalContext* globalCtx) { distFromRim = 350.0f; } - player->actor.bgCheckFlags &= ~1; + player->actor.bgCheckFlags &= ~BG_STATE_0; player->actor.velocity.y = 9.0f * distFromRim * (1.0f / 350.0f); } } @@ -119,7 +119,7 @@ void BgSstFloor_Update(BgSstFloor* thisx, GlobalContext* globalCtx) { distFromRim = 350.0f; } - item00->bgCheckFlags &= ~3; + item00->bgCheckFlags &= ~(BG_STATE_0 | BG_STATE_1); item00->velocity.y = 9.0f * distFromRim * (1.0f / 350.0f); } } diff --git a/src/overlays/actors/ovl_Boss_Dodongo/z_boss_dodongo.cpp b/src/overlays/actors/ovl_Boss_Dodongo/z_boss_dodongo.cpp index 87e5e02c6..0e92caae9 100644 --- a/src/overlays/actors/ovl_Boss_Dodongo/z_boss_dodongo.cpp +++ b/src/overlays/actors/ovl_Boss_Dodongo/z_boss_dodongo.cpp @@ -892,7 +892,7 @@ void BossDodongo_Roll(BossDodongo* pthis, GlobalContext* globalCtx) Math_SmoothStepToF(&pthis->actor.world.pos.z, sp5C->z, 1.0f, pthis->unk_1E4, 0.0f); pthis->unk_1C4 += 2000; - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { pthis->unk_228 = 7700.0f; Audio_PlayActorSound2(&pthis->actor, NA_SE_EN_DODO_K_ROLL - SFX_FLAG); diff --git a/src/overlays/actors/ovl_Boss_Fd/z_boss_fd.cpp b/src/overlays/actors/ovl_Boss_Fd/z_boss_fd.cpp index f3edac0f5..88826ad82 100644 --- a/src/overlays/actors/ovl_Boss_Fd/z_boss_fd.cpp +++ b/src/overlays/actors/ovl_Boss_Fd/z_boss_fd.cpp @@ -729,7 +729,7 @@ void BossFd_Fly(BossFd* pthis, GlobalContext* globalCtx) if(pthis->timers[1] == 0) { osSyncPrintf("BGCHECKKKKKKKKKKKKKKKKKKKKKKK\n"); - if(pthis->actor.bgCheckFlags & 0x10) + if(pthis->actor.bgCheckFlags & BG_STATE_4) { pthis->fwork[BFD_CEILING_BOUNCE] = -18384.0f; pthis->timers[1] = 10; diff --git a/src/overlays/actors/ovl_Boss_Ganon/z_boss_ganon.cpp b/src/overlays/actors/ovl_Boss_Ganon/z_boss_ganon.cpp index 1c20f0c0b..93bb51c47 100644 --- a/src/overlays/actors/ovl_Boss_Ganon/z_boss_ganon.cpp +++ b/src/overlays/actors/ovl_Boss_Ganon/z_boss_ganon.cpp @@ -4590,7 +4590,7 @@ void BossGanon_LightBall_Update(Actor* thisx, GlobalContext* globalCtx2) spBA = 4; } - if((spBA != 0) || (pthis->actor.bgCheckFlags & 1)) + if((spBA != 0) || (pthis->actor.bgCheckFlags & BG_STATE_0)) { f32 sp58; f32 sp54; diff --git a/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.cpp b/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.cpp index fe8445250..000fa66b6 100644 --- a/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.cpp +++ b/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.cpp @@ -1183,7 +1183,7 @@ void func_808FFCFC(BossGanon2* pthis, GlobalContext* globalCtx) func_80900580(pthis, globalCtx); Audio_StopSfxById(NA_SE_EN_MGANON_UNARI); } - else if((pthis->actor.bgCheckFlags & 8) && func_808FFA24(pthis, globalCtx)) + else if((pthis->actor.bgCheckFlags & BG_STATE_3) && func_808FFA24(pthis, globalCtx)) { pthis->unk_311 = false; func_80900580(pthis, globalCtx); @@ -2341,7 +2341,7 @@ void BossGanon2_Update(Actor* thisx, GlobalContext* globalCtx) if(pthis->unk_335 != 0) { Actor_UpdateBgCheckInfo(globalCtx, &pthis->actor, 60.0f, 60.0f, 100.0f, 5); - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { if(pthis->actor.velocity.y < -5.0f) { diff --git a/src/overlays/actors/ovl_Boss_Goma/z_boss_goma.cpp b/src/overlays/actors/ovl_Boss_Goma/z_boss_goma.cpp index ed32b7d5b..3539f0915 100644 --- a/src/overlays/actors/ovl_Boss_Goma/z_boss_goma.cpp +++ b/src/overlays/actors/ovl_Boss_Goma/z_boss_goma.cpp @@ -918,7 +918,7 @@ void BossGoma_Encounter(BossGoma* pthis, GlobalContext* globalCtx) Math_ApproachS(&pthis->actor.shape.rot.x, 0, 2, 0xBB8); Math_ApproachS(&pthis->actor.world.rot.y, Actor_WorldYawTowardActor(&pthis->actor, &GET_PLAYER(globalCtx)->actor), 2, 0x7D0); - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { pthis->actionState = 130; pthis->actor.velocity.y = 0.0f; @@ -1534,7 +1534,7 @@ void BossGoma_FallJump(BossGoma* pthis, GlobalContext* globalCtx) Math_ApproachS(&pthis->actor.shape.rot.x, 0, 2, 0xBB8); Math_ApproachS(&pthis->actor.world.rot.y, Actor_WorldYawTowardActor(&pthis->actor, &GET_PLAYER(globalCtx)->actor), 2, 0x7D0); - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { BossGoma_SetupFloorLand(pthis); pthis->actor.velocity.y = 0.0f; @@ -1552,7 +1552,7 @@ void BossGoma_FallStruckDown(BossGoma* pthis, GlobalContext* globalCtx) Math_ApproachS(&pthis->actor.shape.rot.x, 0, 2, 0xBB8); Math_ApproachS(&pthis->actor.world.rot.y, Actor_WorldYawTowardActor(&pthis->actor, &GET_PLAYER(globalCtx)->actor), 3, 0x7D0); - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { BossGoma_SetupFloorLandStruckDown(pthis); pthis->actor.velocity.y = 0.0f; @@ -1784,12 +1784,12 @@ void BossGoma_FloorMain(BossGoma* pthis, GlobalContext* globalCtx) } } - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { pthis->actor.velocity.y = 0.0f; } - if(pthis->actor.bgCheckFlags & 8) + if(pthis->actor.bgCheckFlags & BG_STATE_3) { BossGoma_SetupWallClimb(pthis); } @@ -1843,7 +1843,7 @@ void BossGoma_CeilingMoveToCenter(BossGoma* pthis, GlobalContext* globalCtx) Math_ApproachS(&pthis->actor.shape.rot.x, -0x8000, 3, 0x3E8); // avoid walking into a wall? - if(pthis->actor.bgCheckFlags & 8) + if(pthis->actor.bgCheckFlags & BG_STATE_3) { angle = pthis->actor.shape.rot.y + 0x8000; diff --git a/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.cpp b/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.cpp index 5bb9c1135..b1c48c5bc 100644 --- a/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.cpp +++ b/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.cpp @@ -444,7 +444,7 @@ void BossSst_HeadIntro(BossSst* pthis, GlobalContext* globalCtx) } Math_Vec3f_Copy(&sCameraAt, &player->actor.world.pos); - if(player->actor.bgCheckFlags & 2) + if(player->actor.bgCheckFlags & BG_STATE_1) { if(!pthis->ready) { @@ -1919,7 +1919,7 @@ void BossSst_HandPunch(BossSst* pthis, GlobalContext* globalCtx) pthis->actor.world.pos.x += pthis->actor.speedXZ * Math_SinS(pthis->actor.shape.rot.y); pthis->actor.world.pos.z += pthis->actor.speedXZ * Math_CosS(pthis->actor.shape.rot.y); - if(pthis->actor.bgCheckFlags & 8) + if(pthis->actor.bgCheckFlags & BG_STATE_3) { BossSst_HandSetupRetreat(pthis); } diff --git a/src/overlays/actors/ovl_Boss_Tw/z_boss_tw.cpp b/src/overlays/actors/ovl_Boss_Tw/z_boss_tw.cpp index 10a0bc3ba..829cf8518 100644 --- a/src/overlays/actors/ovl_Boss_Tw/z_boss_tw.cpp +++ b/src/overlays/actors/ovl_Boss_Tw/z_boss_tw.cpp @@ -1545,7 +1545,7 @@ void BossTw_HitByBeam(BossTw* pthis, GlobalContext* globalCtx) Actor_UpdateBgCheckInfo(globalCtx, &pthis->actor, 50.0f, 50.0f, 100.0f, 4); pthis->actor.world.pos.y += 50.0f; - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { pthis->actor.speedXZ = 0.0f; } @@ -3916,7 +3916,7 @@ void BossTw_Draw(Actor* thisx, GlobalContext* globalCtx2) diff.y = pthis->groundBlastPos2.y - player->actor.world.pos.y; diff.z = pthis->groundBlastPos2.z - player->actor.world.pos.z; - if((fabsf(diff.y) < 10.0f) && (player->actor.bgCheckFlags & 1) && (sqrtf(SQ(diff.x) + SQ(diff.z)) < (pthis->workf[UNK_F12] * 4600.0f)) && (sFreezeState == 0) && (pthis->workf[UNK_F11] > 200.0f)) + if((fabsf(diff.y) < 10.0f) && (player->actor.bgCheckFlags & BG_STATE_0) && (sqrtf(SQ(diff.x) + SQ(diff.z)) < (pthis->workf[UNK_F12] * 4600.0f)) && (sFreezeState == 0) && (pthis->workf[UNK_F11] > 200.0f)) { sFreezeState = 1; sTwinrovaPtr->timers[2] = 100; @@ -4453,7 +4453,7 @@ void BossTw_BlastFire(BossTw* pthis, GlobalContext* globalCtx) yDiff = sKoumePtr->groundBlastPos2.y - player->actor.world.pos.y; zDiff = sKoumePtr->groundBlastPos2.z - player->actor.world.pos.z; - if(!player->isBurning && (player->actor.bgCheckFlags & 1) && (fabsf(yDiff) < 10.0f) && (sqrtf(SQ(xDiff) + SQ(zDiff)) < (sKoumePtr->workf[UNK_F13] * 4550.0f))) + if(!player->isBurning && (player->actor.bgCheckFlags & BG_STATE_0) && (fabsf(yDiff) < 10.0f) && (sqrtf(SQ(xDiff) + SQ(zDiff)) < (sKoumePtr->workf[UNK_F13] * 4550.0f))) { s16 j; @@ -5904,7 +5904,7 @@ void BossTw_TwinrovaStun(BossTw* pthis, GlobalContext* globalCtx) Animation_MorphToLoop(&pthis->skelAnime, &object_tw_Anim_035030, 0.0f); } - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { pthis->actor.velocity.y = 0.0f; } diff --git a/src/overlays/actors/ovl_Boss_Va/z_boss_va.cpp b/src/overlays/actors/ovl_Boss_Va/z_boss_va.cpp index 7f05e3343..112f3194a 100644 --- a/src/overlays/actors/ovl_Boss_Va/z_boss_va.cpp +++ b/src/overlays/actors/ovl_Boss_Va/z_boss_va.cpp @@ -1560,9 +1560,9 @@ void BossVa_BodyPhase4(BossVa* pthis, GlobalContext* globalCtx) pthis->unk_1AC += 0xC31; pthis->unk_1A0 = (Math_CosS(pthis->unk_1AC) * 0.1f) + 1.0f; pthis->unk_1A4 = (Math_SinS(pthis->unk_1AC) * 0.05f) + 1.0f; - if(pthis->actor.bgCheckFlags & 8) + if(pthis->actor.bgCheckFlags & BG_STATE_3) { - pthis->actor.bgCheckFlags &= ~8; + pthis->actor.bgCheckFlags &= ~BG_STATE_3; pthis->actor.world.rot.y = (s16)Rand_CenteredFloat(30 * (0x10000 / 360)) + pthis->actor.wallYaw; } diff --git a/src/overlays/actors/ovl_Demo_Im/z_demo_im.cpp b/src/overlays/actors/ovl_Demo_Im/z_demo_im.cpp index 996130a12..e52366d33 100644 --- a/src/overlays/actors/ovl_Demo_Im/z_demo_im.cpp +++ b/src/overlays/actors/ovl_Demo_Im/z_demo_im.cpp @@ -817,7 +817,7 @@ void func_8098652C(DemoIm* pthis, GlobalContext* globalCtx) void func_80986570(DemoIm* pthis, GlobalContext* globalCtx) { - if(Animation_OnFrame(&pthis->skelAnime, 7.0f) && (pthis->actor.bgCheckFlags & 1)) + if(Animation_OnFrame(&pthis->skelAnime, 7.0f) && (pthis->actor.bgCheckFlags & BG_STATE_0)) { u32 sfxId = SFX_FLAG; diff --git a/src/overlays/actors/ovl_Door_Shutter/z_door_shutter.cpp b/src/overlays/actors/ovl_Door_Shutter/z_door_shutter.cpp index b63467eef..055abe326 100644 --- a/src/overlays/actors/ovl_Door_Shutter/z_door_shutter.cpp +++ b/src/overlays/actors/ovl_Door_Shutter/z_door_shutter.cpp @@ -691,7 +691,7 @@ void func_809975C0(DoorShutter* pthis, GlobalContext* globalCtx) { Actor_MoveForward(&pthis->dyna.actor); Actor_UpdateBgCheckInfo(globalCtx, &pthis->dyna.actor, 0.0f, 0.0f, 0.0f, 4); - if(pthis->dyna.actor.bgCheckFlags & 1) + if(pthis->dyna.actor.bgCheckFlags & BG_STATE_0) { DoorShutter_SetupAction(pthis, func_809976B8); if(!(gSaveContext.eventChkInf[7] & 1)) diff --git a/src/overlays/actors/ovl_En_Am/z_en_am.cpp b/src/overlays/actors/ovl_En_Am/z_en_am.cpp index 503ca1a29..41364f28f 100644 --- a/src/overlays/actors/ovl_En_Am/z_en_am.cpp +++ b/src/overlays/actors/ovl_En_Am/z_en_am.cpp @@ -200,7 +200,7 @@ s32 EnAm_CanMove(EnAm* pthis, GlobalContext* globalCtx, f32 distance, s16 yaw) Actor_UpdateBgCheckInfo(globalCtx, &pthis->dyna.actor, 0.0f, 0.0f, 0.0f, 4); pthis->dyna.actor.world.pos = curPos; - ret = pthis->dyna.actor.bgCheckFlags & 1; + ret = pthis->dyna.actor.bgCheckFlags & BG_STATE_0; if(!ret && (pthis->dyna.actor.floorHeight >= (pthis->dyna.actor.home.pos.y - 20.0f))) { @@ -477,7 +477,7 @@ void EnAm_RotateToHome(EnAm* pthis, GlobalContext* globalCtx) } else if(pthis->skelAnime.curFrame > 11.0f) { - if(!(pthis->dyna.actor.bgCheckFlags & 1)) + if(!(pthis->dyna.actor.bgCheckFlags & BG_STATE_0)) { pthis->skelAnime.curFrame = 11; } @@ -521,7 +521,7 @@ void EnAm_RotateToInit(EnAm* pthis, GlobalContext* globalCtx) } else if(pthis->skelAnime.curFrame > 11.0f) { - if(!(pthis->dyna.actor.bgCheckFlags & 1)) + if(!(pthis->dyna.actor.bgCheckFlags & BG_STATE_0)) { pthis->skelAnime.curFrame = 11; } @@ -567,7 +567,7 @@ void EnAm_MoveToHome(EnAm* pthis, GlobalContext* globalCtx) } else if(pthis->skelAnime.curFrame > 11.0f) { - if(!(pthis->dyna.actor.bgCheckFlags & 1)) + if(!(pthis->dyna.actor.bgCheckFlags & BG_STATE_0)) { pthis->skelAnime.curFrame = 11; } @@ -575,7 +575,7 @@ void EnAm_MoveToHome(EnAm* pthis, GlobalContext* globalCtx) { Math_SmoothStepToS(&pthis->dyna.actor.world.rot.y, yawToHome, 1, 0xBB8, 0); - if(pthis->dyna.actor.bgCheckFlags & 2) + if(pthis->dyna.actor.bgCheckFlags & BG_STATE_1) { pthis->unk_258--; } @@ -593,7 +593,7 @@ void EnAm_MoveToHome(EnAm* pthis, GlobalContext* globalCtx) } // turn away from a wall if touching one - if((pthis->dyna.actor.speedXZ != 0.0f) && (pthis->dyna.actor.bgCheckFlags & 8)) + if((pthis->dyna.actor.speedXZ != 0.0f) && (pthis->dyna.actor.bgCheckFlags & BG_STATE_3)) { pthis->dyna.actor.world.rot.y = pthis->dyna.actor.wallYaw; Actor_MoveForward(&pthis->dyna.actor); @@ -647,7 +647,7 @@ void EnAm_Cooldown(EnAm* pthis, GlobalContext* globalCtx) } else if(pthis->skelAnime.curFrame > 11.0f) { - if(!(pthis->dyna.actor.bgCheckFlags & 1)) + if(!(pthis->dyna.actor.bgCheckFlags & BG_STATE_0)) { pthis->skelAnime.curFrame = 11; } @@ -701,7 +701,7 @@ void EnAm_Lunge(EnAm* pthis, GlobalContext* globalCtx) } else if(pthis->skelAnime.curFrame > 11.0f) { - if(!(pthis->dyna.actor.bgCheckFlags & 1)) + if(!(pthis->dyna.actor.bgCheckFlags & BG_STATE_0)) { pthis->skelAnime.curFrame = 11; } @@ -709,7 +709,7 @@ void EnAm_Lunge(EnAm* pthis, GlobalContext* globalCtx) { Math_SmoothStepToS(&pthis->dyna.actor.world.rot.y, pthis->dyna.actor.yawTowardsPlayer, 1, 0x1770, 0); - if(pthis->dyna.actor.bgCheckFlags & 2) + if(pthis->dyna.actor.bgCheckFlags & BG_STATE_1) { pthis->unk_258--; } @@ -728,11 +728,11 @@ void EnAm_Lunge(EnAm* pthis, GlobalContext* globalCtx) } // turn and move away from a wall if contact is made with one - if((pthis->dyna.actor.speedXZ != 0.0f) && (pthis->dyna.actor.bgCheckFlags & 8)) + if((pthis->dyna.actor.speedXZ != 0.0f) && (pthis->dyna.actor.bgCheckFlags & BG_STATE_3)) { pthis->dyna.actor.world.rot.y = (pthis->dyna.actor.wallYaw - pthis->dyna.actor.world.rot.y) + pthis->dyna.actor.wallYaw; Actor_MoveForward(&pthis->dyna.actor); - pthis->dyna.actor.bgCheckFlags &= ~8; + pthis->dyna.actor.bgCheckFlags &= ~BG_STATE_3; } SkelAnime_Update(&pthis->skelAnime); @@ -785,7 +785,7 @@ void EnAm_Statue(EnAm* pthis, GlobalContext* globalCtx) moveDir = Math_Vec3f_Yaw(&pthis->dyna.actor.world.pos, &pthis->hurtCollider.base.oc->world.pos) - temp158f; } - if((pthis->dyna.unk_150 == 0.0f) || (pthis->unk_258 == 0) || !(pthis->dyna.actor.bgCheckFlags & 1) || !func_800435D8(globalCtx, &pthis->dyna, 0x14, (Math_SinS(pthis->unk_258) * (pthis->dyna.unk_150 * 0.5f)) + 40.0f, 0xA) || + if((pthis->dyna.unk_150 == 0.0f) || (pthis->unk_258 == 0) || !(pthis->dyna.actor.bgCheckFlags & BG_STATE_0) || !func_800435D8(globalCtx, &pthis->dyna, 0x14, (Math_SinS(pthis->unk_258) * (pthis->dyna.unk_150 * 0.5f)) + 40.0f, 0xA) || ((pthis->hurtCollider.base.ocFlags1 & OC1_HIT) && (ABS(moveDir) <= 0x2000))) { pthis->unk_258 = 0; @@ -798,7 +798,7 @@ void EnAm_Statue(EnAm* pthis, GlobalContext* globalCtx) pthis->dyna.actor.speedXZ = Math_SinS(pthis->unk_258) * (pthis->dyna.unk_150 * 0.5f); } - if(pthis->dyna.actor.bgCheckFlags & 2) + if(pthis->dyna.actor.bgCheckFlags & BG_STATE_1) { Audio_PlayActorSound2(&pthis->dyna.actor, NA_SE_EV_BLOCK_BOUND); } diff --git a/src/overlays/actors/ovl_En_Anubice/z_en_anubice.cpp b/src/overlays/actors/ovl_En_Anubice/z_en_anubice.cpp index 7a94999e7..19ca10cd0 100644 --- a/src/overlays/actors/ovl_En_Anubice/z_en_anubice.cpp +++ b/src/overlays/actors/ovl_En_Anubice/z_en_anubice.cpp @@ -377,7 +377,7 @@ void EnAnubice_Die(EnAnubice* pthis, GlobalContext* globalCtx) Actor_SetColorFilter(&pthis->actor, 0x4000, 0x80, 0, 8); EffectSsEnFire_SpawnVec3f(globalCtx, &pthis->actor, &fireEffectPos, 100, 0, 0, -1); - if(pthis->animLastFrame <= curFrame && (pthis->actor.bgCheckFlags & 1)) + if(pthis->animLastFrame <= curFrame && (pthis->actor.bgCheckFlags & BG_STATE_0)) { Math_ApproachF(&pthis->actor.shape.yOffset, -4230.0f, 0.5f, 300.0f); if(pthis->actor.shape.yOffset < -2000.0f) diff --git a/src/overlays/actors/ovl_En_Attack_Niw/z_en_attack_niw.cpp b/src/overlays/actors/ovl_En_Attack_Niw/z_en_attack_niw.cpp index ed2431a88..5c77635c0 100644 --- a/src/overlays/actors/ovl_En_Attack_Niw/z_en_attack_niw.cpp +++ b/src/overlays/actors/ovl_En_Attack_Niw/z_en_attack_niw.cpp @@ -236,7 +236,7 @@ void func_809B5670(EnAttackNiw* pthis, GlobalContext* globalCtx) Actor_SetFocus(&pthis->actor, pthis->unk_2E4); Actor_GetScreenPos(globalCtx, &pthis->actor, &sp4E, &sp4C); - if(pthis->actor.bgCheckFlags & 8) + if(pthis->actor.bgCheckFlags & BG_STATE_3) { pthis->unk_2D4 = pthis->actor.yawTowardsPlayer; pthis->unk_2D0 = pthis->actor.world.rot.x - 3000.0f; @@ -250,7 +250,7 @@ void func_809B5670(EnAttackNiw* pthis, GlobalContext* globalCtx) pthis->unk_288 = 0.0f; pthis->actionFunc = func_809B59B0; } - else if(((pthis->actor.projectedPos.z > 0.0f) && (fabsf(sp34.x - pthis->actor.world.pos.x) < 50.0f) && (fabsf(sp34.y - pthis->actor.world.pos.y) < 50.0f) && (fabsf(sp34.z - pthis->actor.world.pos.z) < 50.0f)) || (pthis->actor.bgCheckFlags & 1)) + else if(((pthis->actor.projectedPos.z > 0.0f) && (fabsf(sp34.x - pthis->actor.world.pos.x) < 50.0f) && (fabsf(sp34.y - pthis->actor.world.pos.y) < 50.0f) && (fabsf(sp34.z - pthis->actor.world.pos.z) < 50.0f)) || (pthis->actor.bgCheckFlags & BG_STATE_0)) { pthis->unk_2D4 = pthis->actor.yawTowardsPlayer; pthis->unk_2D0 = pthis->actor.world.rot.x - 2000.0f; @@ -280,7 +280,7 @@ void func_809B59B0(EnAttackNiw* pthis, GlobalContext* globalCtx) return; } - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { if(pthis->unk_25A == 0) { @@ -305,7 +305,7 @@ void func_809B59B0(EnAttackNiw* pthis, GlobalContext* globalCtx) Math_SmoothStepToS(&pthis->actor.world.rot.x, pthis->unk_2D0, 2, pthis->unk_2DC, 0); Math_ApproachF(&pthis->unk_2DC, 10000.0f, 1.0f, 1000.0f); Math_ApproachF(&pthis->actor.speedXZ, pthis->unk_2E0, 0.9f, 1.0f); - if((pthis->actor.gravity == -2.0f) && (pthis->unk_262 == 0) && ((pthis->actor.bgCheckFlags & 8) || (pthis->unk_25C == 0))) + if((pthis->actor.gravity == -2.0f) && (pthis->unk_262 == 0) && ((pthis->actor.bgCheckFlags & BG_STATE_3) || (pthis->unk_25C == 0))) { pthis->unk_2E0 = 0.0f; pthis->actor.gravity = 0.0f; @@ -313,7 +313,7 @@ void func_809B59B0(EnAttackNiw* pthis, GlobalContext* globalCtx) pthis->unk_2D0 = pthis->actor.world.rot.x - 5000.0f; pthis->actionFunc = func_809B5C18; } - else if(pthis->actor.bgCheckFlags & 1) + else if(pthis->actor.bgCheckFlags & BG_STATE_0) { func_809B5268(pthis, globalCtx, 5); } @@ -396,7 +396,7 @@ void EnAttackNiw_Update(Actor* thisx, GlobalContext* globalCtx) return; } - if((pthis->actor.bgCheckFlags & 0x20) && (pthis->actionFunc != func_809B5C18)) + if((pthis->actor.bgCheckFlags & BG_STATE_5) && (pthis->actionFunc != func_809B5C18)) { Math_Vec3f_Copy(&sp30, &pthis->actor.world.pos); sp30.y += pthis->actor.yDistToWater; diff --git a/src/overlays/actors/ovl_En_Ba/z_en_ba.cpp b/src/overlays/actors/ovl_En_Ba/z_en_ba.cpp index 5ae4a9a13..2e4f6d2fc 100644 --- a/src/overlays/actors/ovl_En_Ba/z_en_ba.cpp +++ b/src/overlays/actors/ovl_En_Ba/z_en_ba.cpp @@ -224,7 +224,7 @@ void EnBa_SetupFallAsBlob(EnBa* pthis) */ void EnBa_FallAsBlob(EnBa* pthis, GlobalContext* globalCtx) { - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { pthis->actor.scale.y -= 0.001f; pthis->actor.scale.x += 0.0005f; diff --git a/src/overlays/actors/ovl_En_Bb/z_en_bb.cpp b/src/overlays/actors/ovl_En_Bb/z_en_bb.cpp index cb0cab95a..c9e8fb379 100644 --- a/src/overlays/actors/ovl_En_Bb/z_en_bb.cpp +++ b/src/overlays/actors/ovl_En_Bb/z_en_bb.cpp @@ -531,7 +531,7 @@ void EnBb_SetupDamage(EnBb* pthis) if(pthis->actor.params > ENBB_GREEN) { pthis->actor.world.rot.y = pthis->actor.yawTowardsPlayer; - if((pthis->actor.bgCheckFlags & 8) == 0) + if((pthis->actor.bgCheckFlags & BG_STATE_3) == 0) { pthis->actor.speedXZ = -7.0f; } @@ -682,7 +682,7 @@ void EnBb_Blue(EnBb* pthis, GlobalContext* globalCtx) } thisYawToWall = pthis->actor.wallYaw - pthis->actor.world.rot.y; moveYawToWall = pthis->actor.wallYaw - pthis->vMoveAngleY; - if((pthis->targetActor == NULL) && (pthis->actor.bgCheckFlags & 8) && (ABS(thisYawToWall) > 0x4000 || ABS(moveYawToWall) > 0x4000)) + if((pthis->targetActor == NULL) && (pthis->actor.bgCheckFlags & BG_STATE_3) && (ABS(thisYawToWall) > 0x4000 || ABS(moveYawToWall) > 0x4000)) { pthis->vMoveAngleY = pthis->actor.wallYaw + pthis->actor.wallYaw - pthis->actor.world.rot.y - 0x8000; Math_SmoothStepToS(&pthis->actor.world.rot.y, pthis->vMoveAngleY, 1, 0xBB8, 0); @@ -741,7 +741,7 @@ void EnBb_SetupDown(EnBb* pthis) pthis->action = BB_DOWN; pthis->timer = 200; pthis->actor.colorFilterTimer = 0; - pthis->actor.bgCheckFlags &= ~1; + pthis->actor.bgCheckFlags &= ~BG_STATE_0; pthis->actor.speedXZ = 3.0f; pthis->flameScaleX = 0.0f; pthis->flameScaleY = 0.0f; @@ -755,15 +755,15 @@ void EnBb_Down(EnBb* pthis, GlobalContext* globalCtx) s16 yawDiff = pthis->actor.world.rot.y - pthis->actor.wallYaw; SkelAnime_Update(&pthis->skelAnime); - if(pthis->actor.bgCheckFlags & 8) + if(pthis->actor.bgCheckFlags & BG_STATE_3) { if(ABS(yawDiff) > 0x4000) { pthis->actor.world.rot.y = pthis->actor.wallYaw + pthis->actor.wallYaw - pthis->actor.world.rot.y - 0x8000; } - pthis->actor.bgCheckFlags &= ~8; + pthis->actor.bgCheckFlags &= ~BG_STATE_3; } - if(pthis->actor.bgCheckFlags & 3) + if(pthis->actor.bgCheckFlags & (BG_STATE_0 | BG_STATE_1)) { if(pthis->actor.params == ENBB_RED) { @@ -789,7 +789,7 @@ void EnBb_Down(EnBb* pthis, GlobalContext* globalCtx) { pthis->actor.velocity.y = 10.0f; } - pthis->actor.bgCheckFlags &= ~1; + pthis->actor.bgCheckFlags &= ~BG_STATE_0; Actor_SpawnFloorDustRing(globalCtx, &pthis->actor, &pthis->actor.world.pos, 7.0f, 2, 2.0f, 0, 0, 0); Math_SmoothStepToS(&pthis->actor.world.rot.y, -pthis->actor.yawTowardsPlayer, 1, 0xBB8, 0); } @@ -840,7 +840,7 @@ void EnBb_SetupRed(GlobalContext* globalCtx, EnBb* pthis) pthis->actionState = BBRED_ATTACK; pthis->timer = 0; pthis->moveMode = BBMOVE_NORMAL; - pthis->actor.bgCheckFlags &= ~1; + pthis->actor.bgCheckFlags &= ~BG_STATE_0; } else { @@ -851,7 +851,7 @@ void EnBb_SetupRed(GlobalContext* globalCtx, EnBb* pthis) pthis->actor.world.pos.y -= 80.0f; pthis->actor.home.pos = pthis->actor.world.pos; pthis->actor.velocity.y = pthis->actor.gravity = pthis->actor.speedXZ = 0.0f; - pthis->actor.bgCheckFlags &= ~1; + pthis->actor.bgCheckFlags &= ~BG_STATE_0; pthis->actor.flags &= ~ACTOR_FLAG_0; } pthis->action = BB_RED; @@ -881,7 +881,7 @@ void EnBb_Red(EnBb* pthis, GlobalContext* globalCtx) pthis->actor.velocity.y = 18.0f; pthis->moveMode = BBMOVE_NOCLIP; pthis->timer = 7; - pthis->actor.bgCheckFlags &= ~1; + pthis->actor.bgCheckFlags &= ~BG_STATE_0; pthis->actionState++; EnBb_SpawnFlameTrail(globalCtx, pthis, false); } @@ -895,16 +895,16 @@ void EnBb_Red(EnBb* pthis, GlobalContext* globalCtx) pthis->bobPhase += Rand_ZeroOne(); Math_SmoothStepToF(&pthis->flameScaleY, 80.0f, 1.0f, 10.0f, 0.0f); Math_SmoothStepToF(&pthis->flameScaleX, 100.0f, 1.0f, 10.0f, 0.0f); - if(pthis->actor.bgCheckFlags & 8) + if(pthis->actor.bgCheckFlags & BG_STATE_3) { yawDiff = pthis->actor.world.rot.y - pthis->actor.wallYaw; if(ABS(yawDiff) > 0x4000) { pthis->actor.world.rot.y = pthis->actor.wallYaw + pthis->actor.wallYaw - pthis->actor.world.rot.y - 0x8000; } - pthis->actor.bgCheckFlags &= ~8; + pthis->actor.bgCheckFlags &= ~BG_STATE_3; } - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { floorType = func_80041D4C(&globalCtx->colCtx, pthis->actor.floorPoly, pthis->actor.floorBgId); if((floorType == 2) || (floorType == 3) || (floorType == 9)) @@ -923,7 +923,7 @@ void EnBb_Red(EnBb* pthis, GlobalContext* globalCtx) } pthis->actor.world.rot.y = Math_SinF(pthis->bobPhase) * 65535.0f; } - pthis->actor.bgCheckFlags &= ~1; + pthis->actor.bgCheckFlags &= ~BG_STATE_0; } pthis->actor.shape.rot.y = pthis->actor.world.rot.y; if(Actor_GetCollidedExplosive(globalCtx, &pthis->collider.base) != NULL) @@ -1248,7 +1248,7 @@ void EnBb_SetupStunned(EnBb* pthis) Actor_SetColorFilter(&pthis->actor, 0, 0xB4, 0, 0x50); break; } - pthis->actor.bgCheckFlags &= ~1; + pthis->actor.bgCheckFlags &= ~BG_STATE_0; EnBb_SetupAction(pthis, EnBb_Stunned); } @@ -1256,15 +1256,15 @@ void EnBb_Stunned(EnBb* pthis, GlobalContext* globalCtx) { s16 yawDiff = pthis->actor.world.rot.y - pthis->actor.wallYaw; - if(pthis->actor.bgCheckFlags & 8) + if(pthis->actor.bgCheckFlags & BG_STATE_3) { if(ABS(yawDiff) > 0x4000) { pthis->actor.world.rot.y = pthis->actor.wallYaw + pthis->actor.wallYaw - pthis->actor.world.rot.y - 0x8000; } - pthis->actor.bgCheckFlags &= ~8; + pthis->actor.bgCheckFlags &= ~BG_STATE_3; } - if(pthis->actor.bgCheckFlags & 2) + if(pthis->actor.bgCheckFlags & BG_STATE_1) { Audio_PlayActorSound2(&pthis->actor, NA_SE_EN_DODO_M_GND); if(pthis->actor.velocity.y < -14.0f) diff --git a/src/overlays/actors/ovl_En_Bili/z_en_bili.cpp b/src/overlays/actors/ovl_En_Bili/z_en_bili.cpp index 41902b608..e38f94b54 100644 --- a/src/overlays/actors/ovl_En_Bili/z_en_bili.cpp +++ b/src/overlays/actors/ovl_En_Bili/z_en_bili.cpp @@ -354,7 +354,7 @@ void EnBili_UpdateFloating(EnBili* pthis) pthis->actor.world.pos.y = pthis->actor.home.pos.y + (sinf(pthis->timer * (M_PI / 16)) * 3.0f); // Turn around if touching wall - if(pthis->actor.bgCheckFlags & 8) + if(pthis->actor.bgCheckFlags & BG_STATE_3) { pthis->actor.world.rot.y = pthis->actor.wallYaw; } @@ -599,7 +599,7 @@ void EnBili_Stunned(EnBili* pthis, GlobalContext* globalCtx) pthis->timer--; } - if(pthis->actor.bgCheckFlags & 2) + if(pthis->actor.bgCheckFlags & BG_STATE_1) { Audio_PlayActorSound2(&pthis->actor, NA_SE_EN_DODO_M_GND); } @@ -622,7 +622,7 @@ void EnBili_Frozen(EnBili* pthis, GlobalContext* globalCtx) pthis->actor.gravity = -1.0f; } - if((pthis->actor.bgCheckFlags & 1) || (pthis->actor.floorHeight == BGCHECK_Y_MIN)) + if((pthis->actor.bgCheckFlags & BG_STATE_0) || (pthis->actor.floorHeight == BGCHECK_Y_MIN)) { pthis->actor.colorFilterTimer = 0; EnBili_SetupDie(pthis); diff --git a/src/overlays/actors/ovl_En_Bom/z_en_bom.cpp b/src/overlays/actors/ovl_En_Bom/z_en_bom.cpp index c2f48037d..2d6c7e2da 100644 --- a/src/overlays/actors/ovl_En_Bom/z_en_bom.cpp +++ b/src/overlays/actors/ovl_En_Bom/z_en_bom.cpp @@ -136,13 +136,13 @@ void EnBom_Move(EnBom* pthis, GlobalContext* globalCtx) return; } - if((pthis->actor.velocity.y > 0.0f) && (pthis->actor.bgCheckFlags & 0x10)) + if((pthis->actor.velocity.y > 0.0f) && (pthis->actor.bgCheckFlags & BG_STATE_4)) { pthis->actor.velocity.y = -pthis->actor.velocity.y; } // rebound bomb off the wall it hits - if((pthis->actor.speedXZ != 0.0f) && (pthis->actor.bgCheckFlags & 8)) + if((pthis->actor.speedXZ != 0.0f) && (pthis->actor.bgCheckFlags & BG_STATE_3)) { if(ABS((s16)(pthis->actor.wallYaw - pthis->actor.world.rot.y)) > 0x4000) { @@ -151,21 +151,21 @@ void EnBom_Move(EnBom* pthis, GlobalContext* globalCtx) Audio_PlayActorSound2(&pthis->actor, NA_SE_EV_BOMB_BOUND); Actor_MoveForward(&pthis->actor); pthis->actor.speedXZ *= 0.7f; - pthis->actor.bgCheckFlags &= ~8; + pthis->actor.bgCheckFlags &= ~BG_STATE_3; } - if(!(pthis->actor.bgCheckFlags & 1)) + if(!(pthis->actor.bgCheckFlags & BG_STATE_0)) { Math_StepToF(&pthis->actor.speedXZ, 0.0f, 0.08f); } else { Math_StepToF(&pthis->actor.speedXZ, 0.0f, 1.0f); - if((pthis->actor.bgCheckFlags & 2) && (pthis->actor.velocity.y < -3.0f)) + if((pthis->actor.bgCheckFlags & BG_STATE_1) && (pthis->actor.velocity.y < -3.0f)) { func_8002F850(globalCtx, &pthis->actor); pthis->actor.velocity.y *= -0.3f; - pthis->actor.bgCheckFlags &= ~2; + pthis->actor.bgCheckFlags &= ~BG_STATE_1; } else if(pthis->timer >= 4) { @@ -398,9 +398,9 @@ void EnBom_Update(Actor* thisx, GlobalContext* globalCtx2) Actor_Kill(thisx); return; } - if(thisx->bgCheckFlags & 0x40) + if(thisx->bgCheckFlags & BG_STATE_6) { - thisx->bgCheckFlags &= ~0x40; + thisx->bgCheckFlags &= ~BG_STATE_6; Audio_PlayActorSound2(thisx, NA_SE_EV_BOMB_DROP_WATER); } } diff --git a/src/overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.cpp b/src/overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.cpp index f83abe4c8..01509aa6f 100644 --- a/src/overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.cpp +++ b/src/overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.cpp @@ -505,16 +505,16 @@ void EnBomChu_Update(Actor* thisx, GlobalContext* globalCtx2) if(pthis->actor.yDistToWater < 0.0f) { - if(pthis->actor.bgCheckFlags & 0x20) + if(pthis->actor.bgCheckFlags & BG_STATE_5) { EnBomChu_SpawnRipples(pthis, globalCtx, waterY); } - pthis->actor.bgCheckFlags &= ~0x20; + pthis->actor.bgCheckFlags &= ~BG_STATE_5; } else { - if(!(pthis->actor.bgCheckFlags & 0x20) && (pthis->timer != 120)) + if(!(pthis->actor.bgCheckFlags & BG_STATE_5) && (pthis->timer != 120)) { EnBomChu_SpawnRipples(pthis, globalCtx, waterY); } @@ -523,12 +523,12 @@ void EnBomChu_Update(Actor* thisx, GlobalContext* globalCtx2) EffectSsBubble_Spawn(globalCtx, &pthis->actor.world.pos, 0.0f, 3.0f, 15.0f, 0.25f); } - pthis->actor.bgCheckFlags |= 0x20; + pthis->actor.bgCheckFlags |= BG_STATE_5; } } else { - pthis->actor.bgCheckFlags &= ~0x20; + pthis->actor.bgCheckFlags &= ~BG_STATE_5; pthis->actor.yDistToWater = BGCHECK_Y_MIN; } } diff --git a/src/overlays/actors/ovl_En_Bombf/z_en_bombf.cpp b/src/overlays/actors/ovl_En_Bombf/z_en_bombf.cpp index 4a6bb0035..bb9dae105 100644 --- a/src/overlays/actors/ovl_En_Bombf/z_en_bombf.cpp +++ b/src/overlays/actors/ovl_En_Bombf/z_en_bombf.cpp @@ -270,14 +270,14 @@ void EnBombf_Move(EnBombf* pthis, GlobalContext* globalCtx) pthis->flowerBombScale = 1.0f; - if(!(pthis->actor.bgCheckFlags & 1)) + if(!(pthis->actor.bgCheckFlags & BG_STATE_0)) { Math_SmoothStepToF(&pthis->actor.speedXZ, 0.0f, 1.0f, 0.025f, 0.0f); } else { Math_SmoothStepToF(&pthis->actor.speedXZ, 0.0f, 1.0f, 1.5f, 0.0f); - if((pthis->actor.bgCheckFlags & 2) && (pthis->actor.velocity.y < -6.0f)) + if((pthis->actor.bgCheckFlags & BG_STATE_1) && (pthis->actor.velocity.y < -6.0f)) { func_8002F850(globalCtx, &pthis->actor); pthis->actor.velocity.y *= -0.5f; @@ -404,13 +404,13 @@ void EnBombf_Update(Actor* thisx, GlobalContext* globalCtx) if(thisx->params == BOMBFLOWER_BODY) { - if((thisx->velocity.y > 0.0f) && (thisx->bgCheckFlags & 0x10)) + if((thisx->velocity.y > 0.0f) && (thisx->bgCheckFlags & BG_STATE_4)) { thisx->velocity.y = -thisx->velocity.y; } // rebound bomb off the wall it hits - if((thisx->speedXZ != 0.0f) && (thisx->bgCheckFlags & 8)) + if((thisx->speedXZ != 0.0f) && (thisx->bgCheckFlags & BG_STATE_3)) { if(ABS((s16)(thisx->wallYaw - thisx->world.rot.y)) > 0x4000) { @@ -425,7 +425,7 @@ void EnBombf_Update(Actor* thisx, GlobalContext* globalCtx) Actor_UpdateBgCheckInfo(globalCtx, thisx, 5.0f, 10.0f, 0.0f, 0x1F); DREG(6) = 0; thisx->speedXZ *= 0.7f; - thisx->bgCheckFlags &= ~8; + thisx->bgCheckFlags &= ~BG_STATE_3; } if((pthis->bombCollider.base.acFlags & AC_HIT) || ((pthis->bombCollider.base.ocFlags1 & OC1_HIT) && (pthis->bombCollider.base.oc->category == ACTORCAT_ENEMY))) @@ -534,9 +534,9 @@ void EnBombf_Update(Actor* thisx, GlobalContext* globalCtx) Actor_Kill(thisx); return; } - if(thisx->bgCheckFlags & 0x40) + if(thisx->bgCheckFlags & BG_STATE_6) { - thisx->bgCheckFlags &= ~0x40; + thisx->bgCheckFlags &= ~BG_STATE_6; Audio_PlayActorSound2(thisx, NA_SE_EV_BOMB_DROP_WATER); } } diff --git a/src/overlays/actors/ovl_En_Boom/z_en_boom.cpp b/src/overlays/actors/ovl_En_Boom/z_en_boom.cpp index f1417d514..43fc2d63e 100644 --- a/src/overlays/actors/ovl_En_Boom/z_en_boom.cpp +++ b/src/overlays/actors/ovl_En_Boom/z_en_boom.cpp @@ -204,7 +204,7 @@ void EnBoom_Fly(EnBoom* pthis, GlobalContext* globalCtx) if(target->id == ACTOR_EN_ITEM00) { target->gravity = -0.9f; - target->bgCheckFlags &= ~0x03; + target->bgCheckFlags &= ~(BG_STATE_0 | BG_STATE_1); } else { diff --git a/src/overlays/actors/ovl_En_Box/z_en_box.cpp b/src/overlays/actors/ovl_En_Box/z_en_box.cpp index be5b56fbb..0e2e6d030 100644 --- a/src/overlays/actors/ovl_En_Box/z_en_box.cpp +++ b/src/overlays/actors/ovl_En_Box/z_en_box.cpp @@ -260,7 +260,7 @@ void EnBox_Fall(EnBox* pthis, GlobalContext* globalCtx) pthis->alpha = 255; pthis->movementFlags &= ~ENBOX_MOVE_IMMOBILE; - if(pthis->dyna.actor.bgCheckFlags & 1) + if(pthis->dyna.actor.bgCheckFlags & BG_STATE_0) { pthis->movementFlags |= ENBOX_MOVE_UNUSED; if(pthis->movementFlags & ENBOX_MOVE_FALL_ANGLE_SIDE) diff --git a/src/overlays/actors/ovl_En_Bubble/z_en_bubble.cpp b/src/overlays/actors/ovl_En_Bubble/z_en_bubble.cpp index edd520598..75860ca81 100644 --- a/src/overlays/actors/ovl_En_Bubble/z_en_bubble.cpp +++ b/src/overlays/actors/ovl_En_Bubble/z_en_bubble.cpp @@ -284,7 +284,7 @@ void EnBubble_Fly(EnBubble* pthis, GlobalContext* globalCtx) pthis->graphicRotSpeed = 128.0f; pthis->graphicEccentricity = 0.48f; } - else if(pthis->actor.bgCheckFlags & 0x20 && sp54.y < 0.0f) + else if(pthis->actor.bgCheckFlags & BG_STATE_5 && sp54.y < 0.0f) { sp60.x = sp60.z = 0.0f; sp60.y = 1.0f; diff --git a/src/overlays/actors/ovl_En_Bw/z_en_bw.cpp b/src/overlays/actors/ovl_En_Bw/z_en_bw.cpp index c1ea3f80f..804eb43cd 100644 --- a/src/overlays/actors/ovl_En_Bw/z_en_bw.cpp +++ b/src/overlays/actors/ovl_En_Bw/z_en_bw.cpp @@ -315,7 +315,7 @@ void func_809CEA24(EnBw* pthis, GlobalContext* globalCtx) pthis->unk_222 = (Rand_ZeroOne() * 200.0f) + 200.0f; } } - else if((pthis->actor.speedXZ != 0.0f) && (pthis->actor.bgCheckFlags & 8)) + else if((pthis->actor.speedXZ != 0.0f) && (pthis->actor.bgCheckFlags & BG_STATE_3)) { if(pthis->unk_236 != pthis->actor.wallYaw) { @@ -331,7 +331,7 @@ void func_809CEA24(EnBw* pthis, GlobalContext* globalCtx) { pthis->unk_238 = -0x4000; } - pthis->actor.bgCheckFlags &= ~8; + pthis->actor.bgCheckFlags &= ~BG_STATE_3; pthis->unk_222 = (Rand_ZeroOne() * 20.0f) + 160.0f; } else @@ -424,7 +424,7 @@ void func_809CEA24(EnBw* pthis, GlobalContext* globalCtx) } break; case 1: - if(((sp64 == 0) && !(pthis->actor.bgCheckFlags & 8)) || Actor_IsFacingPlayer(&pthis->actor, 0x1C70)) + if(((sp64 == 0) && !(pthis->actor.bgCheckFlags & BG_STATE_3)) || Actor_IsFacingPlayer(&pthis->actor, 0x1C70)) { if(Actor_IsFacingPlayer(&pthis->actor, 0x1C70)) { @@ -529,7 +529,7 @@ void func_809CF984(EnBw* pthis, GlobalContext* globalCtx) } } SkelAnime_Update(&pthis->skelAnime); - if(pthis->actor.bgCheckFlags & 3) + if(pthis->actor.bgCheckFlags & (BG_STATE_0 | BG_STATE_1)) { floorPolyType = func_80041D4C(&globalCtx->colCtx, pthis->actor.floorPoly, pthis->actor.floorBgId); if((floorPolyType == 2) || (floorPolyType == 3) || (floorPolyType == 9)) @@ -565,7 +565,7 @@ void func_809CFC4C(EnBw* pthis, GlobalContext* globalCtx) Math_SmoothStepToS(&pthis->actor.shape.rot.z, 0x7FFF, 1, 0xFA0, 0); Math_SmoothStepToF(&pthis->unk_248, 0.0f, 1.0f, 0.05f, 0.0f); SkelAnime_Update(&pthis->skelAnime); - if(pthis->actor.bgCheckFlags & 3) + if(pthis->actor.bgCheckFlags & (BG_STATE_0 | BG_STATE_1)) { if((globalCtx->gameplayFrames % 0x80) == 0) { @@ -574,7 +574,7 @@ void func_809CFC4C(EnBw* pthis, GlobalContext* globalCtx) pthis->unk_221 = 4; pthis->unk_258 += pthis->unk_25C; Math_SmoothStepToF(&pthis->unk_260, 0.075f, 1.0f, 0.005f, 0.0f); - if(pthis->actor.bgCheckFlags & 2) + if(pthis->actor.bgCheckFlags & BG_STATE_1) { Actor_SpawnFloorDustRing(globalCtx, &pthis->actor, &pthis->actor.world.pos, 30.0f, 0xB, 4.0f, 0, 0, 0); Audio_PlayActorSound2(&pthis->actor, NA_SE_EN_DODO_M_GND); @@ -628,7 +628,7 @@ void func_809CFF10(EnBw* pthis) pthis->actor.speedXZ = 0.0f; pthis->actor.velocity.y = 11.0f; Audio_PlayActorSound2(&pthis->actor, NA_SE_EN_BUBLEWALK_REVERSE); - pthis->actor.bgCheckFlags &= ~1; + pthis->actor.bgCheckFlags &= ~BG_STATE_0; EnBw_SetupAction(pthis, func_809CFF98); } @@ -637,7 +637,7 @@ void func_809CFF98(EnBw* pthis, GlobalContext* globalCtx) Math_SmoothStepToS(&pthis->actor.shape.rot.z, 0, 1, 0xFA0, 0); Math_SmoothStepToF(&pthis->unk_248, 0.6f, 1.0f, 0.05f, 0.0f); SkelAnime_Update(&pthis->skelAnime); - if(pthis->actor.bgCheckFlags & 3) + if(pthis->actor.bgCheckFlags & (BG_STATE_0 | BG_STATE_1)) { Actor_SpawnFloorDustRing(globalCtx, &pthis->actor, &pthis->actor.world.pos, 30.0f, 0xB, 4.0f, 0, 0, 0); pthis->unk_222 = 0xBB8; @@ -812,7 +812,7 @@ void func_809D0424(EnBw* pthis, GlobalContext* globalCtx) void func_809D0584(EnBw* pthis, GlobalContext* globalCtx) { - if((pthis->actor.bgCheckFlags & 0x10) && (pthis->actor.bgCheckFlags & 1)) + if((pthis->actor.bgCheckFlags & BG_STATE_4) && (pthis->actor.bgCheckFlags & BG_STATE_0)) { pthis->unk_230 = 0; pthis->actor.scale.y -= 0.009f; @@ -875,7 +875,7 @@ void func_809D0584(EnBw* pthis, GlobalContext* globalCtx) pthis->unk_248 = 0.0f; } } - if((globalCtx->actorCtx.unk_02 != 0) && (pthis->actor.xzDistToPlayer <= 400.0f) && (pthis->actor.bgCheckFlags & 1)) + if((globalCtx->actorCtx.unk_02 != 0) && (pthis->actor.xzDistToPlayer <= 400.0f) && (pthis->actor.bgCheckFlags & BG_STATE_0)) { if(pthis->unk_220 == 5) { diff --git a/src/overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.cpp b/src/overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.cpp index 8c0c8d772..9683e3416 100644 --- a/src/overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.cpp +++ b/src/overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.cpp @@ -582,7 +582,7 @@ void EnClearTag_Update(Actor* thisx, GlobalContext* globalCtx2) Audio_PlayActorSound2(&pthis->actor, NA_SE_EN_DODO_K_BREATH - SFX_FLAG); // Check if the Arwing has hit the ground. - if(pthis->actor.bgCheckFlags & 9) + if(pthis->actor.bgCheckFlags & (BG_STATE_0 | BG_STATE_3)) { pthis->shouldExplode = true; @@ -618,7 +618,7 @@ void EnClearTag_Update(Actor* thisx, GlobalContext* globalCtx2) Actor_UpdateBgCheckInfo(globalCtx, &pthis->actor, 50.0f, 80.0f, 100.0f, 5); // Check if the laser has hit a target, timed out, or hit the ground. - if(pthis->actor.bgCheckFlags & 9 || hasAtHit || pthis->timers[CLEAR_TAG_TIMER_LASER_DEATH] == 0) + if(pthis->actor.bgCheckFlags & (BG_STATE_0 | BG_STATE_3) || hasAtHit || pthis->timers[CLEAR_TAG_TIMER_LASER_DEATH] == 0) { // Kill the laser. Actor_Kill(&pthis->actor); diff --git a/src/overlays/actors/ovl_En_Crow/z_en_crow.cpp b/src/overlays/actors/ovl_En_Crow/z_en_crow.cpp index 71fdfe9d6..3030fe3e4 100644 --- a/src/overlays/actors/ovl_En_Crow/z_en_crow.cpp +++ b/src/overlays/actors/ovl_En_Crow/z_en_crow.cpp @@ -162,7 +162,7 @@ void EnCrow_SetupDamaged(EnCrow* pthis, GlobalContext* globalCtx) Animation_Change(&pthis->skelAnime, &gGuayFlyAnim, 0.4f, 0.0f, 0.0f, ANIMMODE_LOOP_INTERP, -3.0f); scale = pthis->actor.scale.x * 100.0f; pthis->actor.world.pos.y += 20.0f * scale; - pthis->actor.bgCheckFlags &= ~1; + pthis->actor.bgCheckFlags &= ~BG_STATE_0; pthis->actor.shape.yOffset = 0.0f; pthis->actor.targetArrowOffset = 0.0f; Audio_PlayActorSound2(&pthis->actor, NA_SE_EN_KAICHO_DEAD); @@ -258,7 +258,7 @@ void EnCrow_FlyIdle(EnCrow* pthis, GlobalContext* globalCtx) skelanimeUpdated = Animation_OnFrame(&pthis->skelAnime, 0.0f); pthis->actor.speedXZ = (Rand_ZeroOne() * 1.5f) + 3.0f; - if(pthis->actor.bgCheckFlags & 8) + if(pthis->actor.bgCheckFlags & BG_STATE_3) { pthis->aimRotY = pthis->actor.wallYaw; } @@ -307,7 +307,7 @@ void EnCrow_FlyIdle(EnCrow* pthis, GlobalContext* globalCtx) pthis->aimRotX = CLAMP(pthis->aimRotX, -0x1000, 0x1000); } - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { Math_ScaledStepToS(&pthis->actor.shape.rot.x, -0x100, 0x400); } @@ -359,7 +359,7 @@ void EnCrow_DiveAttack(EnCrow* pthis, GlobalContext* globalCtx) Math_ApproachS(&pthis->actor.shape.rot.y, pthis->actor.yawTowardsPlayer, 4, 0xC00); } - if((pthis->timer == 0) || (Player_GetMask(globalCtx) == PLAYER_MASK_SKULL) || (pthis->collider.base.atFlags & AT_HIT) || (pthis->actor.bgCheckFlags & 9) || (player->stateFlags1 & PLAYER_STATE_HORSE_MOUNTED) || (pthis->actor.yDistToWater > -40.0f)) + if((pthis->timer == 0) || (Player_GetMask(globalCtx) == PLAYER_MASK_SKULL) || (pthis->collider.base.atFlags & AT_HIT) || (pthis->actor.bgCheckFlags & (BG_STATE_0 | BG_STATE_3)) || (player->stateFlags1 & PLAYER_STATE_HORSE_MOUNTED) || (pthis->actor.yDistToWater > -40.0f)) { if(pthis->collider.base.atFlags & AT_HIT) { @@ -383,7 +383,7 @@ void EnCrow_Damaged(EnCrow* pthis, GlobalContext* globalCtx) Math_ScaledStepToS(&pthis->actor.shape.rot.x, 0x4000, 0x200); pthis->actor.shape.rot.z += 0x1780; } - if((pthis->actor.bgCheckFlags & 1) || (pthis->actor.floorHeight == BGCHECK_Y_MIN)) + if((pthis->actor.bgCheckFlags & BG_STATE_0) || (pthis->actor.floorHeight == BGCHECK_Y_MIN)) { EffectSsDeadDb_Spawn(globalCtx, &pthis->actor.world.pos, &sZeroVecAccel, &sZeroVecAccel, pthis->actor.scale.x * 10000.0f, 0, 255, 255, 255, 255, 255, 0, 0, 1, 9, 1); EnCrow_SetupDie(pthis); @@ -425,7 +425,7 @@ void EnCrow_TurnAway(EnCrow* pthis, GlobalContext* globalCtx) { SkelAnime_Update(&pthis->skelAnime); - if(pthis->actor.bgCheckFlags & 8) + if(pthis->actor.bgCheckFlags & BG_STATE_3) { pthis->aimRotY = pthis->actor.wallYaw; } diff --git a/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.cpp b/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.cpp index 33fa1cf84..ae1e95f60 100644 --- a/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.cpp +++ b/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.cpp @@ -1077,7 +1077,7 @@ void EnDekubaba_PrunedSomersault(EnDekubaba* pthis, GlobalContext* globalCtx) EffectSsHahen_SpawnBurst(globalCtx, &pthis->actor.world.pos, pthis->size * 3.0f, 0, pthis->size * 12.0f, pthis->size * 5.0f, 1, HAHEN_OBJECT_DEFAULT, 10, NULL); - if((pthis->actor.scale.x > 0.005f) && ((pthis->actor.bgCheckFlags & 2) || (pthis->actor.bgCheckFlags & 8))) + if((pthis->actor.scale.x > 0.005f) && ((pthis->actor.bgCheckFlags & BG_STATE_1) || (pthis->actor.bgCheckFlags & BG_STATE_3))) { pthis->actor.scale.x = pthis->actor.scale.y = pthis->actor.scale.z = 0.0f; pthis->actor.speedXZ = 0.0f; @@ -1085,7 +1085,7 @@ void EnDekubaba_PrunedSomersault(EnDekubaba* pthis, GlobalContext* globalCtx) EffectSsHahen_SpawnBurst(globalCtx, &pthis->actor.world.pos, pthis->size * 3.0f, 0, pthis->size * 12.0f, pthis->size * 5.0f, 15, HAHEN_OBJECT_DEFAULT, 10, NULL); } - if(pthis->actor.bgCheckFlags & 2) + if(pthis->actor.bgCheckFlags & BG_STATE_1) { Audio_PlayActorSound2(&pthis->actor, NA_SE_EN_DODO_M_GND); pthis->timer = 1; diff --git a/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.cpp b/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.cpp index 2c4233fc7..da86c1d6b 100644 --- a/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.cpp +++ b/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.cpp @@ -437,11 +437,11 @@ void EnDekunuts_Run(EnDekunuts* pthis, GlobalContext* globalCtx) Math_StepToF(&pthis->actor.speedXZ, 7.5f, 1.0f); if(Math_SmoothStepToS(&pthis->actor.world.rot.y, pthis->runDirection, 1, 0xE38, 0xB6) == 0) { - if(pthis->actor.bgCheckFlags & 0x20) + if(pthis->actor.bgCheckFlags & BG_STATE_5) { pthis->runDirection = Actor_WorldYawTowardPoint(&pthis->actor, &pthis->actor.home.pos); } - else if(pthis->actor.bgCheckFlags & 8) + else if(pthis->actor.bgCheckFlags & BG_STATE_3) { pthis->runDirection = pthis->actor.wallYaw; } diff --git a/src/overlays/actors/ovl_En_Dh/z_en_dh.cpp b/src/overlays/actors/ovl_En_Dh/z_en_dh.cpp index f467528e3..3d26dbac8 100644 --- a/src/overlays/actors/ovl_En_Dh/z_en_dh.cpp +++ b/src/overlays/actors/ovl_En_Dh/z_en_dh.cpp @@ -432,7 +432,7 @@ void EnDh_Burrow(EnDh* pthis, GlobalContext* globalCtx) void EnDh_SetupDamage(EnDh* pthis) { Animation_MorphToPlayOnce(&pthis->skelAnime, &object_dh_Anim_003D6C, -6.0f); - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { pthis->actor.speedXZ = -1.0f; } diff --git a/src/overlays/actors/ovl_En_Dnt_Jiji/z_en_dnt_jiji.cpp b/src/overlays/actors/ovl_En_Dnt_Jiji/z_en_dnt_jiji.cpp index adee20552..389d922db 100644 --- a/src/overlays/actors/ovl_En_Dnt_Jiji/z_en_dnt_jiji.cpp +++ b/src/overlays/actors/ovl_En_Dnt_Jiji/z_en_dnt_jiji.cpp @@ -110,7 +110,7 @@ void EnDntJiji_Destroy(Actor* thisx, GlobalContext* globalCtx) void EnDntJiji_SetFlower(EnDntJiji* pthis, GlobalContext* globalCtx) { - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { pthis->flowerPos = pthis->actor.world.pos; pthis->actionFunc = EnDntJiji_SetupWait; @@ -207,7 +207,7 @@ void EnDntJiji_Walk(EnDntJiji* pthis, GlobalContext* globalCtx) pthis->sfxTimer = 5; Audio_PlayActorSound2(&pthis->actor, NA_SE_EN_NUTS_WALK); } - if((pthis->actor.bgCheckFlags & 8) && (pthis->actor.bgCheckFlags & 1)) + if((pthis->actor.bgCheckFlags & BG_STATE_3) && (pthis->actor.bgCheckFlags & BG_STATE_0)) { pthis->actor.velocity.y = 9.0f; pthis->actor.speedXZ = 3.0f; @@ -411,7 +411,7 @@ void EnDntJiji_Return(EnDntJiji* pthis, GlobalContext* globalCtx) dz = pthis->flowerPos.z - pthis->actor.world.pos.z; Math_SmoothStepToS(&pthis->actor.shape.rot.y, Math_FAtan2F(dx, dz) * (0x8000 / M_PI), 1, 0xBB8, 0); pthis->actor.world.rot.y = pthis->actor.shape.rot.y; - if((pthis->actor.bgCheckFlags & 8) && (pthis->actor.bgCheckFlags & 1)) + if((pthis->actor.bgCheckFlags & BG_STATE_3) && (pthis->actor.bgCheckFlags & BG_STATE_0)) { pthis->actor.velocity.y = 9.0f; pthis->actor.speedXZ = 3.0f; diff --git a/src/overlays/actors/ovl_En_Dnt_Nomal/z_en_dnt_nomal.cpp b/src/overlays/actors/ovl_En_Dnt_Nomal/z_en_dnt_nomal.cpp index 815797e7c..768532644 100644 --- a/src/overlays/actors/ovl_En_Dnt_Nomal/z_en_dnt_nomal.cpp +++ b/src/overlays/actors/ovl_En_Dnt_Nomal/z_en_dnt_nomal.cpp @@ -214,7 +214,7 @@ void EnDntNomal_WaitForObject(EnDntNomal* pthis, GlobalContext* globalCtx) void EnDntNomal_SetFlower(EnDntNomal* pthis, GlobalContext* globalCtx) { - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { pthis->flowerPos = pthis->actor.world.pos; if(pthis->type == ENDNTNOMAL_TARGET) @@ -642,7 +642,7 @@ void EnDntNomal_StageCelebrate(EnDntNomal* pthis, GlobalContext* globalCtx) { Audio_PlayActorSound2(&pthis->actor, NA_SE_EN_NUTS_WALK); } - if((pthis->actor.bgCheckFlags & 8) && (pthis->actor.bgCheckFlags & 1)) + if((pthis->actor.bgCheckFlags & BG_STATE_3) && (pthis->actor.bgCheckFlags & BG_STATE_0)) { pthis->actor.velocity.y = 7.5f; } diff --git a/src/overlays/actors/ovl_En_Dodojr/z_en_dodojr.cpp b/src/overlays/actors/ovl_En_Dodojr/z_en_dodojr.cpp index 0109e1758..198f3c191 100644 --- a/src/overlays/actors/ovl_En_Dodojr/z_en_dodojr.cpp +++ b/src/overlays/actors/ovl_En_Dodojr/z_en_dodojr.cpp @@ -159,7 +159,7 @@ s32 func_809F68B0(EnDodojr* pthis, GlobalContext* globalCtx) return 0; } - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { Audio_PlayActorSound2(&pthis->actor, NA_SE_EN_DODO_M_GND); pthis->dustPos = pthis->actor.world.pos; @@ -511,7 +511,7 @@ void func_809F758C(EnDodojr* pthis, GlobalContext* globalCtx) pthis->actionFunc = func_809F799C; } - if(pthis->actor.bgCheckFlags & 8) + if(pthis->actor.bgCheckFlags & BG_STATE_3) { Audio_PlayActorSound2(&pthis->actor, NA_SE_EN_DODO_M_DOWN); func_809F6BBC(pthis); diff --git a/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.cpp b/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.cpp index 2d249dbca..e350bfc72 100644 --- a/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.cpp +++ b/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.cpp @@ -874,7 +874,7 @@ void EnDodongo_Update(Actor* thisx, GlobalContext* globalCtx) pthis->actionFunc(pthis, globalCtx); Actor_MoveForward(&pthis->actor); Actor_UpdateBgCheckInfo(globalCtx, &pthis->actor, 75.0f, 60.0f, 70.0f, 0x1D); - if(pthis->actor.bgCheckFlags & 2) + if(pthis->actor.bgCheckFlags & BG_STATE_1) { Audio_PlayActorSound2(&pthis->actor, NA_SE_EN_RIZA_DOWN); } diff --git a/src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.cpp b/src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.cpp index 7e538d1c6..f8a0f4b3a 100644 --- a/src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.cpp +++ b/src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.cpp @@ -497,7 +497,7 @@ void EnEiyer_Glide(EnEiyer* pthis, GlobalContext* globalCtx) Math_StepToF(&pthis->actor.speedXZ, 1.5f, 0.03f); } - if(pthis->actor.bgCheckFlags & 8) + if(pthis->actor.bgCheckFlags & BG_STATE_3) { pthis->targetYaw = pthis->actor.wallYaw; } @@ -557,7 +557,7 @@ void EnEiyer_DiveAttack(EnEiyer* pthis, GlobalContext* globalCtx) SkelAnime_Update(&pthis->skelanime); pthis->actor.speedXZ *= 1.1f; - if(pthis->actor.bgCheckFlags & 8 || pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_3 || pthis->actor.bgCheckFlags & BG_STATE_0) { EnEiyer_SetupLand(pthis); } @@ -578,12 +578,12 @@ void EnEiyer_Land(EnEiyer* pthis, GlobalContext* globalCtx) if(pthis->timer == -1) { - if(pthis->actor.bgCheckFlags & 8 || pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_3 || pthis->actor.bgCheckFlags & BG_STATE_0) { pthis->timer = 10; Audio_PlaySoundAtPosition(globalCtx, &pthis->actor.world.pos, 30, NA_SE_EN_OCTAROCK_SINK); - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { EffectSsGSplash_Spawn(globalCtx, &pthis->actor.world.pos, NULL, NULL, 1, 700); } @@ -617,7 +617,7 @@ void EnEiyer_Hurt(EnEiyer* pthis, GlobalContext* globalCtx) Math_ApproachF(&pthis->basePos.y, pthis->actor.floorHeight + 80.0f + 5.0f, 0.5f, pthis->actor.speedXZ); pthis->actor.world.pos.y = pthis->basePos.y - 5.0f; - if(pthis->actor.bgCheckFlags & 8) + if(pthis->actor.bgCheckFlags & BG_STATE_3) { pthis->targetYaw = pthis->actor.wallYaw; } @@ -662,7 +662,7 @@ void EnEiyer_Die(EnEiyer* pthis, GlobalContext* globalCtx) pthis->actor.world.rot.x = -pthis->actor.shape.rot.x; - if(pthis->timer == 0 || pthis->actor.bgCheckFlags & 0x10) + if(pthis->timer == 0 || pthis->actor.bgCheckFlags & BG_STATE_4) { EnEiyer_SetupDead(pthis); } @@ -695,7 +695,7 @@ void EnEiyer_Stunned(EnEiyer* pthis, GlobalContext* globalCtx) Audio_PlayActorSound2(&pthis->actor, NA_SE_EN_EIER_FLUTTER); } - if(pthis->actor.bgCheckFlags & 2) + if(pthis->actor.bgCheckFlags & BG_STATE_1) { Audio_PlayActorSound2(&pthis->actor, NA_SE_EN_DODO_M_GND); } diff --git a/src/overlays/actors/ovl_En_Encount1/z_en_encount1.cpp b/src/overlays/actors/ovl_En_Encount1/z_en_encount1.cpp index 1847c2b2b..57947a63d 100644 --- a/src/overlays/actors/ovl_En_Encount1/z_en_encount1.cpp +++ b/src/overlays/actors/ovl_En_Encount1/z_en_encount1.cpp @@ -281,7 +281,7 @@ void EnEncount1_SpawnStalchildOrWolfos(EnEncount1* pthis, GlobalContext* globalC { if(globalCtx->sceneNum == SCENE_SPOT00) { - if((player->unk_89E == 0) || (player->actor.floorBgId != BGCHECK_SCENE) || !(player->actor.bgCheckFlags & 1) || (player->stateFlags1 & PLAYER_STATE_SWIMMING)) + if((player->unk_89E == 0) || (player->actor.floorBgId != BGCHECK_SCENE) || !(player->actor.bgCheckFlags & BG_STATE_0) || (player->stateFlags1 & PLAYER_STATE_SWIMMING)) { // Swimming? pthis->fieldSpawnTimer = 60; diff --git a/src/overlays/actors/ovl_En_Ex_Ruppy/z_en_ex_ruppy.cpp b/src/overlays/actors/ovl_En_Ex_Ruppy/z_en_ex_ruppy.cpp index 9e54b8d1c..f9e3c692d 100644 --- a/src/overlays/actors/ovl_En_Ex_Ruppy/z_en_ex_ruppy.cpp +++ b/src/overlays/actors/ovl_En_Ex_Ruppy/z_en_ex_ruppy.cpp @@ -249,7 +249,7 @@ void EnExRuppy_DropIntoWater(EnExRuppy* pthis, GlobalContext* globalCtx) EnExRuppy_SpawnSparkles(pthis, globalCtx, 2, 0); Common_PlaySfx(NA_SE_EV_RAINBOW_SHOWER - SFX_FLAG); divingGame = (EnDivingGame*)pthis->actor.parent; - if((divingGame != NULL) && (divingGame->actor.update != NULL) && ((divingGame->unk_296 == 0) || (pthis->actor.bgCheckFlags & 0x20) || (pthis->timer == 0))) + if((divingGame != NULL) && (divingGame->actor.update != NULL) && ((divingGame->unk_296 == 0) || (pthis->actor.bgCheckFlags & BG_STATE_5) || (pthis->timer == 0))) { pthis->invisible = true; pthis->actor.speedXZ = 0.0f; @@ -292,7 +292,7 @@ void EnExRuppy_Sink(EnExRuppy* pthis, GlobalContext* globalCtx) Vec3f pos; s32 pad; - if((pthis->actor.bgCheckFlags & 0x20) && (pthis->actor.yDistToWater > 15.0f)) + if((pthis->actor.bgCheckFlags & BG_STATE_5) && (pthis->actor.yDistToWater > 15.0f)) { pos = pthis->actor.world.pos; pos.y += pthis->actor.yDistToWater; diff --git a/src/overlays/actors/ovl_En_Fd/z_en_fd.cpp b/src/overlays/actors/ovl_En_Fd/z_en_fd.cpp index 1dbaac775..b19fc85e2 100644 --- a/src/overlays/actors/ovl_En_Fd/z_en_fd.cpp +++ b/src/overlays/actors/ovl_En_Fd/z_en_fd.cpp @@ -547,7 +547,7 @@ void EnFd_SpinAndGrow(EnFd* pthis, GlobalContext* globalCtx) void EnFd_JumpToGround(EnFd* pthis, GlobalContext* globalCtx) { - if((pthis->actor.bgCheckFlags & 1) && !(pthis->actor.velocity.y > 0.0f)) + if((pthis->actor.bgCheckFlags & BG_STATE_0) && !(pthis->actor.velocity.y > 0.0f)) { pthis->actor.velocity.y = 0.0f; pthis->actor.speedXZ = 0.0f; diff --git a/src/overlays/actors/ovl_En_Fd_Fire/z_en_fd_fire.cpp b/src/overlays/actors/ovl_En_Fd_Fire/z_en_fd_fire.cpp index 3eb5005b9..05c4d163a 100644 --- a/src/overlays/actors/ovl_En_Fd_Fire/z_en_fd_fire.cpp +++ b/src/overlays/actors/ovl_En_Fd_Fire/z_en_fd_fire.cpp @@ -166,11 +166,11 @@ void func_80A0E70C(EnFdFire* pthis, GlobalContext* globalCtx) targetPos.x += pthis->spawnRadius * Math_SinS(pthis->actor.world.rot.y); targetPos.z += pthis->spawnRadius * Math_CosS(pthis->actor.world.rot.y); EnFdFire_UpdatePos(pthis, &targetPos); - if(pthis->actor.bgCheckFlags & 1 && (!(pthis->actor.velocity.y > 0.0f))) + if(pthis->actor.bgCheckFlags & BG_STATE_0 && (!(pthis->actor.velocity.y > 0.0f))) { pthis->actor.velocity = velocity; pthis->actor.speedXZ = 0.0f; - pthis->actor.bgCheckFlags &= ~1; + pthis->actor.bgCheckFlags &= ~BG_STATE_0; if(pthis->actor.params & 0x8000) { pthis->deathTimer = 200; diff --git a/src/overlays/actors/ovl_En_Fhg_Fire/z_en_fhg_fire.cpp b/src/overlays/actors/ovl_En_Fhg_Fire/z_en_fhg_fire.cpp index 02b9d6b84..70fdad94f 100644 --- a/src/overlays/actors/ovl_En_Fhg_Fire/z_en_fhg_fire.cpp +++ b/src/overlays/actors/ovl_En_Fhg_Fire/z_en_fhg_fire.cpp @@ -321,7 +321,7 @@ void EnFhgFire_LightningShock(EnFhgFire* pthis, GlobalContext* globalCtx) } Actor_UpdateBgCheckInfo(globalCtx, &pthis->actor, 50.0f, 50.0f, 100.0f, 1); - if(pthis->actor.bgCheckFlags & 8) + if(pthis->actor.bgCheckFlags & BG_STATE_3) { Actor_Kill(&pthis->actor); } @@ -653,7 +653,7 @@ void EnFhgFire_EnergyBall(EnFhgFire* pthis, GlobalContext* globalCtx) if(pthis->work[FHGFIRE_FX_TIMER] == 0) { Actor_UpdateBgCheckInfo(globalCtx, &pthis->actor, 50.0f, 50.0f, 100.0f, 7); - if((pthis->actor.bgCheckFlags & 0x19) || killMode) + if((pthis->actor.bgCheckFlags & (BG_STATE_0 | BG_STATE_3 | BG_STATE_4)) || killMode) { u8 lightBallColor2 = FHGFLASH_LIGHTBALL_GREEN; s16 i4; diff --git a/src/overlays/actors/ovl_En_Fire_Rock/z_en_fire_rock.cpp b/src/overlays/actors/ovl_En_Fire_Rock/z_en_fire_rock.cpp index 0db4f6427..901e46433 100644 --- a/src/overlays/actors/ovl_En_Fire_Rock/z_en_fire_rock.cpp +++ b/src/overlays/actors/ovl_En_Fire_Rock/z_en_fire_rock.cpp @@ -206,7 +206,7 @@ void EnFireRock_Fall(EnFireRock* pthis, GlobalContext* globalCtx) } break; } - if((pthis->actor.bgCheckFlags & 1) && (pthis->timer == 0)) + if((pthis->actor.bgCheckFlags & BG_STATE_0) && (pthis->timer == 0)) { switch(pthis->type) { diff --git a/src/overlays/actors/ovl_En_Firefly/z_en_firefly.cpp b/src/overlays/actors/ovl_En_Firefly/z_en_firefly.cpp index e4b5e427a..297b9c051 100644 --- a/src/overlays/actors/ovl_En_Firefly/z_en_firefly.cpp +++ b/src/overlays/actors/ovl_En_Firefly/z_en_firefly.cpp @@ -463,18 +463,18 @@ void EnFirefly_FlyIdle(EnFirefly* pthis, GlobalContext* globalCtx) } else { - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { pthis->targetPitch = 0x954; } - else if((pthis->actor.bgCheckFlags & 0x10) || (pthis->maxAltitude < pthis->actor.world.pos.y)) + else if((pthis->actor.bgCheckFlags & BG_STATE_4) || (pthis->maxAltitude < pthis->actor.world.pos.y)) { pthis->targetPitch = 0x2154; } } Math_ScaledStepToS(&pthis->actor.shape.rot.x, pthis->targetPitch, 0x100); } - if(pthis->actor.bgCheckFlags & 8) + if(pthis->actor.bgCheckFlags & BG_STATE_3) { Math_SmoothStepToS(&pthis->actor.shape.rot.y, pthis->actor.wallYaw, 2, 0xC00, 0x300); } @@ -506,7 +506,7 @@ void EnFirefly_Fall(EnFirefly* pthis, GlobalContext* globalCtx) { pthis->timer--; } - if((pthis->actor.bgCheckFlags & 1) || (pthis->timer == 0)) + if((pthis->actor.bgCheckFlags & BG_STATE_0) || (pthis->timer == 0)) { EnFirefly_SetupDie(pthis); } @@ -540,7 +540,7 @@ void EnFirefly_DiveAttack(EnFirefly* pthis, GlobalContext* globalCtx) pthis->timer--; } Math_StepToF(&pthis->actor.speedXZ, 4.0f, 0.5f); - if(pthis->actor.bgCheckFlags & 8) + if(pthis->actor.bgCheckFlags & BG_STATE_3) { Math_SmoothStepToS(&pthis->actor.shape.rot.y, pthis->actor.wallYaw, 2, 0xC00, 0x300); Math_ScaledStepToS(&pthis->actor.shape.rot.x, pthis->targetPitch, 0x100); @@ -565,11 +565,11 @@ void EnFirefly_DiveAttack(EnFirefly* pthis, GlobalContext* globalCtx) { Math_SmoothStepToS(&pthis->actor.shape.rot.y, pthis->actor.yawTowardsPlayer, 2, 0xC00, 0x300); } - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { pthis->targetPitch = 0x954; } - if((pthis->actor.bgCheckFlags & 0x10) || (pthis->maxAltitude < pthis->actor.world.pos.y)) + if((pthis->actor.bgCheckFlags & BG_STATE_4) || (pthis->maxAltitude < pthis->actor.world.pos.y)) { pthis->targetPitch = 0x2154; } @@ -617,11 +617,11 @@ void EnFirefly_FlyAway(EnFirefly* pthis, GlobalContext* globalCtx) return; } Math_StepToF(&pthis->actor.speedXZ, 3.0f, 0.3f); - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { pthis->targetPitch = 0x954; } - else if((pthis->actor.bgCheckFlags & 0x10) || (pthis->maxAltitude < pthis->actor.world.pos.y)) + else if((pthis->actor.bgCheckFlags & BG_STATE_4) || (pthis->maxAltitude < pthis->actor.world.pos.y)) { pthis->targetPitch = 0x2154; } @@ -629,7 +629,7 @@ void EnFirefly_FlyAway(EnFirefly* pthis, GlobalContext* globalCtx) { pthis->targetPitch = 0x954; } - if(pthis->actor.bgCheckFlags & 8) + if(pthis->actor.bgCheckFlags & BG_STATE_3) { Math_SmoothStepToS(&pthis->actor.shape.rot.y, pthis->actor.wallYaw, 2, 0xC00, 0x300); } @@ -665,7 +665,7 @@ void EnFirefly_Stunned(EnFirefly* pthis, GlobalContext* globalCtx) void EnFirefly_FrozenFall(EnFirefly* pthis, GlobalContext* globalCtx) { - if((pthis->actor.bgCheckFlags & 1) || (pthis->actor.floorHeight == BGCHECK_Y_MIN)) + if((pthis->actor.bgCheckFlags & BG_STATE_0) || (pthis->actor.floorHeight == BGCHECK_Y_MIN)) { pthis->actor.colorFilterTimer = 0; EnFirefly_SetupDie(pthis); diff --git a/src/overlays/actors/ovl_En_Fish/z_en_fish.cpp b/src/overlays/actors/ovl_En_Fish/z_en_fish.cpp index 489c92c23..667d48532 100644 --- a/src/overlays/actors/ovl_En_Fish/z_en_fish.cpp +++ b/src/overlays/actors/ovl_En_Fish/z_en_fish.cpp @@ -442,12 +442,12 @@ void EnFish_Dropped_Fall(EnFish* pthis, GlobalContext* globalCtx) pthis->actor.shape.rot.z = pthis->actor.world.rot.z; SkelAnime_Update(&pthis->skelAnime); - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { // On floor pthis->timer = 400; EnFish_Dropped_SetupFlopOnGround(pthis); } - else if(pthis->actor.bgCheckFlags & 0x20) + else if(pthis->actor.bgCheckFlags & BG_STATE_5) { // In water EnFish_Dropped_SetupSwimAway(pthis); } @@ -550,11 +550,11 @@ void EnFish_Dropped_FlopOnGround(EnFish* pthis, GlobalContext* globalCtx) pthis->actor.draw = NULL; } } - else if(pthis->actor.bgCheckFlags & 0x20) + else if(pthis->actor.bgCheckFlags & BG_STATE_5) { // In water EnFish_Dropped_SetupSwimAway(pthis); } - else if(pthis->actor.bgCheckFlags & 1) + else if(pthis->actor.bgCheckFlags & BG_STATE_0) { // On floor EnFish_Dropped_SetupFlopOnGround(pthis); } @@ -580,7 +580,7 @@ void EnFish_Dropped_SwimAway(EnFish* pthis, GlobalContext* globalCtx) Math_SmoothStepToF(&pthis->actor.speedXZ, 2.8f, 0.1f, 0.4f, 0.0f); // If touching wall or not in water, turn back and slow down for one frame. - if((pthis->actor.bgCheckFlags & 8) || !(pthis->actor.bgCheckFlags & 0x20)) + if((pthis->actor.bgCheckFlags & BG_STATE_3) || !(pthis->actor.bgCheckFlags & BG_STATE_5)) { pthis->actor.home.rot.y = Math_Vec3f_Yaw(&pthis->actor.world.pos, &pthis->actor.home.pos); pthis->actor.speedXZ *= 0.5f; @@ -593,7 +593,7 @@ void EnFish_Dropped_SwimAway(EnFish* pthis, GlobalContext* globalCtx) pthis->actor.shape.rot = pthis->actor.world.rot; // Raise if on a floor. - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { Math_StepToF(&pthis->actor.world.pos.y, pthis->actor.home.pos.y - 4.0f, 2.0f); } diff --git a/src/overlays/actors/ovl_En_Floormas/z_en_floormas.cpp b/src/overlays/actors/ovl_En_Floormas/z_en_floormas.cpp index cfb962cfd..151b7b49a 100644 --- a/src/overlays/actors/ovl_En_Floormas/z_en_floormas.cpp +++ b/src/overlays/actors/ovl_En_Floormas/z_en_floormas.cpp @@ -566,7 +566,7 @@ void EnFloormas_BigWalk(EnFloormas* pthis, GlobalContext* globalCtx) { EnFloormas_SetupRun(pthis); } - else if(pthis->actor.bgCheckFlags & 8) + else if(pthis->actor.bgCheckFlags & BG_STATE_3) { // set target rotation to the colliding wall's rotation pthis->actionTarget = pthis->actor.wallYaw; @@ -602,7 +602,7 @@ void EnFloormas_Run(EnFloormas* pthis, GlobalContext* globalCtx) Math_ApproachS(&pthis->actor.shape.rot.y, pthis->actor.yawTowardsPlayer, 3, 0x71C); - if((pthis->actor.xzDistToPlayer < 280.0f) && Actor_IsFacingPlayer(&pthis->actor, 0x2000) && !(pthis->actor.bgCheckFlags & 8)) + if((pthis->actor.xzDistToPlayer < 280.0f) && Actor_IsFacingPlayer(&pthis->actor, 0x2000) && !(pthis->actor.bgCheckFlags & BG_STATE_3)) { EnFloormas_SetupHover(pthis, globalCtx); } @@ -708,7 +708,7 @@ void EnFloormas_Charge(EnFloormas* pthis, GlobalContext* globalCtx) EnFloormas_Slide(pthis, globalCtx); } - if((pthis->actor.bgCheckFlags & 8) || (pthis->actionTimer == 0)) + if((pthis->actor.bgCheckFlags & BG_STATE_3) || (pthis->actionTimer == 0)) { EnFloormas_SetupLand(pthis); } @@ -718,8 +718,8 @@ void EnFloormas_Land(EnFloormas* pthis, GlobalContext* globalCtx) { s32 isOnGround; - isOnGround = pthis->actor.bgCheckFlags & 1; - if(pthis->actor.bgCheckFlags & 2) + isOnGround = pthis->actor.bgCheckFlags & BG_STATE_0; + if(pthis->actor.bgCheckFlags & BG_STATE_1) { if(pthis->actor.params != MERGE_MASTER) { @@ -738,7 +738,7 @@ void EnFloormas_Land(EnFloormas* pthis, GlobalContext* globalCtx) } } } - if(pthis->actor.bgCheckFlags & 8) + if(pthis->actor.bgCheckFlags & BG_STATE_3) { pthis->actor.speedXZ = 0.0f; } @@ -784,7 +784,7 @@ void EnFloormas_Land(EnFloormas* pthis, GlobalContext* globalCtx) void EnFloormas_Split(EnFloormas* pthis, GlobalContext* globalCtx) { - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { if(SkelAnime_Update(&pthis->skelAnime)) { @@ -795,7 +795,7 @@ void EnFloormas_Split(EnFloormas* pthis, GlobalContext* globalCtx) Math_StepToF(&pthis->actor.speedXZ, 0.0f, 1.0f); } - if(pthis->actor.bgCheckFlags & 2) + if(pthis->actor.bgCheckFlags & BG_STATE_1) { Audio_PlayActorSound2(&pthis->actor, NA_SE_EN_FLOORMASTER_SM_LAND); } @@ -815,7 +815,7 @@ void EnFloormas_SmWalk(EnFloormas* pthis, GlobalContext* globalCtx) { EnFloormas_SetupSmDecideAction(pthis); } - else if(pthis->actor.bgCheckFlags & 8) + else if(pthis->actor.bgCheckFlags & BG_STATE_3) { pthis->actionTarget = pthis->actor.wallYaw; EnFloormas_SetupTurn(pthis); @@ -836,7 +836,7 @@ void EnFloormas_SmDecideAction(EnFloormas* pthis, GlobalContext* globalCtx) { Audio_PlayActorSound2(&pthis->actor, NA_SE_EN_FLOORMASTER_SM_WALK); } - isAgainstWall = pthis->actor.bgCheckFlags & 8; + isAgainstWall = pthis->actor.bgCheckFlags & BG_STATE_3; if(isAgainstWall) { pthis->actionTarget = pthis->actor.wallYaw; @@ -900,7 +900,7 @@ void EnFloormas_JumpAtLink(EnFloormas* pthis, GlobalContext* globalCtx) pthis->actor.speedXZ = 5.0f; pthis->actor.velocity.y = 7.0f; } - else if(pthis->actor.bgCheckFlags & 2) + else if(pthis->actor.bgCheckFlags & BG_STATE_1) { pthis->actionTimer = 0x32; pthis->actor.speedXZ = 0.0f; @@ -1007,7 +1007,7 @@ void EnFloormas_SmSlaveJumpAtMaster(EnFloormas* pthis, GlobalContext* globalCtx) } else { - if(pthis->actor.bgCheckFlags & 2) + if(pthis->actor.bgCheckFlags & BG_STATE_1) { pthis->actor.params = 0x10; EnFloormas_SetupLand(pthis); @@ -1028,7 +1028,7 @@ void EnFloormas_SmSlaveJumpAtMaster(EnFloormas* pthis, GlobalContext* globalCtx) EnFloormas_SetupSmWait(pthis); pthis->collider.base.ocFlags1 |= OC1_ON; } - else if(pthis->actor.bgCheckFlags & 2) + else if(pthis->actor.bgCheckFlags & BG_STATE_1) { pthis->actor.speedXZ = 0.0f; Audio_PlayActorSound2(&pthis->actor, NA_SE_EN_FLOORMASTER_SM_LAND); diff --git a/src/overlays/actors/ovl_En_Fw/z_en_fw.cpp b/src/overlays/actors/ovl_En_Fw/z_en_fw.cpp index b3bd249c2..7d07efe21 100644 --- a/src/overlays/actors/ovl_En_Fw/z_en_fw.cpp +++ b/src/overlays/actors/ovl_En_Fw/z_en_fw.cpp @@ -84,7 +84,7 @@ s32 EnFw_DoBounce(EnFw* pthis, s32 totalBounces, f32 yVelocity) { s16 temp_v1; - if(!(pthis->actor.bgCheckFlags & 1) || (pthis->actor.velocity.y > 0.0f)) + if(!(pthis->actor.bgCheckFlags & BG_STATE_0) || (pthis->actor.velocity.y > 0.0f)) { // not on the ground or moving upwards. return false; @@ -307,7 +307,7 @@ void EnFw_Run(EnFw* pthis, GlobalContext* globalCtx) } else { - if(!(pthis->actor.bgCheckFlags & 1) || pthis->actor.velocity.y > 0.0f) + if(!(pthis->actor.bgCheckFlags & BG_STATE_0) || pthis->actor.velocity.y > 0.0f) { Actor_SetColorFilter(&pthis->actor, 0x4000, 0xC8, 0, pthis->damageTimer); return; @@ -405,7 +405,7 @@ void EnFw_TurnToParentInitPos(EnFw* pthis, GlobalContext* globalCtx) void EnFw_JumpToParentInitPos(EnFw* pthis, GlobalContext* globalCtx) { - if(pthis->actor.bgCheckFlags & 1 && pthis->actor.velocity.y <= 0.0f) + if(pthis->actor.bgCheckFlags & BG_STATE_0 && pthis->actor.velocity.y <= 0.0f) { pthis->actor.parent->params |= 0x8000; Actor_Kill(&pthis->actor); diff --git a/src/overlays/actors/ovl_En_Fz/z_en_fz.cpp b/src/overlays/actors/ovl_En_Fz/z_en_fz.cpp index 2da0be2f7..c3a610f2b 100644 --- a/src/overlays/actors/ovl_En_Fz/z_en_fz.cpp +++ b/src/overlays/actors/ovl_En_Fz/z_en_fz.cpp @@ -347,9 +347,9 @@ void EnFz_ApplyDamage(EnFz* pthis, GlobalContext* globalCtx) { Vec3f vec; - if(pthis->isMoving && ((pthis->actor.bgCheckFlags & 8) || (Actor_TestFloorInDirection(&pthis->actor, globalCtx, 60.0f, pthis->actor.world.rot.y) == 0))) + if(pthis->isMoving && ((pthis->actor.bgCheckFlags & BG_STATE_3) || (Actor_TestFloorInDirection(&pthis->actor, globalCtx, 60.0f, pthis->actor.world.rot.y) == 0))) { - pthis->actor.bgCheckFlags &= ~8; + pthis->actor.bgCheckFlags &= ~BG_STATE_3; pthis->isMoving = false; pthis->speedXZ = 0.0f; pthis->actor.speedXZ = 0.0f; diff --git a/src/overlays/actors/ovl_En_GeldB/z_en_geldb.cpp b/src/overlays/actors/ovl_En_GeldB/z_en_geldb.cpp index 7914c07ca..035ca4349 100644 --- a/src/overlays/actors/ovl_En_GeldB/z_en_geldb.cpp +++ b/src/overlays/actors/ovl_En_GeldB/z_en_geldb.cpp @@ -309,7 +309,7 @@ s32 EnGeldB_ReactToPlayer(GlobalContext* globalCtx, EnGeldB* pthis, s16 arg2) if(func_800354B4(globalCtx, thisx, 100.0f, 0x5DC0, 0x2AA8, thisx->shape.rot.y)) { thisx->shape.rot.y = thisx->world.rot.y = thisx->yawTowardsPlayer; - if((thisx->bgCheckFlags & 8) && (ABS(angleToWall) < 0x2EE0) && (thisx->xzDistToPlayer < 90.0f)) + if((thisx->bgCheckFlags & BG_STATE_3) && (ABS(angleToWall) < 0x2EE0) && (thisx->xzDistToPlayer < 90.0f)) { EnGeldB_SetupJump(pthis); return true; @@ -333,7 +333,7 @@ s32 EnGeldB_ReactToPlayer(GlobalContext* globalCtx, EnGeldB* pthis, s16 arg2) else if((bomb = Actor_FindNearby(globalCtx, thisx, -1, ACTORCAT_EXPLOSIVE, 80.0f)) != NULL) { thisx->shape.rot.y = thisx->world.rot.y = thisx->yawTowardsPlayer; - if(((thisx->bgCheckFlags & 8) && (angleToWall < 0x2EE0)) || (bomb->id == ACTOR_EN_BOM_CHU)) + if(((thisx->bgCheckFlags & BG_STATE_3) && (angleToWall < 0x2EE0)) || (bomb->id == ACTOR_EN_BOM_CHU)) { if((bomb->id == ACTOR_EN_BOM_CHU) && (Actor_WorldDistXYZToActor(thisx, bomb) < 80.0f) && ((s16)(thisx->shape.rot.y - (bomb->world.rot.y - 0x8000)) < 0x3E80)) { @@ -385,7 +385,7 @@ void EnGeldB_SetupWait(EnGeldB* pthis) pthis->timer = 10; pthis->invisible = true; pthis->action = GELDB_WAIT; - pthis->actor.bgCheckFlags &= ~3; + pthis->actor.bgCheckFlags &= ~(BG_STATE_0 | BG_STATE_1); pthis->actor.gravity = -2.0f; pthis->actor.flags &= ~ACTOR_FLAG_0; EnGeldB_SetupAction(pthis, EnGeldB_Wait); @@ -404,14 +404,14 @@ void EnGeldB_Wait(EnGeldB* pthis, GlobalContext* globalCtx) pthis->actor.shape.shadowScale = 90.0f; func_800F5ACC(NA_BGM_MINI_BOSS); } - if(pthis->actor.bgCheckFlags & 2) + if(pthis->actor.bgCheckFlags & BG_STATE_1) { Audio_PlayActorSound2(&pthis->actor, NA_SE_EN_RIZA_DOWN); pthis->skelAnime.playSpeed = 1.0f; pthis->actor.world.pos.y = pthis->actor.floorHeight; pthis->actor.flags |= ACTOR_FLAG_0; pthis->actor.focus.pos = pthis->actor.world.pos; - pthis->actor.bgCheckFlags &= ~2; + pthis->actor.bgCheckFlags &= ~BG_STATE_1; pthis->actor.velocity.y = 0.0f; Actor_SpawnFloorDustRing(globalCtx, &pthis->actor, &pthis->leftFootPos, 3.0f, 2, 2.0f, 0, 0, 0); Actor_SpawnFloorDustRing(globalCtx, &pthis->actor, &pthis->rightFootPos, 3.0f, 2, 2.0f, 0, 0, 0); @@ -796,9 +796,9 @@ void EnGeldB_Circle(EnGeldB* pthis, GlobalContext* globalCtx) pthis->actor.speedXZ = 8.0f; } } - if((pthis->actor.bgCheckFlags & 8) || !Actor_TestFloorInDirection(&pthis->actor, globalCtx, pthis->actor.speedXZ, pthis->actor.shape.rot.y + 0x3E80)) + if((pthis->actor.bgCheckFlags & BG_STATE_3) || !Actor_TestFloorInDirection(&pthis->actor, globalCtx, pthis->actor.speedXZ, pthis->actor.shape.rot.y + 0x3E80)) { - if(pthis->actor.bgCheckFlags & 8) + if(pthis->actor.bgCheckFlags & BG_STATE_3) { if(pthis->actor.speedXZ >= 0.0f) { @@ -929,9 +929,9 @@ void EnGeldB_SpinDodge(EnGeldB* pthis, GlobalContext* globalCtx) s32 nextKeyFrame; pthis->actor.world.rot.y = pthis->actor.yawTowardsPlayer + 0x3A98; - if((pthis->actor.bgCheckFlags & 8) || !Actor_TestFloorInDirection(&pthis->actor, globalCtx, pthis->actor.speedXZ, pthis->actor.shape.rot.y + 0x3E80)) + if((pthis->actor.bgCheckFlags & BG_STATE_3) || !Actor_TestFloorInDirection(&pthis->actor, globalCtx, pthis->actor.speedXZ, pthis->actor.shape.rot.y + 0x3E80)) { - if(pthis->actor.bgCheckFlags & 8) + if(pthis->actor.bgCheckFlags & BG_STATE_3) { if(pthis->actor.speedXZ >= 0.0f) { @@ -1250,7 +1250,7 @@ void EnGeldB_RollBack(EnGeldB* pthis, GlobalContext* globalCtx) void EnGeldB_SetupStunned(EnGeldB* pthis) { - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { pthis->actor.speedXZ = 0.0f; } @@ -1269,11 +1269,11 @@ void EnGeldB_SetupStunned(EnGeldB* pthis) void EnGeldB_Stunned(EnGeldB* pthis, GlobalContext* globalCtx) { - if(pthis->actor.bgCheckFlags & 2) + if(pthis->actor.bgCheckFlags & BG_STATE_1) { pthis->actor.speedXZ = 0.0f; } - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { if(pthis->actor.speedXZ < 0.0f) { @@ -1281,7 +1281,7 @@ void EnGeldB_Stunned(EnGeldB* pthis, GlobalContext* globalCtx) } pthis->invisible = false; } - if((pthis->actor.colorFilterTimer == 0) && (pthis->actor.bgCheckFlags & 1)) + if((pthis->actor.colorFilterTimer == 0) && (pthis->actor.bgCheckFlags & BG_STATE_0)) { if(pthis->actor.colChkInfo.health == 0) { @@ -1297,7 +1297,7 @@ void EnGeldB_Stunned(EnGeldB* pthis, GlobalContext* globalCtx) void EnGeldB_SetupDamaged(EnGeldB* pthis) { Animation_MorphToPlayOnce(&pthis->skelAnime, &gGerudoRedDamageAnim, -4.0f); - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { pthis->invisible = false; pthis->actor.speedXZ = -4.0f; @@ -1317,11 +1317,11 @@ void EnGeldB_Damaged(EnGeldB* pthis, GlobalContext* globalCtx) { s16 angleToWall; - if(pthis->actor.bgCheckFlags & 2) + if(pthis->actor.bgCheckFlags & BG_STATE_1) { pthis->actor.speedXZ = 0.0f; } - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { if(pthis->actor.speedXZ < 0.0f) { @@ -1330,10 +1330,10 @@ void EnGeldB_Damaged(EnGeldB* pthis, GlobalContext* globalCtx) pthis->invisible = false; } Math_SmoothStepToS(&pthis->actor.shape.rot.y, pthis->actor.yawTowardsPlayer, 1, 0x1194, 0); - if(!EnGeldB_DodgeRanged(globalCtx, pthis) && !EnGeldB_ReactToPlayer(globalCtx, pthis, 0) && SkelAnime_Update(&pthis->skelAnime) && (pthis->actor.bgCheckFlags & 1)) + if(!EnGeldB_DodgeRanged(globalCtx, pthis) && !EnGeldB_ReactToPlayer(globalCtx, pthis, 0) && SkelAnime_Update(&pthis->skelAnime) && (pthis->actor.bgCheckFlags & BG_STATE_0)) { angleToWall = pthis->actor.wallYaw - pthis->actor.shape.rot.y; - if((pthis->actor.bgCheckFlags & 8) && (ABS(angleToWall) < 0x2EE0) && (pthis->actor.xzDistToPlayer < 90.0f)) + if((pthis->actor.bgCheckFlags & BG_STATE_3) && (ABS(angleToWall) < 0x2EE0) && (pthis->actor.xzDistToPlayer < 90.0f)) { EnGeldB_SetupJump(pthis); } @@ -1374,7 +1374,7 @@ void EnGeldB_Jump(EnGeldB* pthis, GlobalContext* globalCtx) func_800355B8(globalCtx, &pthis->leftFootPos); func_800355B8(globalCtx, &pthis->rightFootPos); } - if(SkelAnime_Update(&pthis->skelAnime) && (pthis->actor.bgCheckFlags & 3)) + if(SkelAnime_Update(&pthis->skelAnime) && (pthis->actor.bgCheckFlags & (BG_STATE_0 | BG_STATE_1))) { pthis->actor.world.rot.y = pthis->actor.shape.rot.y = pthis->actor.yawTowardsPlayer; pthis->actor.shape.rot.x = 0; @@ -1537,9 +1537,9 @@ void EnGeldB_Sidestep(EnGeldB* pthis, GlobalContext* globalCtx) pthis->actor.speedXZ -= 0.125f; } - if((pthis->actor.bgCheckFlags & 8) || !Actor_TestFloorInDirection(&pthis->actor, globalCtx, pthis->actor.speedXZ, pthis->actor.shape.rot.y + 0x3E80)) + if((pthis->actor.bgCheckFlags & BG_STATE_3) || !Actor_TestFloorInDirection(&pthis->actor, globalCtx, pthis->actor.speedXZ, pthis->actor.shape.rot.y + 0x3E80)) { - if(pthis->actor.bgCheckFlags & 8) + if(pthis->actor.bgCheckFlags & BG_STATE_3) { if(pthis->actor.speedXZ >= 0.0f) { @@ -1663,7 +1663,7 @@ void EnGeldB_SetupDefeated(EnGeldB* pthis) { Animation_MorphToPlayOnce(&pthis->skelAnime, &gGerudoRedDefeatAnim, -4.0f); pthis->actor.world.rot.y = pthis->actor.shape.rot.y = pthis->actor.yawTowardsPlayer; - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { pthis->invisible = false; pthis->actor.speedXZ = -6.0f; @@ -1680,11 +1680,11 @@ void EnGeldB_SetupDefeated(EnGeldB* pthis) void EnGeldB_Defeated(EnGeldB* pthis, GlobalContext* globalCtx) { - if(pthis->actor.bgCheckFlags & 2) + if(pthis->actor.bgCheckFlags & BG_STATE_1) { pthis->actor.speedXZ = 0.0f; } - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { Math_SmoothStepToF(&pthis->actor.speedXZ, 0.0f, 1.0f, 0.5f, 0.0f); pthis->invisible = false; diff --git a/src/overlays/actors/ovl_En_Go/z_en_go.cpp b/src/overlays/actors/ovl_En_Go/z_en_go.cpp index ccf1aff99..483f014b2 100644 --- a/src/overlays/actors/ovl_En_Go/z_en_go.cpp +++ b/src/overlays/actors/ovl_En_Go/z_en_go.cpp @@ -680,7 +680,7 @@ s32 EnGo_SpawnDust(EnGo* pthis, u8 initialTimer, f32 scale, f32 scaleStep, s32 n s32 EnGo_IsRollingOnGround(EnGo* pthis, s16 unkArg1, f32 unkArg2) { - if((pthis->actor.bgCheckFlags & 1) == 0 || pthis->actor.velocity.y > 0.0f) + if((pthis->actor.bgCheckFlags & BG_STATE_0) == 0 || pthis->actor.velocity.y > 0.0f) { return false; } diff --git a/src/overlays/actors/ovl_En_Go2/z_en_go2.cpp b/src/overlays/actors/ovl_En_Go2/z_en_go2.cpp index c5c41a1f9..1045fd596 100644 --- a/src/overlays/actors/ovl_En_Go2/z_en_go2.cpp +++ b/src/overlays/actors/ovl_En_Go2/z_en_go2.cpp @@ -1189,7 +1189,7 @@ s32 EnGo2_IsWakingUp(EnGo2* pthis) s32 EnGo2_IsRollingOnGround(EnGo2* pthis, s16 arg1, f32 arg2, s16 arg3) { - if((pthis->actor.bgCheckFlags & 1) == 0 || pthis->actor.velocity.y > 0.0f) + if((pthis->actor.bgCheckFlags & BG_STATE_0) == 0 || pthis->actor.velocity.y > 0.0f) { return false; } diff --git a/src/overlays/actors/ovl_En_Goma/z_en_goma.cpp b/src/overlays/actors/ovl_En_Goma/z_en_goma.cpp index 87cb8738c..198e690f2 100644 --- a/src/overlays/actors/ovl_En_Goma/z_en_goma.cpp +++ b/src/overlays/actors/ovl_En_Goma/z_en_goma.cpp @@ -250,7 +250,7 @@ void EnGoma_EggFallToGround(EnGoma* pthis, GlobalContext* globalCtx) switch(pthis->hatchState) { case 0: - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { // floor if(pthis->actor.params < 6) { @@ -310,7 +310,7 @@ void EnGoma_EggFallToGround(EnGoma* pthis, GlobalContext* globalCtx) break; } - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { Math_ApproachZeroF(&pthis->actor.speedXZ, 0.2f, 0.05f); } @@ -407,7 +407,7 @@ void EnGoma_Hurt(EnGoma* pthis, GlobalContext* globalCtx) { SkelAnime_Update(&pthis->skelanime); - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { Math_ApproachZeroF(&pthis->actor.speedXZ, 1.0f, 2.0f); } @@ -448,7 +448,7 @@ void EnGoma_Die(EnGoma* pthis, GlobalContext* globalCtx) { SkelAnime_Update(&pthis->skelanime); - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { Math_ApproachZeroF(&pthis->actor.speedXZ, 1.0f, 2.0f); } @@ -565,7 +565,7 @@ void EnGoma_Land(EnGoma* pthis, GlobalContext* globalCtx) { SkelAnime_Update(&pthis->skelanime); - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { Math_ApproachZeroF(&pthis->actor.speedXZ, 1.0f, 2.0f); } @@ -597,7 +597,7 @@ void EnGoma_Jump(EnGoma* pthis, GlobalContext* globalCtx) SkelAnime_Update(&pthis->skelanime); Math_ApproachF(&pthis->actor.speedXZ, 10.0f, 0.5f, 5.0f); - if(pthis->actor.velocity.y <= 0.0f && (pthis->actor.bgCheckFlags & 1)) + if(pthis->actor.velocity.y <= 0.0f && (pthis->actor.bgCheckFlags & BG_STATE_0)) { EnGoma_SetupLand(pthis); if(pthis->actor.params < 6) @@ -644,7 +644,7 @@ void EnGoma_ChasePlayer(EnGoma* pthis, GlobalContext* globalCtx) Math_ApproachS(&pthis->actor.world.rot.y, pthis->actor.yawTowardsPlayer, 3, 2000); Math_ApproachS(&pthis->actor.shape.rot.y, pthis->actor.world.rot.y, 2, 3000); - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { pthis->actor.velocity.y = 0.0f; } @@ -681,7 +681,7 @@ void EnGoma_Stunned(EnGoma* pthis, GlobalContext* globalCtx) SkelAnime_Update(&pthis->skelanime); } - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { pthis->actor.velocity.y = 0.0f; Math_ApproachZeroF(&pthis->actor.speedXZ, 0.5f, 2.0f); @@ -1034,7 +1034,7 @@ void EnGoma_BossLimb(EnGoma* pthis, GlobalContext* globalCtx) Actor_UpdateBgCheckInfo(globalCtx, &pthis->actor, 50.0f, 50.0f, 100.0f, 4); pthis->actor.world.pos.y += 5.0f; - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { pthis->actor.velocity.y = 0.0f; } diff --git a/src/overlays/actors/ovl_En_Goroiwa/z_en_goroiwa.cpp b/src/overlays/actors/ovl_En_Goroiwa/z_en_goroiwa.cpp index 5b85cc8fb..79b723006 100644 --- a/src/overlays/actors/ovl_En_Goroiwa/z_en_goroiwa.cpp +++ b/src/overlays/actors/ovl_En_Goroiwa/z_en_goroiwa.cpp @@ -748,7 +748,7 @@ void EnGoroiwa_SetupMoveAndFallToGround(EnGoroiwa* pthis) void EnGoroiwa_MoveAndFallToGround(EnGoroiwa* pthis, GlobalContext* globalCtx) { EnGoroiwa_MoveAndFall(pthis, globalCtx); - if((pthis->actor.bgCheckFlags & 1) && pthis->actor.velocity.y < 0.0f) + if((pthis->actor.bgCheckFlags & BG_STATE_0) && pthis->actor.velocity.y < 0.0f) { if((pthis->stateFlags & ENGOROIWA_PLAYER_IN_THE_WAY) && (pthis->actor.home.rot.z & 1) == 1) { diff --git a/src/overlays/actors/ovl_En_Gs/z_en_gs.cpp b/src/overlays/actors/ovl_En_Gs/z_en_gs.cpp index ee71390f3..e7709e0d1 100644 --- a/src/overlays/actors/ovl_En_Gs/z_en_gs.cpp +++ b/src/overlays/actors/ovl_En_Gs/z_en_gs.cpp @@ -441,7 +441,7 @@ void func_80A4ED34(EnGs* pthis, GlobalContext* globalCtx) if(pthis->unk_19F == 4) { Actor_UpdateBgCheckInfo(globalCtx, &pthis->actor, 20.0f, 20.0f, 60.0f, 3); - if(pthis->actor.bgCheckFlags & 0x18) + if(pthis->actor.bgCheckFlags & (BG_STATE_3 | BG_STATE_4)) { bomb2Pos.x = pthis->actor.world.pos.x; bomb2Pos.y = pthis->actor.world.pos.y; diff --git a/src/overlays/actors/ovl_En_Hintnuts/z_en_hintnuts.cpp b/src/overlays/actors/ovl_En_Hintnuts/z_en_hintnuts.cpp index 804ed111a..a210bd24d 100644 --- a/src/overlays/actors/ovl_En_Hintnuts/z_en_hintnuts.cpp +++ b/src/overlays/actors/ovl_En_Hintnuts/z_en_hintnuts.cpp @@ -431,11 +431,11 @@ void EnHintnuts_Run(EnHintnuts* pthis, GlobalContext* globalCtx) Math_StepToF(&pthis->actor.speedXZ, 7.5f, 1.0f); if(Math_SmoothStepToS(&pthis->actor.world.rot.y, pthis->unk_196, 1, 0xE38, 0xB6) == 0) { - if(pthis->actor.bgCheckFlags & 0x20) + if(pthis->actor.bgCheckFlags & BG_STATE_5) { pthis->unk_196 = Actor_WorldYawTowardPoint(&pthis->actor, &pthis->actor.home.pos); } - else if(pthis->actor.bgCheckFlags & 8) + else if(pthis->actor.bgCheckFlags & BG_STATE_3) { pthis->unk_196 = pthis->actor.wallYaw; } @@ -504,7 +504,7 @@ void EnHintnuts_Leave(EnHintnuts* pthis, GlobalContext* globalCtx) { Audio_PlayActorSound2(&pthis->actor, NA_SE_EN_NUTS_WALK); } - if(pthis->actor.bgCheckFlags & 8) + if(pthis->actor.bgCheckFlags & BG_STATE_3) { temp_a1 = pthis->actor.wallYaw; } diff --git a/src/overlays/actors/ovl_En_Honotrap/z_en_honotrap.cpp b/src/overlays/actors/ovl_En_Honotrap/z_en_honotrap.cpp index ab2192854..3bd99b7dd 100644 --- a/src/overlays/actors/ovl_En_Honotrap/z_en_honotrap.cpp +++ b/src/overlays/actors/ovl_En_Honotrap/z_en_honotrap.cpp @@ -501,7 +501,7 @@ void EnHonotrap_FlameChase(EnHonotrap* pthis, GlobalContext* globalCtx) pthis->actor.velocity.y *= 0.1f; EnHonotrap_SetupFlameVanish(pthis); } - else if((pthis->actor.bgCheckFlags & 8) || (pthis->timer <= 0)) + else if((pthis->actor.bgCheckFlags & BG_STATE_3) || (pthis->timer <= 0)) { EnHonotrap_SetupFlameVanish(pthis); } diff --git a/src/overlays/actors/ovl_En_Horse/z_en_horse.cpp b/src/overlays/actors/ovl_En_Horse/z_en_horse.cpp index acd88eedf..bbe5ffdfc 100644 --- a/src/overlays/actors/ovl_En_Horse/z_en_horse.cpp +++ b/src/overlays/actors/ovl_En_Horse/z_en_horse.cpp @@ -3660,7 +3660,7 @@ void EnHorse_UpdateBgCheckInfo(EnHorse* pthis, GlobalContext* globalCtx) } // void 0 trick required to match, but is surely not real. revisit at a later time - if(pthis->actor.bgCheckFlags & 8 && Math_CosS(pthis->actor.wallYaw - ((void)0, pthis->actor.world).rot.y) < -0.3f) + if(pthis->actor.bgCheckFlags & BG_STATE_3 && Math_CosS(pthis->actor.wallYaw - ((void)0, pthis->actor.world).rot.y) < -0.3f) { if(pthis->actor.speedXZ > 4.0f) { diff --git a/src/overlays/actors/ovl_En_Horse_Normal/z_en_horse_normal.cpp b/src/overlays/actors/ovl_En_Horse_Normal/z_en_horse_normal.cpp index 790dbcb12..d0bec19f2 100644 --- a/src/overlays/actors/ovl_En_Horse_Normal/z_en_horse_normal.cpp +++ b/src/overlays/actors/ovl_En_Horse_Normal/z_en_horse_normal.cpp @@ -441,7 +441,7 @@ void EnHorseNormal_Wander(EnHorseNormal* pthis, GlobalContext* globalCtx) pthis->actor.speedXZ = 8.0f; phi_t0 = 6; } - if(Rand_ZeroOne() < 0.1f || (pthis->unk_21E == 0 && ((pthis->actor.bgCheckFlags & 8) || (pthis->bodyCollider.base.ocFlags1 & OC1_HIT) || (pthis->headCollider.base.ocFlags1 & OC1_HIT)))) + if(Rand_ZeroOne() < 0.1f || (pthis->unk_21E == 0 && ((pthis->actor.bgCheckFlags & BG_STATE_3) || (pthis->bodyCollider.base.ocFlags1 & OC1_HIT) || (pthis->headCollider.base.ocFlags1 & OC1_HIT)))) { pthis->unk_21E += (Rand_ZeroOne() * 30.0f) - 15.0f; if(pthis->unk_21E > 50) diff --git a/src/overlays/actors/ovl_En_Ice_Hono/z_en_ice_hono.cpp b/src/overlays/actors/ovl_En_Ice_Hono/z_en_ice_hono.cpp index 20444de25..2e690d7bf 100644 --- a/src/overlays/actors/ovl_En_Ice_Hono/z_en_ice_hono.cpp +++ b/src/overlays/actors/ovl_En_Ice_Hono/z_en_ice_hono.cpp @@ -248,7 +248,7 @@ void EnIceHono_SetupActionDroppedFlame(EnIceHono* pthis) void EnIceHono_DropFlame(EnIceHono* pthis, GlobalContext* globalCtx) { - u32 bgFlag = pthis->actor.bgCheckFlags & 1; + u32 bgFlag = pthis->actor.bgCheckFlags & BG_STATE_0; Math_StepToF(&pthis->actor.scale.x, 0.0017f, 0.00008f); pthis->actor.scale.z = pthis->actor.scale.x; diff --git a/src/overlays/actors/ovl_En_Ik/z_en_ik.cpp b/src/overlays/actors/ovl_En_Ik/z_en_ik.cpp index ba955fe44..9c87ea745 100644 --- a/src/overlays/actors/ovl_En_Ik/z_en_ik.cpp +++ b/src/overlays/actors/ovl_En_Ik/z_en_ik.cpp @@ -440,7 +440,7 @@ void func_80A74BA4(EnIk* pthis, GlobalContext* globalCtx) sp2E = 9; } temp_a1 = pthis->actor.wallYaw - pthis->actor.shape.rot.y; - if((pthis->actor.bgCheckFlags & 8) && (ABS(temp_a1) >= 0x4000)) + if((pthis->actor.bgCheckFlags & BG_STATE_3) && (ABS(temp_a1) >= 0x4000)) { temp_a1 = (pthis->actor.yawTowardsPlayer > 0) ? pthis->actor.wallYaw - 0x4000 : pthis->actor.wallYaw + 0x4000; Math_SmoothStepToS(&pthis->actor.world.rot.y, temp_a1, 1, phi_a3, 0); diff --git a/src/overlays/actors/ovl_En_Insect/z_en_insect.cpp b/src/overlays/actors/ovl_En_Insect/z_en_insect.cpp index 9738bf6d7..c3a048c15 100644 --- a/src/overlays/actors/ovl_En_Insect/z_en_insect.cpp +++ b/src/overlays/actors/ovl_En_Insect/z_en_insect.cpp @@ -296,11 +296,11 @@ void func_80A7C3F4(EnInsect* pthis, GlobalContext* globalCtx) func_80A7C598(pthis); } - if(((pthis->unk_314 & 4) && pthis->unk_31C <= 0) || ((sp2E == 2 || sp2E == 3) && (pthis->unk_314 & 1) && (pthis->actor.bgCheckFlags & 1) && D_80A7DEB8 >= 4)) + if(((pthis->unk_314 & 4) && pthis->unk_31C <= 0) || ((sp2E == 2 || sp2E == 3) && (pthis->unk_314 & 1) && (pthis->actor.bgCheckFlags & BG_STATE_0) && D_80A7DEB8 >= 4)) { func_80A7CBC8(pthis); } - else if((pthis->unk_314 & 1) && (pthis->actor.bgCheckFlags & 0x40)) + else if((pthis->unk_314 & 1) && (pthis->actor.bgCheckFlags & BG_STATE_6)) { func_80A7CE60(pthis); } @@ -348,11 +348,11 @@ void func_80A7C5EC(EnInsect* pthis, GlobalContext* globalCtx) func_80A7C3A0(pthis); } - if(((pthis->unk_314 & 4) && pthis->unk_31C <= 0) || ((sp34 == 2 || sp34 == 3) && (pthis->unk_314 & 1) && (pthis->actor.bgCheckFlags & 1) && D_80A7DEB8 >= 4)) + if(((pthis->unk_314 & 4) && pthis->unk_31C <= 0) || ((sp34 == 2 || sp34 == 3) && (pthis->unk_314 & 1) && (pthis->actor.bgCheckFlags & BG_STATE_0) && D_80A7DEB8 >= 4)) { func_80A7CBC8(pthis); } - else if((pthis->unk_314 & 1) && (pthis->actor.bgCheckFlags & 0x40)) + else if((pthis->unk_314 & 1) && (pthis->actor.bgCheckFlags & BG_STATE_6)) { func_80A7CE60(pthis); } @@ -417,7 +417,7 @@ void func_80A7C86C(EnInsect* pthis, GlobalContext* globalCtx) { func_80A7C3A0(pthis); } - else if((pthis->unk_314 & 1) && (pthis->actor.bgCheckFlags & 0x40)) + else if((pthis->unk_314 & 1) && (pthis->actor.bgCheckFlags & BG_STATE_6)) { func_80A7CE60(pthis); } @@ -606,7 +606,7 @@ void func_80A7CEC0(EnInsect* pthis, GlobalContext* globalCtx) { func_80A7D1F4(pthis); } - else if(!(pthis->actor.bgCheckFlags & 0x40)) + else if(!(pthis->actor.bgCheckFlags & BG_STATE_6)) { if(pthis->unk_314 & 0x10) { @@ -764,7 +764,7 @@ void func_80A7D460(EnInsect* pthis, GlobalContext* globalCtx) Actor_SetScale(&pthis->actor, CLAMP_MAX(thisTemp->actor.scale.x + 0.0008f, 0.01f)); - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { Math_SmoothStepToF(&pthis->actor.speedXZ, pthis->unk_324, 0.1f, 0.5f, 0.0f); Math_ScaledStepToS(&pthis->actor.world.rot.y, pthis->unk_328, 2000); @@ -801,7 +801,7 @@ void func_80A7D460(EnInsect* pthis, GlobalContext* globalCtx) } SkelAnime_Update(&pthis->skelAnime); - if(!(pthis->unk_314 & 0x40) && (pthis->unk_314 & 1) && (pthis->actor.bgCheckFlags & 1)) + if(!(pthis->unk_314 & 0x40) && (pthis->unk_314 & 1) && (pthis->actor.bgCheckFlags & BG_STATE_0)) { Audio_PlayActorSound2(&pthis->actor, NA_SE_EN_MUSI_LAND); pthis->unk_314 |= 0x40; @@ -826,7 +826,7 @@ void func_80A7D460(EnInsect* pthis, GlobalContext* globalCtx) } } - if((pthis->unk_314 & 1) && (pthis->actor.bgCheckFlags & 0x40)) + if((pthis->unk_314 & 1) && (pthis->actor.bgCheckFlags & BG_STATE_6)) { func_80A7CE60(pthis); } @@ -836,7 +836,7 @@ void func_80A7D460(EnInsect* pthis, GlobalContext* globalCtx) { func_80A7CBC8(pthis); } - else if(pthis->unk_31A <= 0 || pthis->unk_31C <= 0 || ((pthis->unk_314 & 1) && (pthis->actor.bgCheckFlags & 1) && D_80A7DEB8 >= 4 && (sp3A == 2 || sp3A == 3))) + else if(pthis->unk_31A <= 0 || pthis->unk_31C <= 0 || ((pthis->unk_314 & 1) && (pthis->actor.bgCheckFlags & BG_STATE_0) && D_80A7DEB8 >= 4 && (sp3A == 2 || sp3A == 3))) { func_80A7CBC8(pthis); } @@ -902,7 +902,7 @@ void EnInsect_Update(Actor* thisx, GlobalContext* globalCtx) { if(pthis->unk_314 & 1) { - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { func_80A7C058(pthis); } diff --git a/src/overlays/actors/ovl_En_Ishi/z_en_ishi.cpp b/src/overlays/actors/ovl_En_Ishi/z_en_ishi.cpp index 6a0d58fd8..ffb51c6fe 100644 --- a/src/overlays/actors/ovl_En_Ishi/z_en_ishi.cpp +++ b/src/overlays/actors/ovl_En_Ishi/z_en_ishi.cpp @@ -165,13 +165,13 @@ void EnIshi_SpawnFragmentsSmall(EnIshi* pthis, GlobalContext* globalCtx) pos.y = pthis->actor.world.pos.y + (Rand_ZeroOne() * 5.0f) + 5.0f; pos.z = pthis->actor.world.pos.z + (Rand_ZeroOne() - 0.5f) * 8.0f; Math_Vec3f_Copy(&velocity, &pthis->actor.velocity); - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { velocity.x *= 0.8f; velocity.y *= -0.8f; velocity.z *= 0.8f; } - else if(pthis->actor.bgCheckFlags & 8) + else if(pthis->actor.bgCheckFlags & BG_STATE_3) { velocity.x *= -0.8f; velocity.y *= 0.8f; @@ -211,13 +211,13 @@ void EnIshi_SpawnFragmentsLarge(EnIshi* pthis, GlobalContext* globalCtx) pos.y = pthis->actor.world.pos.y + (Rand_ZeroOne() * 40.0f) + 5.0f; pos.z = pthis->actor.world.pos.z + (Math_CosS(angle) * rand); Math_Vec3f_Copy(&velocity, &thisx->velocity); - if(thisx->bgCheckFlags & 1) + if(thisx->bgCheckFlags & BG_STATE_0) { velocity.x *= 0.9f; velocity.y *= -0.8f; velocity.z *= 0.9f; } - else if(thisx->bgCheckFlags & 8) + else if(thisx->bgCheckFlags & BG_STATE_3) { velocity.x *= -0.9f; velocity.y *= 0.8f; @@ -251,13 +251,13 @@ void EnIshi_SpawnDustSmall(EnIshi* pthis, GlobalContext* globalCtx) Vec3f pos; Math_Vec3f_Copy(&pos, &pthis->actor.world.pos); - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { pos.x += 2.0f * pthis->actor.velocity.x; pos.y -= 2.0f * pthis->actor.velocity.y; pos.z += 2.0f * pthis->actor.velocity.z; } - else if(pthis->actor.bgCheckFlags & 8) + else if(pthis->actor.bgCheckFlags & BG_STATE_3) { pos.x -= 2.0f * pthis->actor.velocity.x; pos.y += 2.0f * pthis->actor.velocity.y; @@ -271,13 +271,13 @@ void EnIshi_SpawnDustLarge(EnIshi* pthis, GlobalContext* globalCtx) Vec3f pos; Math_Vec3f_Copy(&pos, &pthis->actor.world.pos); - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { pos.x += 2.0f * pthis->actor.velocity.x; pos.y -= 2.0f * pthis->actor.velocity.y; pos.z += 2.0f * pthis->actor.velocity.z; } - else if(pthis->actor.bgCheckFlags & 8) + else if(pthis->actor.bgCheckFlags & BG_STATE_3) { pos.x -= 2.0f * pthis->actor.velocity.x; pos.y += 2.0f * pthis->actor.velocity.y; @@ -493,11 +493,11 @@ void EnIshi_Fly(EnIshi* pthis, GlobalContext* globalCtx) s32 quakeIdx; Vec3f contactPos; - if(pthis->actor.bgCheckFlags & 9) + if(pthis->actor.bgCheckFlags & (BG_STATE_0 | BG_STATE_3)) { EnIshi_DropCollectible(pthis, globalCtx); sFragmentSpawnFuncs[type](pthis, globalCtx); - if(!(pthis->actor.bgCheckFlags & 0x20)) + if(!(pthis->actor.bgCheckFlags & BG_STATE_5)) { Audio_PlaySoundAtPosition(globalCtx, &pthis->actor.world.pos, sBreakSoundDurations[type], sBreakSounds[type]); sDustSpawnFuncs[type](pthis, globalCtx); @@ -513,7 +513,7 @@ void EnIshi_Fly(EnIshi* pthis, GlobalContext* globalCtx) Actor_Kill(&pthis->actor); return; } - if(pthis->actor.bgCheckFlags & 0x40) + if(pthis->actor.bgCheckFlags & BG_STATE_6) { contactPos.x = pthis->actor.world.pos.x; contactPos.y = pthis->actor.world.pos.y + pthis->actor.yDistToWater; @@ -535,7 +535,7 @@ void EnIshi_Fly(EnIshi* pthis, GlobalContext* globalCtx) sRotSpeedX >>= 2; sRotSpeedY >>= 2; Audio_PlaySoundAtPosition(globalCtx, &pthis->actor.world.pos, 40, NA_SE_EV_DIVE_INTO_WATER_L); - pthis->actor.bgCheckFlags &= ~0x40; + pthis->actor.bgCheckFlags &= ~BG_STATE_6; } Math_StepToF(&pthis->actor.shape.yOffset, 0.0f, 2.0f); EnIshi_Fall(pthis); diff --git a/src/overlays/actors/ovl_En_Js/z_en_js.cpp b/src/overlays/actors/ovl_En_Js/z_en_js.cpp index 9deb6914f..3d903889e 100644 --- a/src/overlays/actors/ovl_En_Js/z_en_js.cpp +++ b/src/overlays/actors/ovl_En_Js/z_en_js.cpp @@ -206,7 +206,7 @@ void EnJs_Update(Actor* thisx, GlobalContext* globalCtx) Actor_MoveForward(&pthis->actor); Actor_UpdateBgCheckInfo(globalCtx, &pthis->actor, 0.0f, 0.0f, 0.0f, 4); - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { if(SurfaceType_GetSfx(&globalCtx->colCtx, pthis->actor.floorPoly, pthis->actor.floorBgId) == 1) { diff --git a/src/overlays/actors/ovl_En_Kakasi/z_en_kakasi.cpp b/src/overlays/actors/ovl_En_Kakasi/z_en_kakasi.cpp index be9f927d1..228de3c91 100644 --- a/src/overlays/actors/ovl_En_Kakasi/z_en_kakasi.cpp +++ b/src/overlays/actors/ovl_En_Kakasi/z_en_kakasi.cpp @@ -156,7 +156,7 @@ void func_80A8F320(EnKakasi* pthis, GlobalContext* globalCtx, s16 arg) if(pthis->unk_19A != 0) { pthis->actor.gravity = -1.0f; - if(pthis->unk_19A == 8 && (pthis->actor.bgCheckFlags & 1)) + if(pthis->unk_19A == 8 && (pthis->actor.bgCheckFlags & BG_STATE_0)) { pthis->actor.velocity.y = 3.0f; Audio_PlayActorSound2(&pthis->actor, NA_SE_IT_KAKASHI_JUMP); diff --git a/src/overlays/actors/ovl_En_Kakasi3/z_en_kakasi3.cpp b/src/overlays/actors/ovl_En_Kakasi3/z_en_kakasi3.cpp index 5e70299f6..367f9fbf8 100644 --- a/src/overlays/actors/ovl_En_Kakasi3/z_en_kakasi3.cpp +++ b/src/overlays/actors/ovl_En_Kakasi3/z_en_kakasi3.cpp @@ -159,7 +159,7 @@ void func_80A90EBC(EnKakasi3* pthis, GlobalContext* globalCtx, s32 arg) if(pthis->unk_19A != 0) { pthis->actor.gravity = -1.0f; - if(pthis->unk_19A == 8 && (pthis->actor.bgCheckFlags & 1)) + if(pthis->unk_19A == 8 && (pthis->actor.bgCheckFlags & BG_STATE_0)) { pthis->actor.velocity.y = 3.0f; Audio_PlayActorSound2(&pthis->actor, NA_SE_IT_KAKASHI_JUMP); diff --git a/src/overlays/actors/ovl_En_Kanban/z_en_kanban.cpp b/src/overlays/actors/ovl_En_Kanban/z_en_kanban.cpp index bc1580e2b..a2c148ca6 100644 --- a/src/overlays/actors/ovl_En_Kanban/z_en_kanban.cpp +++ b/src/overlays/actors/ovl_En_Kanban/z_en_kanban.cpp @@ -506,7 +506,7 @@ void EnKanban_Update(Actor* thisx, GlobalContext* globalCtx2) pthis->actor.yDistToWater = tempYDistToWater; osSyncPrintf(VT_RST); - onGround = (pthis->actor.bgCheckFlags & 1); + onGround = (pthis->actor.bgCheckFlags & BG_STATE_0); if(pthis->spinXFlag) { pthis->spinRot.x += pthis->spinVel.x; @@ -555,12 +555,12 @@ void EnKanban_Update(Actor* thisx, GlobalContext* globalCtx2) { pthis->spinVel.z = -0xC00; } - if(pthis->actor.bgCheckFlags & 8) + if(pthis->actor.bgCheckFlags & BG_STATE_3) { pthis->actor.speedXZ *= -0.5f; Audio_PlayActorSound2(&pthis->actor, NA_SE_EV_WOODPLATE_BOUND); } - if(pthis->actor.bgCheckFlags & 0x40) + if(pthis->actor.bgCheckFlags & BG_STATE_6) { pthis->actionState = ENKANBAN_WATER; Audio_PlayActorSound2(&pthis->actor, NA_SE_EV_BOMB_DROP_WATER); @@ -695,7 +695,7 @@ void EnKanban_Update(Actor* thisx, GlobalContext* globalCtx2) pthis->spinVel.y = pthis->actor.speedXZ * -1000.0f; } } - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { pthis->actor.speedXZ = 0.0f; } @@ -703,7 +703,7 @@ void EnKanban_Update(Actor* thisx, GlobalContext* globalCtx2) if(pthis->actor.speedXZ != 0.0f) { Actor_UpdateBgCheckInfo(globalCtx, &pthis->actor, 10.0f, 10.0f, 50.0f, 5); - if(pthis->actor.bgCheckFlags & 8) + if(pthis->actor.bgCheckFlags & BG_STATE_3) { pthis->actor.speedXZ *= -0.5f; if(pthis->spinVel.y > 0) diff --git a/src/overlays/actors/ovl_En_Karebaba/z_en_karebaba.cpp b/src/overlays/actors/ovl_En_Karebaba/z_en_karebaba.cpp index 416db97d7..a68c4e387 100644 --- a/src/overlays/actors/ovl_En_Karebaba/z_en_karebaba.cpp +++ b/src/overlays/actors/ovl_En_Karebaba/z_en_karebaba.cpp @@ -376,7 +376,7 @@ void EnKarebaba_Dying(EnKarebaba* pthis, GlobalContext* globalCtx) Math_ScaledStepToS(&pthis->actor.shape.rot.x, 0x4800, 0x71C); EffectSsHahen_SpawnBurst(globalCtx, &pthis->actor.world.pos, 3.0f, 0, 12, 5, 1, HAHEN_OBJECT_DEFAULT, 10, NULL); - if(pthis->actor.scale.x > 0.005f && ((pthis->actor.bgCheckFlags & 2) || (pthis->actor.bgCheckFlags & 8))) + if(pthis->actor.scale.x > 0.005f && ((pthis->actor.bgCheckFlags & BG_STATE_1) || (pthis->actor.bgCheckFlags & BG_STATE_3))) { pthis->actor.scale.x = pthis->actor.scale.y = pthis->actor.scale.z = 0.0f; pthis->actor.speedXZ = 0.0f; @@ -384,7 +384,7 @@ void EnKarebaba_Dying(EnKarebaba* pthis, GlobalContext* globalCtx) EffectSsHahen_SpawnBurst(globalCtx, &pthis->actor.world.pos, 3.0f, 0, 12, 5, 15, HAHEN_OBJECT_DEFAULT, 10, NULL); } - if(pthis->actor.bgCheckFlags & 2) + if(pthis->actor.bgCheckFlags & BG_STATE_1) { Audio_PlayActorSound2(&pthis->actor, NA_SE_EN_DODO_M_GND); pthis->actor.params = 1; diff --git a/src/overlays/actors/ovl_En_Kusa/z_en_kusa.cpp b/src/overlays/actors/ovl_En_Kusa/z_en_kusa.cpp index 41c3950f6..2460c4e6d 100644 --- a/src/overlays/actors/ovl_En_Kusa/z_en_kusa.cpp +++ b/src/overlays/actors/ovl_En_Kusa/z_en_kusa.cpp @@ -423,9 +423,9 @@ void EnKusa_Fall(EnKusa* pthis, GlobalContext* globalCtx) s32 pad; Vec3f contactPos; - if(pthis->actor.bgCheckFlags & 0xB) + if(pthis->actor.bgCheckFlags & (BG_STATE_0 | BG_STATE_1 | BG_STATE_3)) { - if(!(pthis->actor.bgCheckFlags & 0x20)) + if(!(pthis->actor.bgCheckFlags & BG_STATE_5)) { Audio_PlaySoundAtPosition(globalCtx, &pthis->actor.world.pos, 20, NA_SE_EV_PLANT_BROKEN); } @@ -445,7 +445,7 @@ void EnKusa_Fall(EnKusa* pthis, GlobalContext* globalCtx) return; } - if(pthis->actor.bgCheckFlags & 0x40) + if(pthis->actor.bgCheckFlags & BG_STATE_6) { contactPos.x = pthis->actor.world.pos.x; contactPos.y = pthis->actor.world.pos.y + pthis->actor.yDistToWater; @@ -459,7 +459,7 @@ void EnKusa_Fall(EnKusa* pthis, GlobalContext* globalCtx) rotSpeedXtarget >>= 1; rotSpeedY >>= 1; rotSpeedYtarget >>= 1; - pthis->actor.bgCheckFlags &= ~0x40; + pthis->actor.bgCheckFlags &= ~BG_STATE_6; Audio_PlaySoundAtPosition(globalCtx, &pthis->actor.world.pos, 40, NA_SE_EV_DIVE_INTO_WATER_L); } diff --git a/src/overlays/actors/ovl_En_Lightbox/z_en_lightbox.cpp b/src/overlays/actors/ovl_En_Lightbox/z_en_lightbox.cpp index cdd76424c..eedad648a 100644 --- a/src/overlays/actors/ovl_En_Lightbox/z_en_lightbox.cpp +++ b/src/overlays/actors/ovl_En_Lightbox/z_en_lightbox.cpp @@ -89,27 +89,27 @@ void EnLightbox_Update(Actor* thisx, GlobalContext* globalCtx) { if(thisx->speedXZ) { - if(thisx->bgCheckFlags & 8) + if(thisx->bgCheckFlags & BG_STATE_3) { thisx->world.rot.y = (thisx->world.rot.y + thisx->wallYaw) - thisx->world.rot.y; Audio_PlaySoundGeneral(NA_SE_EV_BOMB_BOUND, &thisx->projectedPos, 4, &D_801333E0, &D_801333E0, &gReverbAdd2); thisx->speedXZ *= 0.7f; - thisx->bgCheckFlags &= ~0x8; + thisx->bgCheckFlags &= ~BG_STATE_3; } } - if((thisx->bgCheckFlags & 1) == 0) + if((thisx->bgCheckFlags & BG_STATE_0) == 0) { Math_StepToF(&thisx->speedXZ, 0, IREG(57) / 100.0f); } else { Math_StepToF(&thisx->speedXZ, 0, IREG(58) / 100.0f); - if((thisx->bgCheckFlags & 2) && (thisx->velocity.y < IREG(59) / 100.0f)) + if((thisx->bgCheckFlags & BG_STATE_1) && (thisx->velocity.y < IREG(59) / 100.0f)) { Audio_PlaySoundGeneral(NA_SE_EV_BOMB_BOUND, &thisx->projectedPos, 4, &D_801333E0, &D_801333E0, &gReverbAdd2); thisx->velocity.y *= IREG(60) / 100.0f; - thisx->bgCheckFlags &= ~0x1; + thisx->bgCheckFlags &= ~BG_STATE_0; } else { diff --git a/src/overlays/actors/ovl_En_Mb/z_en_mb.cpp b/src/overlays/actors/ovl_En_Mb/z_en_mb.cpp index e319c896c..97feff084 100644 --- a/src/overlays/actors/ovl_En_Mb/z_en_mb.cpp +++ b/src/overlays/actors/ovl_En_Mb/z_en_mb.cpp @@ -565,7 +565,7 @@ void EnMb_SetupSpearPatrolEndCharge(EnMb* pthis) { Animation_PlayOnce(&pthis->skelAnime, &gEnMbSpearSlowDownAnim); pthis->state = ENMB_STATE_ATTACK_END; - pthis->actor.bgCheckFlags &= ~1; + pthis->actor.bgCheckFlags &= ~BG_STATE_0; pthis->timer1 = 0; pthis->timer3 = 50; pthis->actor.speedXZ = -8.0f; @@ -803,7 +803,7 @@ void EnMb_SpearPatrolEndCharge(EnMb* pthis, GlobalContext* globalCtx) func_8002F71C(globalCtx, &pthis->actor, 4.0f, pthis->actor.world.rot.y, 4.0f); } - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { Math_SmoothStepToF(&pthis->actor.speedXZ, 0.0f, 1.0f, 1.5f, 0.0f); diff --git a/src/overlays/actors/ovl_En_Niw/z_en_niw.cpp b/src/overlays/actors/ovl_En_Niw/z_en_niw.cpp index 48548eb0c..995f4ec72 100644 --- a/src/overlays/actors/ovl_En_Niw/z_en_niw.cpp +++ b/src/overlays/actors/ovl_En_Niw/z_en_niw.cpp @@ -425,7 +425,7 @@ void func_80AB6100(EnNiw* pthis, GlobalContext* globalCtx, s32 arg2) { pthis->timer4 = 3; - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { pthis->actor.velocity.y = 3.5f; } @@ -446,7 +446,7 @@ void func_80AB6100(EnNiw* pthis, GlobalContext* globalCtx, s32 arg2) } if(arg2 == 1) { - if(pthis->timer6 == 0 || pthis->actor.bgCheckFlags & 8) + if(pthis->timer6 == 0 || pthis->actor.bgCheckFlags & BG_STATE_3) { pthis->timer6 = 150; if(pthis->timer8 == 0) @@ -493,7 +493,7 @@ void action_80AB6324(EnNiw* pthis, GlobalContext* globalCtx) void action_80AB63A8(EnNiw* pthis, GlobalContext* globalCtx) { - if(pthis->actor.bgCheckFlags & 1 && pthis->actor.velocity.y < 0.0f) + if(pthis->actor.bgCheckFlags & BG_STATE_0 && pthis->actor.velocity.y < 0.0f) { pthis->unk_2AC.x = pthis->unk_2B8.x = pthis->actor.world.pos.x; pthis->unk_2AC.y = pthis->unk_2B8.y = pthis->actor.world.pos.y; @@ -650,7 +650,7 @@ void action_80AB6570(EnNiw* pthis, GlobalContext* globalCtx) else { pthis->timer4 = 4; - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { pthis->actor.speedXZ = 0.0f; pthis->actor.velocity.y = 3.5f; @@ -764,7 +764,7 @@ void func_80AB6D08(EnNiw* pthis, GlobalContext* globalCtx) { if(pthis->path == 0) { - if(!(pthis->actor.bgCheckFlags & 1)) + if(!(pthis->actor.bgCheckFlags & BG_STATE_0)) { return; } @@ -788,7 +788,7 @@ void func_80AB6D08(EnNiw* pthis, GlobalContext* globalCtx) } else { - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { pthis->sfxTimer1 = 0; pthis->actor.velocity.y = 4.0f; @@ -845,7 +845,7 @@ void action_bubbly_80AB6F04(EnNiw* pthis, GlobalContext* globalCtx) pthis->actor.speedXZ = 2.0f; - if(pthis->actor.bgCheckFlags & 0x20) + if(pthis->actor.bgCheckFlags & BG_STATE_5) { pthis->actor.gravity = 0.0f; @@ -860,7 +860,7 @@ void action_bubbly_80AB6F04(EnNiw* pthis, GlobalContext* globalCtx) pos.y += pthis->actor.yDistToWater; EffectSsGRipple_Spawn(globalCtx, &pos, 100, 500, 30); } - if(pthis->actor.bgCheckFlags & 8) + if(pthis->actor.bgCheckFlags & BG_STATE_3) { pthis->actor.velocity.y = 10.0f; pthis->actor.speedXZ = 1.0f; @@ -870,7 +870,7 @@ void action_bubbly_80AB6F04(EnNiw* pthis, GlobalContext* globalCtx) { pthis->actor.gravity = -2.0f; - if(pthis->actor.bgCheckFlags & 8) + if(pthis->actor.bgCheckFlags & BG_STATE_3) { pthis->actor.velocity.y = 10.0f; pthis->actor.speedXZ = 1.0f; @@ -880,7 +880,7 @@ void action_bubbly_80AB6F04(EnNiw* pthis, GlobalContext* globalCtx) { pthis->actor.speedXZ = 4.0f; } - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { pthis->actor.gravity = -2.0f; pthis->timer6 = 100; @@ -1006,7 +1006,7 @@ void action_80AB7328(EnNiw* pthis, GlobalContext* globalCtx) void action_jump(EnNiw* pthis, GlobalContext* globalCtx) { - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { pthis->jumpY = (s16)Rand_ZeroFloat(3.99f) + 5; pthis->actionFunc = EnNiw_ResetAction; @@ -1179,7 +1179,7 @@ void EnNiw_Update(Actor* thisx, GlobalContext* globalCtx) return; } - if(thisx->bgCheckFlags & 0x20 && thisx->yDistToWater > 15.0f && pthis->actionFunc != action_bubbly_80AB6F04 && thisx->params != 0xD && thisx->params != 0xE && thisx->params != 0xA) + if(thisx->bgCheckFlags & BG_STATE_5 && thisx->yDistToWater > 15.0f && pthis->actionFunc != action_bubbly_80AB6F04 && thisx->params != 0xD && thisx->params != 0xE && thisx->params != 0xA) { thisx->velocity.y = 0.0f; thisx->gravity = 0.0f; diff --git a/src/overlays/actors/ovl_En_Nutsball/z_en_nutsball.cpp b/src/overlays/actors/ovl_En_Nutsball/z_en_nutsball.cpp index 18e3c11c3..bb307a590 100644 --- a/src/overlays/actors/ovl_En_Nutsball/z_en_nutsball.cpp +++ b/src/overlays/actors/ovl_En_Nutsball/z_en_nutsball.cpp @@ -119,7 +119,7 @@ void func_80ABBBA8(EnNutsball* pthis, GlobalContext* globalCtx) pthis->actor.home.rot.z += 0x2AA8; - if((pthis->actor.bgCheckFlags & 8) || (pthis->actor.bgCheckFlags & 1) || (pthis->collider.base.atFlags & AT_HIT) || (pthis->collider.base.acFlags & AC_HIT) || (pthis->collider.base.ocFlags1 & OC1_HIT)) + if((pthis->actor.bgCheckFlags & BG_STATE_3) || (pthis->actor.bgCheckFlags & BG_STATE_0) || (pthis->collider.base.atFlags & AT_HIT) || (pthis->collider.base.acFlags & AC_HIT) || (pthis->collider.base.ocFlags1 & OC1_HIT)) { // Checking if the player is using a shield that reflects projectiles // And if so, reflects the projectile on impact diff --git a/src/overlays/actors/ovl_En_Ny/z_en_ny.cpp b/src/overlays/actors/ovl_En_Ny/z_en_ny.cpp index 9c15cac33..2deb9fb86 100644 --- a/src/overlays/actors/ovl_En_Ny/z_en_ny.cpp +++ b/src/overlays/actors/ovl_En_Ny/z_en_ny.cpp @@ -282,13 +282,13 @@ void EnNy_TurnToStone(EnNy* pthis, GlobalContext* globalCtx) if(phi_f0 <= 0.25f) { phi_f0 = 0.25f; - if(pthis->actor.bgCheckFlags & 2) + if(pthis->actor.bgCheckFlags & BG_STATE_1) { if(!(pthis->unk_1F0 < pthis->actor.yDistToWater)) { Audio_PlayActorSound2(&pthis->actor, NA_SE_EN_DODO_M_GND); } - pthis->actor.bgCheckFlags &= ~2; + pthis->actor.bgCheckFlags &= ~BG_STATE_1; pthis->actor.speedXZ = 0.0f; pthis->actor.world.rot.y = pthis->actor.shape.rot.y; func_80ABCE38(pthis); diff --git a/src/overlays/actors/ovl_En_Okuta/z_en_okuta.cpp b/src/overlays/actors/ovl_En_Okuta/z_en_okuta.cpp index a6dcb250e..b29162f23 100644 --- a/src/overlays/actors/ovl_En_Okuta/z_en_okuta.cpp +++ b/src/overlays/actors/ovl_En_Okuta/z_en_okuta.cpp @@ -570,13 +570,13 @@ void EnOkuta_ProjectileFly(EnOkuta* pthis, GlobalContext* globalCtx) pthis->actor.gravity = -1.0f; } pthis->actor.home.rot.z += 0x1554; - if(pthis->actor.bgCheckFlags & 0x20) + if(pthis->actor.bgCheckFlags & BG_STATE_5) { pthis->actor.gravity = -1.0f; pthis->actor.speedXZ -= 0.1f; pthis->actor.speedXZ = CLAMP_MIN(pthis->actor.speedXZ, 1.0f); } - if((pthis->actor.bgCheckFlags & 8) || (pthis->actor.bgCheckFlags & 1) || (pthis->collider.base.atFlags & AT_HIT) || pthis->collider.base.acFlags & AC_HIT || pthis->collider.base.ocFlags1 & OC1_HIT || pthis->actor.floorHeight == BGCHECK_Y_MIN) + if((pthis->actor.bgCheckFlags & BG_STATE_3) || (pthis->actor.bgCheckFlags & BG_STATE_0) || (pthis->collider.base.atFlags & AT_HIT) || pthis->collider.base.acFlags & AC_HIT || pthis->collider.base.ocFlags1 & OC1_HIT || pthis->actor.floorHeight == BGCHECK_Y_MIN) { if((player->currentShield == PLAYER_SHIELD_DEKU || (player->currentShield == PLAYER_SHIELD_HYLIAN && LINK_IS_ADULT)) && pthis->collider.base.atFlags & AT_HIT && pthis->collider.base.atFlags & AT_TYPE_ENEMY && pthis->collider.base.atFlags & AT_BOUNCED) @@ -741,17 +741,17 @@ void EnOkuta_Update(Actor* thisx, GlobalContext* globalCtx2) Actor_MoveForward(&pthis->actor); Math_Vec3f_Copy(&sp38, &pthis->actor.world.pos); Actor_UpdateBgCheckInfo(globalCtx, &pthis->actor, 10.0f, 15.0f, 30.0f, 5); - if((pthis->actor.bgCheckFlags & 8) && SurfaceType_IsIgnoredByProjectiles(&globalCtx->colCtx, pthis->actor.wallPoly, pthis->actor.wallBgId)) + if((pthis->actor.bgCheckFlags & BG_STATE_3) && SurfaceType_IsIgnoredByProjectiles(&globalCtx->colCtx, pthis->actor.wallPoly, pthis->actor.wallBgId)) { sp34 = true; - pthis->actor.bgCheckFlags &= ~8; + pthis->actor.bgCheckFlags &= ~BG_STATE_3; } - if((pthis->actor.bgCheckFlags & 1) && SurfaceType_IsIgnoredByProjectiles(&globalCtx->colCtx, pthis->actor.floorPoly, pthis->actor.floorBgId)) + if((pthis->actor.bgCheckFlags & BG_STATE_0) && SurfaceType_IsIgnoredByProjectiles(&globalCtx->colCtx, pthis->actor.floorPoly, pthis->actor.floorBgId)) { sp34 = true; - pthis->actor.bgCheckFlags &= ~1; + pthis->actor.bgCheckFlags &= ~BG_STATE_0; } - if(sp34 && !(pthis->actor.bgCheckFlags & 9)) + if(sp34 && !(pthis->actor.bgCheckFlags & (BG_STATE_0 | BG_STATE_3))) { Math_Vec3f_Copy(&pthis->actor.world.pos, &sp38); } diff --git a/src/overlays/actors/ovl_En_Part/z_en_part.cpp b/src/overlays/actors/ovl_En_Part/z_en_part.cpp index 56ca10cb5..4315fb91f 100644 --- a/src/overlays/actors/ovl_En_Part/z_en_part.cpp +++ b/src/overlays/actors/ovl_En_Part/z_en_part.cpp @@ -115,7 +115,7 @@ void func_80ACE13C(EnPart* pthis, GlobalContext* globalCtx) { Actor_UpdateBgCheckInfo(globalCtx, &pthis->actor, 5.0f, 15.0f, 0.0f, 0x1D); - if((pthis->actor.bgCheckFlags & 1) || (pthis->actor.world.pos.y <= pthis->actor.floorHeight)) + if((pthis->actor.bgCheckFlags & BG_STATE_0) || (pthis->actor.world.pos.y <= pthis->actor.floorHeight)) { pthis->action = 4; pthis->actor.speedXZ = 0.0f; @@ -273,9 +273,9 @@ void EnPart_Update(Actor* thisx, GlobalContext* globalCtx) if(pthis->actor.params >= 0) { Math_SmoothStepToF(&pthis->actor.speedXZ, 0.0f, 1.0f, 0.5f, 0.0f); - if(thisx->bgCheckFlags & 1) + if(thisx->bgCheckFlags & BG_STATE_0) { - thisx->bgCheckFlags &= ~1; + thisx->bgCheckFlags &= ~BG_STATE_0; thisx->velocity.y = 6.0f; } } diff --git a/src/overlays/actors/ovl_En_Peehat/z_en_peehat.cpp b/src/overlays/actors/ovl_En_Peehat/z_en_peehat.cpp index 7921155b7..b3b3ab81a 100644 --- a/src/overlays/actors/ovl_En_Peehat/z_en_peehat.cpp +++ b/src/overlays/actors/ovl_En_Peehat/z_en_peehat.cpp @@ -630,7 +630,7 @@ void EnPeehat_Larva_StateSeekPlayer(EnPeehat* pthis, GlobalContext* globalCtx) pthis->colQuad.base.acFlags = pthis->colQuad.base.acFlags & ~AC_BOUNCED; EnPeehat_SetStateAttackRecoil(pthis); } - else if((pthis->colQuad.base.atFlags & AT_HIT) || (pthis->colCylinder.base.acFlags & AC_HIT) || (pthis->actor.bgCheckFlags & 1)) + else if((pthis->colQuad.base.atFlags & AT_HIT) || (pthis->colCylinder.base.acFlags & AC_HIT) || (pthis->actor.bgCheckFlags & BG_STATE_0)) { Player* player = GET_PLAYER(globalCtx); pthis->colQuad.base.atFlags &= ~AT_HIT; @@ -646,7 +646,7 @@ void EnPeehat_Larva_StateSeekPlayer(EnPeehat* pthis, GlobalContext* globalCtx) } pthis->unk2D4 = 40; } - else if(pthis->colCylinder.base.acFlags & AC_HIT || pthis->actor.bgCheckFlags & 1) + else if(pthis->colCylinder.base.acFlags & AC_HIT || pthis->actor.bgCheckFlags & BG_STATE_0) { Vec3f zeroVec = {0, 0, 0}; s32 i; @@ -661,7 +661,7 @@ void EnPeehat_Larva_StateSeekPlayer(EnPeehat* pthis, GlobalContext* globalCtx) } if(&player->actor != pthis->colQuad.base.at || pthis->colCylinder.base.acFlags & AC_HIT) { - if(!(pthis->actor.bgCheckFlags & 1)) + if(!(pthis->actor.bgCheckFlags & BG_STATE_0)) { EffectSsDeadSound_SpawnStationary(globalCtx, &pthis->actor.projectedPos, NA_SE_EN_PIHAT_SM_DEAD, 1, 1, 40); } diff --git a/src/overlays/actors/ovl_En_Po_Field/z_en_po_field.cpp b/src/overlays/actors/ovl_En_Po_Field/z_en_po_field.cpp index 7d6917239..adb2892d4 100644 --- a/src/overlays/actors/ovl_En_Po_Field/z_en_po_field.cpp +++ b/src/overlays/actors/ovl_En_Po_Field/z_en_po_field.cpp @@ -706,7 +706,7 @@ void EnPoField_SoulIdle(EnPoField* pthis, GlobalContext* globalCtx) { pthis->actionTimer--; } - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { EffectSsHahen_SpawnBurst(globalCtx, &pthis->actor.world.pos, 6.0f, 0, 1, 1, 15, OBJECT_PO_FIELD, 10, gPoeFieldLanternDL); func_80AD42B0(pthis); diff --git a/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.cpp b/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.cpp index a07f83a4a..7bb34bbb8 100644 --- a/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.cpp +++ b/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.cpp @@ -713,7 +713,7 @@ void func_80ADA530(EnPoSisters* pthis, GlobalContext* globalCtx) { func_80AD9368(pthis); } - if(pthis->actor.bgCheckFlags & 8) + if(pthis->actor.bgCheckFlags & BG_STATE_3) { Math_ScaledStepToS(&pthis->actor.world.rot.y, Actor_WorldYawTowardPoint(&pthis->actor, &pthis->actor.home.pos), 0x71C); } @@ -865,7 +865,7 @@ void func_80ADAC70(EnPoSisters* pthis, GlobalContext* globalCtx) { pthis->unk_19A--; } - if(pthis->actor.bgCheckFlags & 8) + if(pthis->actor.bgCheckFlags & BG_STATE_3) { pthis->actor.world.rot.y = pthis->actor.shape.rot.y; pthis->unk_199 |= 2; diff --git a/src/overlays/actors/ovl_En_Poh/z_en_poh.cpp b/src/overlays/actors/ovl_En_Poh/z_en_poh.cpp index f8580240b..383fd8cb3 100644 --- a/src/overlays/actors/ovl_En_Poh/z_en_poh.cpp +++ b/src/overlays/actors/ovl_En_Poh/z_en_poh.cpp @@ -867,7 +867,7 @@ void EnPoh_Death(EnPoh* pthis, GlobalContext* globalCtx) { pthis->unk_198--; } - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { objId = (pthis->infoIdx == EN_POH_INFO_COMPOSER) ? OBJECT_PO_COMPOSER : OBJECT_POH; EffectSsHahen_SpawnBurst(globalCtx, &pthis->actor.world.pos, 6.0f, 0, 1, 1, 15, objId, 10, pthis->info->lanternDisplayList); diff --git a/src/overlays/actors/ovl_En_Rd/z_en_rd.cpp b/src/overlays/actors/ovl_En_Rd/z_en_rd.cpp index a5dd833a3..ce915a505 100644 --- a/src/overlays/actors/ovl_En_Rd/z_en_rd.cpp +++ b/src/overlays/actors/ovl_En_Rd/z_en_rd.cpp @@ -725,7 +725,7 @@ void func_80AE3A8C(EnRd* pthis) { Animation_MorphToPlayOnce(&pthis->skelAnime, &object_rd_Anim_0074F0, -6.0f); - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { pthis->actor.speedXZ = -2.0f; } diff --git a/src/overlays/actors/ovl_En_Reeba/z_en_reeba.cpp b/src/overlays/actors/ovl_En_Reeba/z_en_reeba.cpp index d5751a67a..060e5fe31 100644 --- a/src/overlays/actors/ovl_En_Reeba/z_en_reeba.cpp +++ b/src/overlays/actors/ovl_En_Reeba/z_en_reeba.cpp @@ -282,7 +282,7 @@ void func_80AE5270(EnReeba* pthis, GlobalContext* globalCtx) pthis->actor.speedXZ = 0.0f; pthis->actionfunc = func_80AE5688; } - else if((pthis->unk_272 == 0) || (pthis->actor.xzDistToPlayer < 30.0f) || (pthis->actor.xzDistToPlayer > 400.0f) || (pthis->actor.bgCheckFlags & 8)) + else if((pthis->unk_272 == 0) || (pthis->actor.xzDistToPlayer < 30.0f) || (pthis->actor.xzDistToPlayer > 400.0f) || (pthis->actor.bgCheckFlags & BG_STATE_3)) { pthis->actionfunc = func_80AE5688; } @@ -315,7 +315,7 @@ void func_80AE53AC(EnReeba* pthis, GlobalContext* globalCtx) surfaceType = func_80041D4C(&globalCtx->colCtx, pthis->actor.floorPoly, pthis->actor.floorBgId); - if(((surfaceType != 4) && (surfaceType != 7)) || (pthis->actor.xzDistToPlayer > 400.0f) || (pthis->actor.bgCheckFlags & 8)) + if(((surfaceType != 4) && (surfaceType != 7)) || (pthis->actor.xzDistToPlayer > 400.0f) || (pthis->actor.bgCheckFlags & BG_STATE_3)) { pthis->actionfunc = func_80AE5688; } diff --git a/src/overlays/actors/ovl_En_Ru1/z_en_ru1.cpp b/src/overlays/actors/ovl_En_Ru1/z_en_ru1.cpp index 1e943072b..8a322be5b 100644 --- a/src/overlays/actors/ovl_En_Ru1/z_en_ru1.cpp +++ b/src/overlays/actors/ovl_En_Ru1/z_en_ru1.cpp @@ -1002,7 +1002,7 @@ void func_80AEC780(EnRu1* pthis, GlobalContext* globalCtx) s32 pad; Player* player = GET_PLAYER(globalCtx); - if((func_80AEC5FC(pthis, globalCtx)) && (!Gameplay_InCsMode(globalCtx)) && (!(player->stateFlags1 & (PLAYER_STATE1_13 | PLAYER_STATE1_14 | PLAYER_STATE1_21))) && (player->actor.bgCheckFlags & 1)) + if((func_80AEC5FC(pthis, globalCtx)) && (!Gameplay_InCsMode(globalCtx)) && (!(player->stateFlags1 & (PLAYER_STATE1_13 | PLAYER_STATE1_14 | PLAYER_STATE1_21))) && (player->actor.bgCheckFlags & BG_STATE_0)) { globalCtx->csCtx.segment = &D_80AF0880; gSaveContext.cutsceneTrigger = 1; @@ -1063,7 +1063,7 @@ void func_80AEC9C4(EnRu1* pthis) void func_80AECA18(EnRu1* pthis) { - if(!(pthis->actor.bgCheckFlags & 1)) + if(!(pthis->actor.bgCheckFlags & BG_STATE_0)) { pthis->action = 13; pthis->unk_26C = 0.0f; @@ -1549,7 +1549,7 @@ void func_80AEDAE0(EnRu1* pthis, GlobalContext* globalCtx) if(dynaPolyActor == NULL || dynaPolyActor->actor.id == ACTOR_EN_BOX) { - pthis->actor.bgCheckFlags &= ~0x19; + pthis->actor.bgCheckFlags &= ~(BG_STATE_0 | BG_STATE_3 | BG_STATE_4); } } @@ -1565,7 +1565,7 @@ void func_80AEDB30(EnRu1* pthis, GlobalContext* globalCtx) s32 temp_a0; s32 phi_v1; - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { velocityY = &pthis->actor.velocity.y; dynaPolyActor = DynaPoly_GetActor(&globalCtx->colCtx, pthis->actor.floorBgId); @@ -1617,7 +1617,7 @@ void func_80AEDB30(EnRu1* pthis, GlobalContext* globalCtx) func_80AED4FC(pthis); } } - if(pthis->actor.bgCheckFlags & 0x10) + if(pthis->actor.bgCheckFlags & BG_STATE_4) { speedXZ = &pthis->actor.speedXZ; velocityY = &pthis->actor.velocity.y; @@ -1635,7 +1635,7 @@ void func_80AEDB30(EnRu1* pthis, GlobalContext* globalCtx) func_80AED4FC(pthis); } } - if(pthis->actor.bgCheckFlags & 8) + if(pthis->actor.bgCheckFlags & BG_STATE_3) { speedXZ = &pthis->actor.speedXZ; if(*speedXZ != 0.0f) @@ -1812,7 +1812,7 @@ void func_80AEE2F8(EnRu1* pthis, GlobalContext* globalCtx) DynaPolyActor* dynaPolyActor; s32 floorBgId; - if((pthis->actor.bgCheckFlags & 1) && (pthis->actor.floorBgId != BGCHECK_SCENE)) + if((pthis->actor.bgCheckFlags & BG_STATE_0) && (pthis->actor.floorBgId != BGCHECK_SCENE)) { floorBgId = pthis->actor.floorBgId; dynaPolyActor = DynaPoly_GetActor(&globalCtx->colCtx, floorBgId); @@ -1835,7 +1835,7 @@ s32 func_80AEE394(EnRu1* pthis, GlobalContext* globalCtx) DynaPolyActor* dynaPolyActor; s32 floorBgId; - if((pthis->actor.bgCheckFlags & 1) && pthis->actor.floorBgId != BGCHECK_SCENE) + if((pthis->actor.bgCheckFlags & BG_STATE_0) && pthis->actor.floorBgId != BGCHECK_SCENE) { colCtx = &globalCtx->colCtx; floorBgId = pthis->actor.floorBgId; // necessary match, can't move pthis out of pthis block unfortunately @@ -1866,7 +1866,7 @@ void func_80AEE488(EnRu1* pthis, GlobalContext* globalCtx) pthis->action = 31; func_80AED520(pthis, globalCtx); } - else if((!func_80AEE394(pthis, globalCtx)) && (!(pthis->actor.bgCheckFlags & 1))) + else if((!func_80AEE394(pthis, globalCtx)) && (!(pthis->actor.bgCheckFlags & BG_STATE_0))) { pthis->actor.minVelocityY = -((kREG(24) * 0.01f) + 6.8f); pthis->actor.gravity = -((kREG(23) * 0.01f) + 1.3f); @@ -1878,7 +1878,7 @@ void func_80AEE568(EnRu1* pthis, GlobalContext* globalCtx) { if(!func_80AEE394(pthis, globalCtx)) { - if((pthis->actor.bgCheckFlags & 1) && (pthis->actor.speedXZ == 0.0f) && (pthis->actor.minVelocityY == 0.0f)) + if((pthis->actor.bgCheckFlags & BG_STATE_0) && (pthis->actor.speedXZ == 0.0f) && (pthis->actor.minVelocityY == 0.0f)) { func_80AEE02C(pthis); func_8002F580(&pthis->actor, globalCtx); @@ -1997,7 +1997,7 @@ void func_80AEE7C4(EnRu1* pthis, GlobalContext* globalCtx) s32 func_80AEEAC8(EnRu1* pthis, GlobalContext* globalCtx) { - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { func_80AEE02C(pthis); func_8002F580(&pthis->actor, globalCtx); diff --git a/src/overlays/actors/ovl_En_Sb/z_en_sb.cpp b/src/overlays/actors/ovl_En_Sb/z_en_sb.cpp index fc07c7073..ee544d0cf 100644 --- a/src/overlays/actors/ovl_En_Sb/z_en_sb.cpp +++ b/src/overlays/actors/ovl_En_Sb/z_en_sb.cpp @@ -299,13 +299,13 @@ void EnSb_TurnAround(EnSb* pthis, GlobalContext* globalCtx) void EnSb_Lunge(EnSb* pthis, GlobalContext* globalCtx) { Math_StepToF(&pthis->actor.speedXZ, 0.0f, 0.2f); - if((pthis->actor.velocity.y <= -0.1f) || ((pthis->actor.bgCheckFlags & 2))) + if((pthis->actor.velocity.y <= -0.1f) || ((pthis->actor.bgCheckFlags & BG_STATE_1))) { if(!(pthis->actor.yDistToWater > 0.0f)) { Audio_PlayActorSound2(&pthis->actor, NA_SE_EN_DODO_M_GND); } - pthis->actor.bgCheckFlags = pthis->actor.bgCheckFlags & ~2; + pthis->actor.bgCheckFlags = pthis->actor.bgCheckFlags & ~BG_STATE_1; EnSb_SetupBounce(pthis); } } @@ -341,9 +341,9 @@ void EnSb_Bounce(EnSb* pthis, GlobalContext* globalCtx) EnSb_SpawnBubbles(globalCtx, pthis); EnSb_SetupLunge(pthis); } - else if(pthis->actor.bgCheckFlags & 1) + else if(pthis->actor.bgCheckFlags & BG_STATE_0) { - pthis->actor.bgCheckFlags &= ~2; + pthis->actor.bgCheckFlags &= ~BG_STATE_1; pthis->actor.speedXZ = 0.0f; pthis->timer = 1; EnSb_SetupWaitClosed(pthis); @@ -357,17 +357,17 @@ void EnSb_Cooldown(EnSb* pthis, GlobalContext* globalCtx) if(pthis->timer != 0) { pthis->timer--; - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { - pthis->actor.bgCheckFlags &= ~1; + pthis->actor.bgCheckFlags &= ~BG_STATE_0; pthis->actor.speedXZ = 0.0f; } } else { - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { - pthis->actor.bgCheckFlags &= ~1; + pthis->actor.bgCheckFlags &= ~BG_STATE_0; pthis->actionFunc = EnSb_WaitClosed; pthis->actor.speedXZ = 0.0f; } diff --git a/src/overlays/actors/ovl_En_Skb/z_en_skb.cpp b/src/overlays/actors/ovl_En_Skb/z_en_skb.cpp index 13d7cb0d7..c6e7b9581 100644 --- a/src/overlays/actors/ovl_En_Skb/z_en_skb.cpp +++ b/src/overlays/actors/ovl_En_Skb/z_en_skb.cpp @@ -382,7 +382,7 @@ void func_80AFD508(EnSkb* pthis, GlobalContext* globalCtx) void EnSkb_SetupStunned(EnSkb* pthis) { - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { pthis->actor.speedXZ = 0.0f; } @@ -394,18 +394,18 @@ void EnSkb_SetupStunned(EnSkb* pthis) void func_80AFD59C(EnSkb* pthis, GlobalContext* globalCtx) { - if(pthis->actor.bgCheckFlags & 2) + if(pthis->actor.bgCheckFlags & BG_STATE_1) { pthis->actor.speedXZ = 0.0f; } - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { if(pthis->actor.speedXZ < 0.0f) { pthis->actor.speedXZ += 0.05f; } } - if((pthis->actor.colorFilterTimer == 0) && (pthis->actor.bgCheckFlags & 1)) + if((pthis->actor.colorFilterTimer == 0) && (pthis->actor.bgCheckFlags & BG_STATE_0)) { if(pthis->actor.colChkInfo.health == 0) { @@ -421,7 +421,7 @@ void func_80AFD59C(EnSkb* pthis, GlobalContext* globalCtx) void func_80AFD644(EnSkb* pthis) { Animation_MorphToPlayOnce(&pthis->skelAnime, &gStalchildDamagedAnim, -4.0f); - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { pthis->actor.speedXZ = -4.0f; } @@ -443,11 +443,11 @@ void func_80AFD6CC(EnSkb* pthis, GlobalContext* globalCtx) { pthis->unk_283 = (*new_var) | 2; } - if(pthis->actor.bgCheckFlags & 2) + if(pthis->actor.bgCheckFlags & BG_STATE_1) { pthis->actor.speedXZ = 0; } - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { if(pthis->actor.speedXZ < 0.0f) { @@ -456,7 +456,7 @@ void func_80AFD6CC(EnSkb* pthis, GlobalContext* globalCtx) } Math_SmoothStepToS(&pthis->actor.shape.rot.y, pthis->actor.yawTowardsPlayer, 1, 0x1194, 0); - if(SkelAnime_Update(&pthis->skelAnime) && (pthis->actor.bgCheckFlags & 1)) + if(SkelAnime_Update(&pthis->skelAnime) && (pthis->actor.bgCheckFlags & BG_STATE_0)) { func_80AFCD60(pthis); } @@ -468,7 +468,7 @@ void func_80AFD7B4(EnSkb* pthis, GlobalContext* globalCtx) Animation_MorphToPlayOnce(&pthis->skelAnime, &gStalchildDyingAnim, -4.0f); pthis->actor.shape.rot.y = pthis->actor.yawTowardsPlayer; pthis->actor.world.rot.y = pthis->actor.yawTowardsPlayer; - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { pthis->actor.speedXZ = -6.0f; } @@ -513,7 +513,7 @@ void func_80AFD968(EnSkb* pthis, GlobalContext* globalCtx) s16 phi_v1; Player* player; - if((pthis->unk_280 != 1) && (pthis->actor.bgCheckFlags & 0x60) && (pthis->actor.yDistToWater >= 40.0f)) + if((pthis->unk_280 != 1) && (pthis->actor.bgCheckFlags & (BG_STATE_5 | BG_STATE_6)) && (pthis->actor.yDistToWater >= 40.0f)) { pthis->actor.colChkInfo.health = 0; pthis->unk_281 = 0; diff --git a/src/overlays/actors/ovl_En_Skj/z_en_skj.cpp b/src/overlays/actors/ovl_En_Skj/z_en_skj.cpp index ad0bbce08..bce59002c 100644 --- a/src/overlays/actors/ovl_En_Skj/z_en_skj.cpp +++ b/src/overlays/actors/ovl_En_Skj/z_en_skj.cpp @@ -657,9 +657,9 @@ void EnSkj_Fade(EnSkj* pthis, GlobalContext* globalCtx) if(pthis->actor.velocity.y <= 0.0f) { - if(pthis->actor.bgCheckFlags & 2) + if(pthis->actor.bgCheckFlags & BG_STATE_1) { - pthis->actor.bgCheckFlags &= ~2; + pthis->actor.bgCheckFlags &= ~BG_STATE_1; func_80AFF2A0(pthis); } } @@ -1192,9 +1192,9 @@ void EnSkj_WaitForLanding(EnSkj* pthis, GlobalContext* globalCtx) { if(pthis->actor.velocity.y <= 0.0f) { - if(pthis->actor.bgCheckFlags & 2) + if(pthis->actor.bgCheckFlags & BG_STATE_1) { - pthis->actor.bgCheckFlags &= ~2; + pthis->actor.bgCheckFlags &= ~BG_STATE_1; pthis->actor.speedXZ = 0.0f; EnSkj_SetupWaitForLandAnimFinish(pthis); } diff --git a/src/overlays/actors/ovl_En_St/z_en_st.cpp b/src/overlays/actors/ovl_En_St/z_en_st.cpp index 762b8b547..0900764a2 100644 --- a/src/overlays/actors/ovl_En_St/z_en_st.cpp +++ b/src/overlays/actors/ovl_En_St/z_en_st.cpp @@ -740,7 +740,7 @@ s32 EnSt_IsDoneBouncing(EnSt* pthis, GlobalContext* globalCtx) return false; } - if(!(pthis->actor.bgCheckFlags & 1)) + if(!(pthis->actor.bgCheckFlags & BG_STATE_0)) { // the Skulltula is not on the ground. return false; diff --git a/src/overlays/actors/ovl_En_Sw/z_en_sw.cpp b/src/overlays/actors/ovl_En_Sw/z_en_sw.cpp index b77621fe7..7a0233ee6 100644 --- a/src/overlays/actors/ovl_En_Sw/z_en_sw.cpp +++ b/src/overlays/actors/ovl_En_Sw/z_en_sw.cpp @@ -748,7 +748,7 @@ void func_80B0DB00(EnSw* pthis, GlobalContext* globalCtx) pthis->actor.shape.rot.z += 0x1000; Actor_UpdateBgCheckInfo(globalCtx, &pthis->actor, 20.0f, 20.0f, 0.0f, 5); - if((pthis->actor.bgCheckFlags & 1) && (!(0.0f <= pthis->actor.velocity.y))) + if((pthis->actor.bgCheckFlags & BG_STATE_0) && (!(0.0f <= pthis->actor.velocity.y))) { if(pthis->actor.floorHeight <= BGCHECK_Y_MIN || pthis->actor.floorHeight >= 32000.0f) { @@ -756,7 +756,7 @@ void func_80B0DB00(EnSw* pthis, GlobalContext* globalCtx) return; } - pthis->actor.bgCheckFlags &= ~1; + pthis->actor.bgCheckFlags &= ~BG_STATE_0; if(pthis->unk_38A == 0) { diff --git a/src/overlays/actors/ovl_En_Syateki_Niw/z_en_syateki_niw.cpp b/src/overlays/actors/ovl_En_Syateki_Niw/z_en_syateki_niw.cpp index 2869dc0ba..0e1190130 100644 --- a/src/overlays/actors/ovl_En_Syateki_Niw/z_en_syateki_niw.cpp +++ b/src/overlays/actors/ovl_En_Syateki_Niw/z_en_syateki_niw.cpp @@ -261,7 +261,7 @@ void func_80B11E78(EnSyatekiNiw* pthis, GlobalContext* globalCtx) f32 tmpf1; s16 sp4A; - if((pthis->unk_29C != 0) && (pthis->unk_29E == 0) && (pthis->actor.bgCheckFlags & 1)) + if((pthis->unk_29C != 0) && (pthis->unk_29E == 0) && (pthis->actor.bgCheckFlags & BG_STATE_0)) { pthis->unk_29C = 0; pthis->actionFunc = func_80B123A8; @@ -353,7 +353,7 @@ void func_80B11E78(EnSyatekiNiw* pthis, GlobalContext* globalCtx) else { pthis->unk_25C = 4; - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { pthis->actor.velocity.y = 2.5f; if((Rand_ZeroFloat(10.0f) < 1.0f) && (pthis->unk_29E == 0)) @@ -470,7 +470,7 @@ void func_80B12460(EnSyatekiNiw* pthis, GlobalContext* globalCtx) pthis->actor.speedXZ = 0.0f; } - if((pthis->actor.bgCheckFlags & 1) && (pthis->actor.world.pos.z > 110.0f)) + if((pthis->actor.bgCheckFlags & BG_STATE_0) && (pthis->actor.world.pos.z > 110.0f)) { pthis->actor.velocity.y = 0.0f; pthis->actor.gravity = 0.0f; @@ -606,7 +606,7 @@ void func_80B129EC(EnSyatekiNiw* pthis, GlobalContext* globalCtx) pthis->unk_298++; pthis->unk_298 &= 1; pthis->unk_25C = (s16)Rand_CenteredFloat(4.0f) + 5; - if((Rand_ZeroFloat(5.0f) < 1.0f) && (pthis->actor.bgCheckFlags & 1)) + if((Rand_ZeroFloat(5.0f) < 1.0f) && (pthis->actor.bgCheckFlags & BG_STATE_0)) { pthis->actor.velocity.y = 4.0f; } diff --git a/src/overlays/actors/ovl_En_Test/z_en_test.cpp b/src/overlays/actors/ovl_En_Test/z_en_test.cpp index 8a9b283c6..cf62e96ae 100644 --- a/src/overlays/actors/ovl_En_Test/z_en_test.cpp +++ b/src/overlays/actors/ovl_En_Test/z_en_test.cpp @@ -987,9 +987,9 @@ void func_80860F84(EnTest* pthis, GlobalContext* globalCtx) } } - if((pthis->actor.bgCheckFlags & 8) || ((pthis->actor.params == STALFOS_TYPE_CEILING) && !Actor_TestFloorInDirection(&pthis->actor, globalCtx, pthis->actor.speedXZ, pthis->actor.world.rot.y))) + if((pthis->actor.bgCheckFlags & BG_STATE_3) || ((pthis->actor.params == STALFOS_TYPE_CEILING) && !Actor_TestFloorInDirection(&pthis->actor, globalCtx, pthis->actor.speedXZ, pthis->actor.world.rot.y))) { - if(pthis->actor.bgCheckFlags & 8) + if(pthis->actor.bgCheckFlags & BG_STATE_3) { if(pthis->actor.speedXZ >= 0.0f) { @@ -1506,7 +1506,7 @@ void func_808621D4(EnTest* pthis, GlobalContext* globalCtx) { pthis->actor.speedXZ = 0.0f; - if((pthis->actor.bgCheckFlags & 8) && ((ABS((s16)(pthis->actor.wallYaw - pthis->actor.shape.rot.y)) < 0x38A4) && (pthis->actor.xzDistToPlayer < 80.0f))) + if((pthis->actor.bgCheckFlags & BG_STATE_3) && ((ABS((s16)(pthis->actor.wallYaw - pthis->actor.shape.rot.y)) < 0x38A4) && (pthis->actor.xzDistToPlayer < 80.0f))) { EnTest_SetupJumpUp(pthis); } @@ -1522,7 +1522,7 @@ void func_808621D4(EnTest* pthis, GlobalContext* globalCtx) if(player->swordState != 0) { - if((pthis->actor.bgCheckFlags & 8) && ((ABS((s16)(pthis->actor.wallYaw - pthis->actor.shape.rot.y)) < 0x38A4) && (pthis->actor.xzDistToPlayer < 80.0f))) + if((pthis->actor.bgCheckFlags & BG_STATE_3) && ((ABS((s16)(pthis->actor.wallYaw - pthis->actor.shape.rot.y)) < 0x38A4) && (pthis->actor.xzDistToPlayer < 80.0f))) { EnTest_SetupJumpUp(pthis); } @@ -1571,7 +1571,7 @@ void func_80862418(EnTest* pthis, GlobalContext* globalCtx) if(player->swordState != 0) { - if((pthis->actor.bgCheckFlags & 8) && ((ABS((s16)(pthis->actor.wallYaw - pthis->actor.shape.rot.y)) < 0x38A4) && (pthis->actor.xzDistToPlayer < 80.0f))) + if((pthis->actor.bgCheckFlags & BG_STATE_3) && ((ABS((s16)(pthis->actor.wallYaw - pthis->actor.shape.rot.y)) < 0x38A4) && (pthis->actor.xzDistToPlayer < 80.0f))) { EnTest_SetupJumpUp(pthis); } @@ -1632,7 +1632,7 @@ void EnTest_Stunned(EnTest* pthis, GlobalContext* globalCtx) } else if(player->swordState != 0) { - if((pthis->actor.bgCheckFlags & 8) && ((ABS((s16)(pthis->actor.wallYaw - pthis->actor.shape.rot.y)) < 0x38A4) && (pthis->actor.xzDistToPlayer < 80.0f))) + if((pthis->actor.bgCheckFlags & BG_STATE_3) && ((ABS((s16)(pthis->actor.wallYaw - pthis->actor.shape.rot.y)) < 0x38A4) && (pthis->actor.xzDistToPlayer < 80.0f))) { EnTest_SetupJumpUp(pthis); } @@ -1720,9 +1720,9 @@ void func_808628C8(EnTest* pthis, GlobalContext* globalCtx) } } - if((pthis->actor.bgCheckFlags & 8) || ((pthis->actor.params == STALFOS_TYPE_CEILING) && !Actor_TestFloorInDirection(&pthis->actor, globalCtx, pthis->actor.speedXZ, pthis->actor.shape.rot.y + 0x3FFF))) + if((pthis->actor.bgCheckFlags & BG_STATE_3) || ((pthis->actor.params == STALFOS_TYPE_CEILING) && !Actor_TestFloorInDirection(&pthis->actor, globalCtx, pthis->actor.speedXZ, pthis->actor.shape.rot.y + 0x3FFF))) { - if(pthis->actor.bgCheckFlags & 8) + if(pthis->actor.bgCheckFlags & BG_STATE_3) { if(pthis->actor.speedXZ >= 0.0f) { @@ -2148,7 +2148,7 @@ void EnTest_Update(Actor* thisx, GlobalContext* globalCtx) pthis->actor.floorHeight = pthis->actor.home.pos.y; } } - else if(pthis->actor.bgCheckFlags & 2) + else if(pthis->actor.bgCheckFlags & BG_STATE_1) { floorProperty = func_80041EA4(&globalCtx->colCtx, pthis->actor.floorPoly, pthis->actor.floorBgId); @@ -2442,7 +2442,7 @@ s32 EnTest_ReactToProjectile(GlobalContext* globalCtx, EnTest* pthis) { yawToProjectile = Actor_WorldYawTowardActor(&pthis->actor, projectileActor) - (u16)pthis->actor.shape.rot.y; - if((u8)(pthis->actor.bgCheckFlags & 8)) + if((u8)(pthis->actor.bgCheckFlags & BG_STATE_3)) { wallYawDiff = ((u16)pthis->actor.wallYaw - (u16)pthis->actor.shape.rot.y); touchingWall = true; diff --git a/src/overlays/actors/ovl_En_Tite/z_en_tite.cpp b/src/overlays/actors/ovl_En_Tite/z_en_tite.cpp index 0ecb8794e..f58801edb 100644 --- a/src/overlays/actors/ovl_En_Tite/z_en_tite.cpp +++ b/src/overlays/actors/ovl_En_Tite/z_en_tite.cpp @@ -213,7 +213,7 @@ void EnTite_Idle(EnTite* pthis, GlobalContext* globalCtx) Math_SmoothStepToF(&pthis->actor.speedXZ, 0.0f, 1.0f, 0.5f, 0.0f); if(pthis->actor.params == TEKTITE_BLUE) { - if(pthis->actor.bgCheckFlags & 0x20) + if(pthis->actor.bgCheckFlags & BG_STATE_5) { // Float on water surface pthis->actor.gravity = 0.0f; @@ -225,7 +225,7 @@ void EnTite_Idle(EnTite* pthis, GlobalContext* globalCtx) pthis->actor.gravity = -1.0f; } } - if((pthis->actor.bgCheckFlags & 3) && (pthis->actor.velocity.y <= 0.0f)) + if((pthis->actor.bgCheckFlags & (BG_STATE_0 | BG_STATE_1)) && (pthis->actor.velocity.y <= 0.0f)) { pthis->actor.velocity.y = 0.0f; } @@ -265,7 +265,7 @@ void EnTite_Attack(EnTite* pthis, GlobalContext* globalCtx) case TEKTITE_BEGIN_LUNGE: // Snap to ground or water, then lunge into the air with some initial speed pthis->vAttackState = TEKTITE_MID_LUNGE; - if((pthis->actor.params != TEKTITE_BLUE) || !(pthis->actor.bgCheckFlags & 0x20)) + if((pthis->actor.params != TEKTITE_BLUE) || !(pthis->actor.bgCheckFlags & BG_STATE_5)) { if(pthis->actor.floorHeight > BGCHECK_Y_MIN) { @@ -286,12 +286,12 @@ void EnTite_Attack(EnTite* pthis, GlobalContext* globalCtx) // Continue trajectory until tektite has negative velocity and has landed on ground/water surface // Snap to ground/water surface, or if falling fast dip into the water and slow fall speed pthis->actor.flags |= ACTOR_FLAG_24; - if((pthis->actor.bgCheckFlags & 3) || ((pthis->actor.params == TEKTITE_BLUE) && (pthis->actor.bgCheckFlags & 0x20))) + if((pthis->actor.bgCheckFlags & (BG_STATE_0 | BG_STATE_1)) || ((pthis->actor.params == TEKTITE_BLUE) && (pthis->actor.bgCheckFlags & BG_STATE_5))) { if(pthis->actor.velocity.y <= 0.0f) { pthis->vAttackState = TEKTITE_LANDED; - if((pthis->actor.params != TEKTITE_BLUE) || !(pthis->actor.bgCheckFlags & 0x20)) + if((pthis->actor.params != TEKTITE_BLUE) || !(pthis->actor.bgCheckFlags & BG_STATE_5)) { if(BGCHECK_Y_MIN < pthis->actor.floorHeight) { @@ -371,7 +371,7 @@ void EnTite_Attack(EnTite* pthis, GlobalContext* globalCtx) // Generate sparkles at feet upon landing, set jumping animation and hurtbox and check if hit player if(pthis->actor.velocity.y >= 5.0f) { - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { func_800355B8(globalCtx, &pthis->frontLeftFootPos); func_800355B8(globalCtx, &pthis->frontRightFootPos); @@ -412,9 +412,9 @@ void EnTite_Attack(EnTite* pthis, GlobalContext* globalCtx) break; } // Create ripples on water surface where tektite feet landed - if(pthis->actor.bgCheckFlags & 2) + if(pthis->actor.bgCheckFlags & BG_STATE_1) { - if(!(pthis->actor.bgCheckFlags & 0x20)) + if(!(pthis->actor.bgCheckFlags & BG_STATE_5)) { func_80033480(globalCtx, &pthis->frontLeftFootPos, 1.0f, 2, 80, 15, 1); func_80033480(globalCtx, &pthis->frontRightFootPos, 1.0f, 2, 80, 15, 1); @@ -425,7 +425,7 @@ void EnTite_Attack(EnTite* pthis, GlobalContext* globalCtx) // if landed, kill XZ speed and play appropriate sounds if(pthis->actor.params == TEKTITE_BLUE) { - if(pthis->actor.bgCheckFlags & 0x40) + if(pthis->actor.bgCheckFlags & BG_STATE_6) { pthis->actor.speedXZ = 0.0f; if(pthis->vAttackState == TEKTITE_SUBMERGED) @@ -436,14 +436,14 @@ void EnTite_Attack(EnTite* pthis, GlobalContext* globalCtx) { Audio_PlayActorSound2(&pthis->actor, NA_SE_EN_TEKU_LAND_WATER2); } - pthis->actor.bgCheckFlags &= ~0x40; + pthis->actor.bgCheckFlags &= ~BG_STATE_6; } - else if(pthis->actor.bgCheckFlags & 2) + else if(pthis->actor.bgCheckFlags & BG_STATE_1) { Audio_PlayActorSound2(&pthis->actor, NA_SE_EN_DODO_M_GND); } } - else if(pthis->actor.bgCheckFlags & 2) + else if(pthis->actor.bgCheckFlags & BG_STATE_1) { pthis->actor.speedXZ = 0.0f; Audio_PlayActorSound2(&pthis->actor, NA_SE_EN_DODO_M_GND); @@ -454,7 +454,7 @@ void EnTite_SetupTurnTowardPlayer(EnTite* pthis) { Animation_PlayLoop(&pthis->skelAnime, &object_tite_Anim_000A14); pthis->action = TEKTITE_TURN_TOWARD_PLAYER; - if((pthis->actor.bgCheckFlags & 3) || ((pthis->actor.params == TEKTITE_BLUE) && (pthis->actor.bgCheckFlags & 0x20))) + if((pthis->actor.bgCheckFlags & (BG_STATE_0 | BG_STATE_1)) || ((pthis->actor.params == TEKTITE_BLUE) && (pthis->actor.bgCheckFlags & BG_STATE_5))) { if(pthis->actor.velocity.y <= 0.0f) { @@ -471,14 +471,14 @@ void EnTite_TurnTowardPlayer(EnTite* pthis, GlobalContext* globalCtx) s16 angleToPlayer; s16 turnVelocity; - if(((pthis->actor.bgCheckFlags & 3) || ((pthis->actor.params == TEKTITE_BLUE) && (pthis->actor.bgCheckFlags & 0x20))) && (pthis->actor.velocity.y <= 0.0f)) + if(((pthis->actor.bgCheckFlags & (BG_STATE_0 | BG_STATE_1)) || ((pthis->actor.params == TEKTITE_BLUE) && (pthis->actor.bgCheckFlags & BG_STATE_5))) && (pthis->actor.velocity.y <= 0.0f)) { pthis->actor.gravity = 0.0f; pthis->actor.velocity.y = 0.0f; pthis->actor.speedXZ = 0.0f; } // Calculate turn velocity and animation speed based on angle to player - if((pthis->actor.params == TEKTITE_BLUE) && (pthis->actor.bgCheckFlags & 0x20)) + if((pthis->actor.params == TEKTITE_BLUE) && (pthis->actor.bgCheckFlags & BG_STATE_5)) { pthis->actor.world.pos.y += pthis->actor.yDistToWater; } @@ -508,7 +508,7 @@ void EnTite_TurnTowardPlayer(EnTite* pthis, GlobalContext* globalCtx) SkelAnime_Update(&pthis->skelAnime); if(((s16)pthis->skelAnime.curFrame & 7) == 0) { - if((pthis->actor.params == TEKTITE_BLUE) && (pthis->actor.bgCheckFlags & 0x20)) + if((pthis->actor.params == TEKTITE_BLUE) && (pthis->actor.bgCheckFlags & BG_STATE_5)) { Audio_PlayActorSound2(&pthis->actor, NA_SE_EN_TEKU_WALK_WATER); } @@ -545,7 +545,7 @@ void EnTite_SetupMoveTowardPlayer(EnTite* pthis) pthis->actor.gravity = -1.0f; pthis->actor.speedXZ = 4.0f; pthis->vQueuedJumps = Rand_S16Offset(1, 3); - if((pthis->actor.params == TEKTITE_BLUE) && (pthis->actor.bgCheckFlags & 0x20)) + if((pthis->actor.params == TEKTITE_BLUE) && (pthis->actor.bgCheckFlags & BG_STATE_5)) { Audio_PlayActorSound2(&pthis->actor, NA_SE_EN_TEKU_JUMP_WATER); } @@ -564,9 +564,9 @@ void EnTite_MoveTowardPlayer(EnTite* pthis, GlobalContext* globalCtx) Math_SmoothStepToF(&pthis->actor.speedXZ, 0.0f, 0.1f, 1.0f, 0.0f); SkelAnime_Update(&pthis->skelAnime); - if(pthis->actor.bgCheckFlags & 0x42) + if(pthis->actor.bgCheckFlags & (BG_STATE_1 | BG_STATE_6)) { - if(!(pthis->actor.bgCheckFlags & 0x40)) + if(!(pthis->actor.bgCheckFlags & BG_STATE_6)) { func_80033480(globalCtx, &pthis->frontLeftFootPos, 1.0f, 2, 80, 15, 1); func_80033480(globalCtx, &pthis->frontRightFootPos, 1.0f, 2, 80, 15, 1); @@ -580,7 +580,7 @@ void EnTite_MoveTowardPlayer(EnTite* pthis, GlobalContext* globalCtx) } } - if((pthis->actor.bgCheckFlags & 2) || ((pthis->actor.params == TEKTITE_BLUE) && (pthis->actor.bgCheckFlags & 0x40))) + if((pthis->actor.bgCheckFlags & BG_STATE_1) || ((pthis->actor.params == TEKTITE_BLUE) && (pthis->actor.bgCheckFlags & BG_STATE_6))) { if(pthis->vQueuedJumps != 0) { @@ -592,23 +592,23 @@ void EnTite_MoveTowardPlayer(EnTite* pthis, GlobalContext* globalCtx) } } - if(((pthis->actor.bgCheckFlags & 3) || (pthis->actor.params == TEKTITE_BLUE && (pthis->actor.bgCheckFlags & 0x60))) && (pthis->actor.velocity.y <= 0.0f)) + if(((pthis->actor.bgCheckFlags & (BG_STATE_0 | BG_STATE_1)) || (pthis->actor.params == TEKTITE_BLUE && (pthis->actor.bgCheckFlags & (BG_STATE_5 | BG_STATE_6)))) && (pthis->actor.velocity.y <= 0.0f)) { // slightly turn toward player upon landing and snap to ground or water. pthis->actor.speedXZ = 0.0f; Math_SmoothStepToS(&pthis->actor.shape.rot.y, pthis->actor.yawTowardsPlayer, 1, 4000, 0); pthis->actor.world.rot.y = pthis->actor.shape.rot.y; - if((pthis->actor.params != TEKTITE_BLUE) || !(pthis->actor.bgCheckFlags & 0x20)) + if((pthis->actor.params != TEKTITE_BLUE) || !(pthis->actor.bgCheckFlags & BG_STATE_5)) { if(pthis->actor.floorHeight > BGCHECK_Y_MIN) { pthis->actor.world.pos.y = pthis->actor.floorHeight; } } - else if(pthis->actor.bgCheckFlags & 0x40) + else if(pthis->actor.bgCheckFlags & BG_STATE_6) { Vec3f ripplePos = pthis->actor.world.pos; - pthis->actor.bgCheckFlags &= ~0x40; + pthis->actor.bgCheckFlags &= ~BG_STATE_6; ripplePos.y += pthis->actor.yDistToWater; pthis->actor.gravity = 0.0f; pthis->actor.velocity.y *= 0.75f; @@ -644,7 +644,7 @@ void EnTite_MoveTowardPlayer(EnTite* pthis, GlobalContext* globalCtx) pthis->actor.speedXZ = 4.0f; pthis->actor.flags |= ACTOR_FLAG_24; pthis->actor.gravity = -1.0f; - if((pthis->actor.params == TEKTITE_BLUE) && (pthis->actor.bgCheckFlags & 0x20)) + if((pthis->actor.params == TEKTITE_BLUE) && (pthis->actor.bgCheckFlags & BG_STATE_5)) { Audio_PlayActorSound2(&pthis->actor, NA_SE_EN_TEKU_JUMP_WATER); } @@ -660,7 +660,7 @@ void EnTite_MoveTowardPlayer(EnTite* pthis, GlobalContext* globalCtx) pthis->actor.speedXZ = 4.0f; pthis->actor.flags |= ACTOR_FLAG_24; pthis->actor.gravity = -1.0f; - if((pthis->actor.params == TEKTITE_BLUE) && (pthis->actor.bgCheckFlags & 0x20)) + if((pthis->actor.params == TEKTITE_BLUE) && (pthis->actor.bgCheckFlags & BG_STATE_5)) { Audio_PlayActorSound2(&pthis->actor, NA_SE_EN_TEKU_JUMP_WATER); } @@ -678,7 +678,7 @@ void EnTite_MoveTowardPlayer(EnTite* pthis, GlobalContext* globalCtx) Math_SmoothStepToS(&pthis->actor.shape.rot.y, pthis->actor.yawTowardsPlayer, 1, 1000, 0); if(pthis->actor.velocity.y >= 6.0f) { - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { func_800355B8(globalCtx, &pthis->frontLeftFootPos); func_800355B8(globalCtx, &pthis->frontRightFootPos); @@ -708,9 +708,9 @@ void EnTite_Recoil(EnTite* pthis, GlobalContext* globalCtx) // Snap to ground or water surface upon landing Math_SmoothStepToF(&pthis->actor.speedXZ, 0.0f, 1.0f, 0.5f, 0.0f); - if(((pthis->actor.bgCheckFlags & 3) || (pthis->actor.params == TEKTITE_BLUE && (pthis->actor.bgCheckFlags & 0x20))) && (pthis->actor.velocity.y <= 0.0f)) + if(((pthis->actor.bgCheckFlags & (BG_STATE_0 | BG_STATE_1)) || (pthis->actor.params == TEKTITE_BLUE && (pthis->actor.bgCheckFlags & BG_STATE_5))) && (pthis->actor.velocity.y <= 0.0f)) { - if((pthis->actor.params != TEKTITE_BLUE) || !(pthis->actor.bgCheckFlags & 0x20)) + if((pthis->actor.params != TEKTITE_BLUE) || !(pthis->actor.bgCheckFlags & BG_STATE_5)) { if(pthis->actor.floorHeight > BGCHECK_Y_MIN) { @@ -726,9 +726,9 @@ void EnTite_Recoil(EnTite* pthis, GlobalContext* globalCtx) } // play sound and generate ripples - if(pthis->actor.bgCheckFlags & 0x42) + if(pthis->actor.bgCheckFlags & (BG_STATE_1 | BG_STATE_6)) { - if(!(pthis->actor.bgCheckFlags & 0x40)) + if(!(pthis->actor.bgCheckFlags & BG_STATE_6)) { func_80033480(globalCtx, &pthis->frontLeftFootPos, 1.0f, 2, 80, 15, 1); func_80033480(globalCtx, &pthis->frontRightFootPos, 1.0f, 2, 80, 15, 1); @@ -738,19 +738,19 @@ void EnTite_Recoil(EnTite* pthis, GlobalContext* globalCtx) } else { - pthis->actor.bgCheckFlags &= ~0x40; + pthis->actor.bgCheckFlags &= ~BG_STATE_6; Audio_PlayActorSound2(&pthis->actor, NA_SE_EN_TEKU_LAND_WATER2); } } // If player is far away, idle. Otherwise attack or move angleToPlayer = (pthis->actor.yawTowardsPlayer - pthis->actor.shape.rot.y); - if((pthis->actor.speedXZ == 0.0f) && ((pthis->actor.bgCheckFlags & 1) || ((pthis->actor.params == TEKTITE_BLUE) && (pthis->actor.bgCheckFlags & 0x20)))) + if((pthis->actor.speedXZ == 0.0f) && ((pthis->actor.bgCheckFlags & BG_STATE_0) || ((pthis->actor.params == TEKTITE_BLUE) && (pthis->actor.bgCheckFlags & BG_STATE_5)))) { pthis->actor.world.rot.y = pthis->actor.shape.rot.y; pthis->collider.base.atFlags &= ~AT_HIT; if((pthis->actor.xzDistToPlayer > 300.0f) && (pthis->actor.yDistToPlayer > 80.0f) && (ABS((float)pthis->actor.shape.rot.x) < 4000) && (ABS((float)pthis->actor.shape.rot.z) < 4000) && - ((pthis->actor.bgCheckFlags & 1) || ((pthis->actor.params == TEKTITE_BLUE) && (pthis->actor.bgCheckFlags & 0x20)))) + ((pthis->actor.bgCheckFlags & BG_STATE_0) || ((pthis->actor.params == TEKTITE_BLUE) && (pthis->actor.bgCheckFlags & BG_STATE_5)))) { EnTite_SetupIdle(pthis); } @@ -789,9 +789,9 @@ void EnTite_Stunned(EnTite* pthis, GlobalContext* globalCtx) Math_SmoothStepToF(&pthis->actor.speedXZ, 0.0f, 1.0f, 0.5f, 0.0f); // Snap to ground or water - if(((pthis->actor.bgCheckFlags & 3) || ((pthis->actor.params == TEKTITE_BLUE) && (pthis->actor.bgCheckFlags & 0x20))) && (pthis->actor.velocity.y <= 0.0f)) + if(((pthis->actor.bgCheckFlags & (BG_STATE_0 | BG_STATE_1)) || ((pthis->actor.params == TEKTITE_BLUE) && (pthis->actor.bgCheckFlags & BG_STATE_5))) && (pthis->actor.velocity.y <= 0.0f)) { - if(((pthis->actor.params != TEKTITE_BLUE) || !(pthis->actor.bgCheckFlags & 0x20))) + if(((pthis->actor.params != TEKTITE_BLUE) || !(pthis->actor.bgCheckFlags & BG_STATE_5))) { if(pthis->actor.floorHeight > BGCHECK_Y_MIN) { @@ -806,9 +806,9 @@ void EnTite_Stunned(EnTite* pthis, GlobalContext* globalCtx) } } // Play sounds and spawn dirt effects upon landing - if(pthis->actor.bgCheckFlags & 0x42) + if(pthis->actor.bgCheckFlags & (BG_STATE_1 | BG_STATE_6)) { - if(!(pthis->actor.bgCheckFlags & 0x40)) + if(!(pthis->actor.bgCheckFlags & BG_STATE_6)) { func_80033480(globalCtx, &pthis->frontLeftFootPos, 1.0f, 2, 80, 15, 1); func_80033480(globalCtx, &pthis->frontRightFootPos, 1.0f, 2, 80, 15, 1); @@ -818,13 +818,13 @@ void EnTite_Stunned(EnTite* pthis, GlobalContext* globalCtx) } else { - pthis->actor.bgCheckFlags &= ~0x40; + pthis->actor.bgCheckFlags &= ~BG_STATE_6; Audio_PlayActorSound2(&pthis->actor, NA_SE_EN_TEKU_LAND_WATER2); } } // Decide on next action based on health, flip state and player distance angleToPlayer = pthis->actor.yawTowardsPlayer - pthis->actor.shape.rot.y; - if(((pthis->actor.colorFilterTimer == 0) && (pthis->actor.speedXZ == 0.0f)) && ((pthis->actor.bgCheckFlags & 1) || ((pthis->actor.params == TEKTITE_BLUE) && (pthis->actor.bgCheckFlags & 0x20)))) + if(((pthis->actor.colorFilterTimer == 0) && (pthis->actor.speedXZ == 0.0f)) && ((pthis->actor.bgCheckFlags & BG_STATE_0) || ((pthis->actor.params == TEKTITE_BLUE) && (pthis->actor.bgCheckFlags & BG_STATE_5)))) { pthis->actor.world.rot.y = pthis->actor.shape.rot.y; if(pthis->actor.colChkInfo.health == 0) @@ -837,7 +837,7 @@ void EnTite_Stunned(EnTite* pthis, GlobalContext* globalCtx) } else if( ((pthis->actor.xzDistToPlayer > 300.0f) && (pthis->actor.yDistToPlayer > 80.0f) && (ABS((float)pthis->actor.shape.rot.x) < 4000) && (ABS((float)pthis->actor.shape.rot.z) < 4000)) && - ((pthis->actor.bgCheckFlags & 1) || ((pthis->actor.params == TEKTITE_BLUE) && (pthis->actor.bgCheckFlags & 0x20)))) + ((pthis->actor.bgCheckFlags & BG_STATE_0) || ((pthis->actor.params == TEKTITE_BLUE) && (pthis->actor.bgCheckFlags & BG_STATE_5)))) { EnTite_SetupIdle(pthis); } @@ -918,10 +918,10 @@ void EnTite_FlipOnBack(EnTite* pthis, GlobalContext* globalCtx) pthis->skelAnime.curFrame = Rand_ZeroOne() * 5.0f; } SkelAnime_Update(&pthis->skelAnime); - if(pthis->actor.bgCheckFlags & 3) + if(pthis->actor.bgCheckFlags & (BG_STATE_0 | BG_STATE_1)) { // Upon landing, spawn dust and make noise - if(pthis->actor.bgCheckFlags & 2) + if(pthis->actor.bgCheckFlags & BG_STATE_1) { Actor_SpawnFloorDustRing(globalCtx, &pthis->actor, &pthis->actor.world.pos, 20.0f, 0xB, 4.0f, 0, 0, 0); Audio_PlayActorSound2(&pthis->actor, NA_SE_EN_DODO_M_GND); @@ -957,7 +957,7 @@ void EnTite_FlipUpright(EnTite* pthis, GlobalContext* globalCtx) Math_SmoothStepToS(&pthis->actor.shape.rot.z, 0, 1, 0xFA0, 0); SkelAnime_Update(&pthis->skelAnime); //! @bug flying tektite: the following condition is never met and tektite stays stuck in pthis action forever - if(pthis->actor.bgCheckFlags & 2) + if(pthis->actor.bgCheckFlags & BG_STATE_1) { func_80033480(globalCtx, &pthis->frontLeftFootPos, 1.0f, 2, 80, 15, 1); func_80033480(globalCtx, &pthis->frontRightFootPos, 1.0f, 2, 80, 15, 1); @@ -1020,7 +1020,7 @@ void EnTite_CheckDamage(Actor* thisx, GlobalContext* globalCtx) } // If hammer has recently hit the floor and player is close to tektite, flip over } - else if((thisx->colChkInfo.health != 0) && (globalCtx->actorCtx.unk_02 != 0) && (thisx->xzDistToPlayer <= 400.0f) && (thisx->bgCheckFlags & 1)) + else if((thisx->colChkInfo.health != 0) && (globalCtx->actorCtx.unk_02 != 0) && (thisx->xzDistToPlayer <= 400.0f) && (thisx->bgCheckFlags & BG_STATE_0)) { if(pthis->flipState == TEKTITE_FLIPPED) { @@ -1052,7 +1052,7 @@ void EnTite_Update(Actor* thisx, GlobalContext* globalCtx) Actor_MoveForward(thisx); Actor_UpdateBgCheckInfo(globalCtx, thisx, 25.0f, 40.0f, 20.0f, pthis->unk_2DC); // If on water, snap feet to surface and spawn ripples - if((pthis->actor.params == TEKTITE_BLUE) && (thisx->bgCheckFlags & 0x20)) + if((pthis->actor.params == TEKTITE_BLUE) && (thisx->bgCheckFlags & BG_STATE_5)) { floorPoly = thisx->floorPoly; if((((globalCtx->gameplayFrames % 8) == 0) || (thisx->velocity.y < 0.0f)) && (WaterBox_GetSurfaceImpl(globalCtx, &globalCtx->colCtx, pthis->backRightFootPos.x, pthis->backRightFootPos.z, &waterSurfaceY, &waterBox)) && @@ -1083,7 +1083,7 @@ void EnTite_Update(Actor* thisx, GlobalContext* globalCtx) } // If on ground and currently flipped over, set tektite to be fully upside-down - if(thisx->bgCheckFlags & 3) + if(thisx->bgCheckFlags & (BG_STATE_0 | BG_STATE_1)) { func_800359B8(thisx, thisx->shape.rot.y, &thisx->shape.rot); if(pthis->flipState >= TEKTITE_FLIPPED) diff --git a/src/overlays/actors/ovl_En_Torch2/z_en_torch2.cpp b/src/overlays/actors/ovl_En_Torch2/z_en_torch2.cpp index b186670d9..fd49f7725 100644 --- a/src/overlays/actors/ovl_En_Torch2/z_en_torch2.cpp +++ b/src/overlays/actors/ovl_En_Torch2/z_en_torch2.cpp @@ -510,7 +510,7 @@ void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) { input->cur.button |= BTN_B; } - else if(!sJumpslashFlag && (pthis->actor.bgCheckFlags & 1)) + else if(!sJumpslashFlag && (pthis->actor.bgCheckFlags & BG_STATE_0)) { pthis->actor.world.rot.y = pthis->actor.shape.rot.y = pthis->actor.yawTowardsPlayer; sStickAngle = pthis->actor.yawTowardsPlayer; diff --git a/src/overlays/actors/ovl_En_Tp/z_en_tp.cpp b/src/overlays/actors/ovl_En_Tp/z_en_tp.cpp index bf1451972..5723e9cae 100644 --- a/src/overlays/actors/ovl_En_Tp/z_en_tp.cpp +++ b/src/overlays/actors/ovl_En_Tp/z_en_tp.cpp @@ -760,7 +760,7 @@ void EnTp_Update(Actor* thisx, GlobalContext* globalCtx) } // Turn away from wall - if((pthis->actor.speedXZ != 0.0f) && (pthis->actor.bgCheckFlags & 8)) + if((pthis->actor.speedXZ != 0.0f) && (pthis->actor.bgCheckFlags & BG_STATE_3)) { yawToWall = pthis->actor.wallYaw - pthis->actor.world.rot.y; diff --git a/src/overlays/actors/ovl_En_Trap/z_en_trap.cpp b/src/overlays/actors/ovl_En_Trap/z_en_trap.cpp index 10feeef3d..f2ee887a3 100644 --- a/src/overlays/actors/ovl_En_Trap/z_en_trap.cpp +++ b/src/overlays/actors/ovl_En_Trap/z_en_trap.cpp @@ -202,7 +202,7 @@ void EnTrap_Update(Actor* thisx, GlobalContext* globalCtx) { pthis->vContinue = 1.0f; // If physically touching a wall and wall faces towards spike trap - if((thisx->bgCheckFlags & 8) && (ABS(angleToWall) >= 0x6000)) + if((thisx->bgCheckFlags & BG_STATE_3) && (ABS(angleToWall) >= 0x6000)) { pthis->vContinue = 0.0f; } @@ -259,7 +259,7 @@ void EnTrap_Update(Actor* thisx, GlobalContext* globalCtx) { pthis->vMovementMetric = 0.0f; } - else if((thisx->bgCheckFlags & 8) && (ABS(angleToWall) > 0x6000)) + else if((thisx->bgCheckFlags & BG_STATE_3) && (ABS(angleToWall) > 0x6000)) { pthis->vMovementMetric = 0.0f; } @@ -282,7 +282,7 @@ void EnTrap_Update(Actor* thisx, GlobalContext* globalCtx) { pthis->vMovementMetric = 0.0f; } - else if((thisx->bgCheckFlags & 8) && (angleToWall < -0x2000) && (angleToWall > -0x6000)) + else if((thisx->bgCheckFlags & BG_STATE_3) && (angleToWall < -0x2000) && (angleToWall > -0x6000)) { pthis->vMovementMetric = 0.0f; break; @@ -307,7 +307,7 @@ void EnTrap_Update(Actor* thisx, GlobalContext* globalCtx) { pthis->vMovementMetric = 0.0f; } - else if((thisx->bgCheckFlags & 8) && (ABS(angleToWall) < 0x2000)) + else if((thisx->bgCheckFlags & BG_STATE_3) && (ABS(angleToWall) < 0x2000)) { pthis->vMovementMetric = 0.0f; break; @@ -332,7 +332,7 @@ void EnTrap_Update(Actor* thisx, GlobalContext* globalCtx) { pthis->vMovementMetric = 0.0f; } - else if((thisx->bgCheckFlags & 8) && (angleToWall > 0x2000) && (angleToWall < 0x6000)) + else if((thisx->bgCheckFlags & BG_STATE_3) && (angleToWall > 0x2000) && (angleToWall < 0x6000)) { pthis->vMovementMetric = 0.0f; break; @@ -378,7 +378,7 @@ void EnTrap_Update(Actor* thisx, GlobalContext* globalCtx) switch(pthis->vClosestDirection) { case 0: // movement is closest to +z direction - if(thisx->bgCheckFlags & 8) + if(thisx->bgCheckFlags & BG_STATE_3) { if(ABS(thisx->wallYaw) > 0x6000) { @@ -391,7 +391,7 @@ void EnTrap_Update(Actor* thisx, GlobalContext* globalCtx) } break; case 0x4000: // movement is closest to +x direction - if(thisx->bgCheckFlags & 8) + if(thisx->bgCheckFlags & BG_STATE_3) { if((thisx->wallYaw < -0x2000) && (thisx->wallYaw > -0x6000)) { @@ -404,7 +404,7 @@ void EnTrap_Update(Actor* thisx, GlobalContext* globalCtx) } break; case -0x8000: // movement is closest to -z direction - if(thisx->bgCheckFlags & 8) + if(thisx->bgCheckFlags & BG_STATE_3) { if(ABS(thisx->wallYaw) < 0x2000) { @@ -417,7 +417,7 @@ void EnTrap_Update(Actor* thisx, GlobalContext* globalCtx) } break; case -0x4000: // movement is closest to -x direction - if(thisx->bgCheckFlags & 8) + if(thisx->bgCheckFlags & BG_STATE_3) { if((thisx->wallYaw > 0x2000) && (thisx->wallYaw < 0x6000)) { diff --git a/src/overlays/actors/ovl_En_Tubo_Trap/z_en_tubo_trap.cpp b/src/overlays/actors/ovl_En_Tubo_Trap/z_en_tubo_trap.cpp index 004684f4e..292ac6b7f 100644 --- a/src/overlays/actors/ovl_En_Tubo_Trap/z_en_tubo_trap.cpp +++ b/src/overlays/actors/ovl_En_Tubo_Trap/z_en_tubo_trap.cpp @@ -186,7 +186,7 @@ void EnTuboTrap_HandleImpact(EnTuboTrap* pthis, GlobalContext* globalCtx) Player* player = GET_PLAYER(globalCtx); Player* player2 = GET_PLAYER(globalCtx); - if((pthis->actor.bgCheckFlags & 0x20) && (pthis->actor.yDistToWater > 15.0f)) + if((pthis->actor.bgCheckFlags & BG_STATE_5) && (pthis->actor.yDistToWater > 15.0f)) { EnTuboTrap_SpawnEffectsInWater(pthis, globalCtx); Audio_PlaySoundAtPosition(globalCtx, &pthis->actor.world.pos, 40, NA_SE_EV_BOMB_DROP_WATER); @@ -231,7 +231,7 @@ void EnTuboTrap_HandleImpact(EnTuboTrap* pthis, GlobalContext* globalCtx) } } - if((pthis->actor.bgCheckFlags & 8) || (pthis->actor.bgCheckFlags & 1)) + if((pthis->actor.bgCheckFlags & BG_STATE_3) || (pthis->actor.bgCheckFlags & BG_STATE_0)) { EnTuboTrap_SpawnEffectsOnLand(pthis, globalCtx); Audio_PlaySoundAtPosition(globalCtx, &pthis->actor.world.pos, 40, NA_SE_EV_POT_BROKEN); diff --git a/src/overlays/actors/ovl_En_Vb_Ball/z_en_vb_ball.cpp b/src/overlays/actors/ovl_En_Vb_Ball/z_en_vb_ball.cpp index ee51791a4..ecfcb5fd5 100644 --- a/src/overlays/actors/ovl_En_Vb_Ball/z_en_vb_ball.cpp +++ b/src/overlays/actors/ovl_En_Vb_Ball/z_en_vb_ball.cpp @@ -142,7 +142,7 @@ void EnVbBall_UpdateBones(EnVbBall* pthis, GlobalContext* globalCtx) s16 i; Actor_UpdateBgCheckInfo(globalCtx, &pthis->actor, 50.0f, 50.0f, 100.0f, 4); - if((pthis->actor.bgCheckFlags & 1) && (pthis->actor.velocity.y <= 0.0f)) + if((pthis->actor.bgCheckFlags & BG_STATE_0) && (pthis->actor.velocity.y <= 0.0f)) { pthis->xRotVel = Rand_CenteredFloat((f32)0x4000); pthis->yRotVel = Rand_CenteredFloat((f32)0x4000); @@ -210,7 +210,7 @@ void EnVbBall_Update(Actor* thisx, GlobalContext* globalCtx2) pthis->actor.world.pos.y -= radius; Actor_UpdateBgCheckInfo(globalCtx, &pthis->actor, 50.0f, 50.0f, 100.0f, 4); pthis->actor.world.pos.y += radius; - if((pthis->actor.bgCheckFlags & 1) && (pthis->actor.velocity.y <= 0.0f)) + if((pthis->actor.bgCheckFlags & BG_STATE_0) && (pthis->actor.velocity.y <= 0.0f)) { if((pthis->actor.params == 100) || (pthis->actor.params == 101)) { diff --git a/src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.cpp b/src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.cpp index 56e1519ae..f0d2ff4d2 100644 --- a/src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.cpp +++ b/src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.cpp @@ -339,7 +339,7 @@ void EnWallmas_WaitToDrop(EnWallmas* pthis, GlobalContext* globalCtx) pthis->timer--; } - if((player->stateFlags1 & PLAYER_STATE1_20) || (player->stateFlags1 & PLAYER_STATE_SWIMMING) || !(player->actor.bgCheckFlags & 1) || ((pthis->actor.params == 1) && (320.0f < Math_Vec3f_DistXZ(&pthis->actor.home.pos, playerPos)))) + if((player->stateFlags1 & PLAYER_STATE1_20) || (player->stateFlags1 & PLAYER_STATE_SWIMMING) || !(player->actor.bgCheckFlags & BG_STATE_0) || ((pthis->actor.params == 1) && (320.0f < Math_Vec3f_DistXZ(&pthis->actor.home.pos, playerPos)))) { Audio_StopSfxById(NA_SE_EN_FALL_AIM); pthis->timer = 0x82; @@ -671,7 +671,7 @@ void EnWallmas_Update(Actor* thisx, GlobalContext* globalCtx) Collider_UpdateCylinder(&pthis->actor, &pthis->collider); CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &pthis->collider.base); - if((pthis->actionFunc != EnWallmas_TakeDamage) && (pthis->actor.bgCheckFlags & 1) != 0 && (pthis->actor.freezeTimer == 0)) + if((pthis->actionFunc != EnWallmas_TakeDamage) && (pthis->actor.bgCheckFlags & BG_STATE_0) != 0 && (pthis->actor.freezeTimer == 0)) { CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &pthis->collider.base); } diff --git a/src/overlays/actors/ovl_En_Weiyer/z_en_weiyer.cpp b/src/overlays/actors/ovl_En_Weiyer/z_en_weiyer.cpp index 10ec131cc..0c6f82203 100644 --- a/src/overlays/actors/ovl_En_Weiyer/z_en_weiyer.cpp +++ b/src/overlays/actors/ovl_En_Weiyer/z_en_weiyer.cpp @@ -270,7 +270,7 @@ void func_80B328E8(EnWeiyer* pthis, GlobalContext* globalCtx) Math_StepToF(&pthis->actor.speedXZ, 1.3f, 0.03f); } - if(pthis->actor.bgCheckFlags & 8) + if(pthis->actor.bgCheckFlags & BG_STATE_3) { pthis->unk_196 = pthis->actor.wallYaw; pthis->unk_194 = 30; @@ -311,7 +311,7 @@ void func_80B328E8(EnWeiyer* pthis, GlobalContext* globalCtx) { Player* player = GET_PLAYER(globalCtx); - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { pthis->unk_280 = pthis->actor.home.pos.y - Rand_ZeroOne() * ((pthis->actor.home.pos.y - pthis->actor.floorHeight) / 2.0f); } @@ -358,7 +358,7 @@ void func_80B32C2C(EnWeiyer* pthis, GlobalContext* globalCtx) func_80B32538(pthis); } - else if(pthis->actor.bgCheckFlags & 1) + else if(pthis->actor.bgCheckFlags & BG_STATE_0) { func_80B32494(pthis); } @@ -480,7 +480,7 @@ void func_80B33018(EnWeiyer* pthis, GlobalContext* globalCtx) pthis->unk_194--; } - if(pthis->actor.bgCheckFlags & 8) + if(pthis->actor.bgCheckFlags & BG_STATE_3) { pthis->unk_196 = pthis->actor.wallYaw; } @@ -517,7 +517,7 @@ void func_80B331CC(EnWeiyer* pthis, GlobalContext* globalCtx) pthis->unk_194--; } - if(pthis->actor.bgCheckFlags & 8) + if(pthis->actor.bgCheckFlags & BG_STATE_3) { pthis->unk_196 = pthis->actor.wallYaw; } @@ -549,7 +549,7 @@ void func_80B332B4(EnWeiyer* pthis, GlobalContext* globalCtx) pthis->unk_194--; } - if((pthis->unk_194 == 0) || (pthis->actor.bgCheckFlags & 0x10)) + if((pthis->unk_194 == 0) || (pthis->actor.bgCheckFlags & BG_STATE_4)) { func_80B327B0(pthis); } @@ -585,7 +585,7 @@ void func_80B333B8(EnWeiyer* pthis, GlobalContext* globalCtx) Audio_PlayActorSound2(&pthis->actor, NA_SE_EN_EIER_FLUTTER); } - if(pthis->actor.bgCheckFlags & 2) + if(pthis->actor.bgCheckFlags & BG_STATE_1) { Audio_PlayActorSound2(&pthis->actor, NA_SE_EN_DODO_M_GND); } @@ -649,11 +649,11 @@ void func_80B3349C(EnWeiyer* pthis, GlobalContext* globalCtx) Math_ScaledStepToS(&pthis->actor.shape.rot.x, phi_a1, 0x400); } - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { func_80B32434(pthis); } - else if((pthis->actor.bgCheckFlags & 0x20) && (pthis->actor.shape.rot.x > 0)) + else if((pthis->actor.bgCheckFlags & BG_STATE_5) && (pthis->actor.shape.rot.x > 0)) { EffectSsGSplash_Spawn(globalCtx, &pthis->actor.world.pos, NULL, NULL, 1, 400); Audio_PlayActorSound2(&pthis->actor, NA_SE_EN_OCTAROCK_SINK); diff --git a/src/overlays/actors/ovl_En_Wf/z_en_wf.cpp b/src/overlays/actors/ovl_En_Wf/z_en_wf.cpp index bbaa78794..0069c911a 100644 --- a/src/overlays/actors/ovl_En_Wf/z_en_wf.cpp +++ b/src/overlays/actors/ovl_En_Wf/z_en_wf.cpp @@ -320,7 +320,7 @@ s32 EnWf_ChangeAction(GlobalContext* globalCtx, EnWf* pthis, s16 mustChoose) { pthis->actor.shape.rot.y = pthis->actor.world.rot.y = pthis->actor.yawTowardsPlayer; - if((pthis->actor.bgCheckFlags & 8) && (ABS(wallYawDiff) < 0x2EE0) && (pthis->actor.xzDistToPlayer < 120.0f)) + if((pthis->actor.bgCheckFlags & BG_STATE_3) && (ABS(wallYawDiff) < 0x2EE0) && (pthis->actor.xzDistToPlayer < 120.0f)) { EnWf_SetupSomersaultAndAttack(pthis); return true; @@ -348,7 +348,7 @@ s32 EnWf_ChangeAction(GlobalContext* globalCtx, EnWf* pthis, s16 mustChoose) { pthis->actor.shape.rot.y = pthis->actor.world.rot.y = pthis->actor.yawTowardsPlayer; - if(((pthis->actor.bgCheckFlags & 8) && (wallYawDiff < 0x2EE0)) || (explosive->id == ACTOR_EN_BOM_CHU)) + if(((pthis->actor.bgCheckFlags & BG_STATE_3) && (wallYawDiff < 0x2EE0)) || (explosive->id == ACTOR_EN_BOM_CHU)) { if((explosive->id == ACTOR_EN_BOM_CHU) && (Actor_WorldDistXYZToActor(&pthis->actor, explosive) < 80.0f) && (s16)((pthis->actor.shape.rot.y - explosive->world.rot.y) + 0x8000) < 0x3E80) { @@ -742,12 +742,12 @@ void EnWf_RunAroundPlayer(EnWf* pthis, GlobalContext* globalCtx) angle1 = player->actor.shape.rot.y + pthis->runAngle + 0x8000; // Actor_TestFloorInDirection is useless here (see comment below) - if((pthis->actor.bgCheckFlags & 8) || !Actor_TestFloorInDirection(&pthis->actor, globalCtx, pthis->actor.speedXZ, pthis->actor.shape.rot.y)) + if((pthis->actor.bgCheckFlags & BG_STATE_3) || !Actor_TestFloorInDirection(&pthis->actor, globalCtx, pthis->actor.speedXZ, pthis->actor.shape.rot.y)) { - angle2 = (pthis->actor.bgCheckFlags & 8) ? (pthis->actor.wallYaw - pthis->actor.yawTowardsPlayer) - pthis->runAngle : 0; + angle2 = (pthis->actor.bgCheckFlags & BG_STATE_3) ? (pthis->actor.wallYaw - pthis->actor.yawTowardsPlayer) - pthis->runAngle : 0; // This is probably meant to reverse direction if the edge of a floor is encountered, but does nothing - // unless bgCheckFlags & 8 anyway, since angle2 = 0 otherwise + // unless bgCheckFlags & BG_STATE_3 anyway, since angle2 = 0 otherwise if(ABS(angle2) > 0x2EE0) { pthis->runAngle = -pthis->runAngle; @@ -1027,7 +1027,7 @@ void EnWf_BackflipAway(EnWf* pthis, GlobalContext* globalCtx) void EnWf_SetupStunned(EnWf* pthis) { - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { pthis->actor.speedXZ = 0.0f; } @@ -1040,12 +1040,12 @@ void EnWf_SetupStunned(EnWf* pthis) void EnWf_Stunned(EnWf* pthis, GlobalContext* globalCtx) { - if(pthis->actor.bgCheckFlags & 2) + if(pthis->actor.bgCheckFlags & BG_STATE_1) { pthis->actor.speedXZ = 0.0f; } - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { if(pthis->actor.speedXZ < 0.0f) { @@ -1055,7 +1055,7 @@ void EnWf_Stunned(EnWf* pthis, GlobalContext* globalCtx) pthis->unk_300 = false; } - if((pthis->actor.colorFilterTimer == 0) && (pthis->actor.bgCheckFlags & 1)) + if((pthis->actor.colorFilterTimer == 0) && (pthis->actor.bgCheckFlags & BG_STATE_0)) { if(pthis->actor.colChkInfo.health == 0) { @@ -1072,7 +1072,7 @@ void EnWf_SetupDamaged(EnWf* pthis) { Animation_MorphToPlayOnce(&pthis->skelAnime, &gWolfosDamagedAnim, -4.0f); - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { pthis->unk_300 = false; pthis->actor.speedXZ = -4.0f; @@ -1093,12 +1093,12 @@ void EnWf_Damaged(EnWf* pthis, GlobalContext* globalCtx) { s16 angleToWall; - if(pthis->actor.bgCheckFlags & 2) + if(pthis->actor.bgCheckFlags & BG_STATE_1) { pthis->actor.speedXZ = 0.0f; } - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { if(pthis->actor.speedXZ < 0.0f) { @@ -1112,12 +1112,12 @@ void EnWf_Damaged(EnWf* pthis, GlobalContext* globalCtx) if(!EnWf_ChangeAction(globalCtx, pthis, false) && SkelAnime_Update(&pthis->skelAnime)) { - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { angleToWall = pthis->actor.wallYaw - pthis->actor.shape.rot.y; angleToWall = ABS(angleToWall); - if((pthis->actor.bgCheckFlags & 8) && (ABS(angleToWall) < 12000) && (pthis->actor.xzDistToPlayer < 120.0f)) + if((pthis->actor.bgCheckFlags & BG_STATE_3) && (ABS(angleToWall) < 12000) && (pthis->actor.xzDistToPlayer < 120.0f)) { EnWf_SetupSomersaultAndAttack(pthis); } @@ -1327,12 +1327,12 @@ void EnWf_Sidestep(EnWf* pthis, GlobalContext* globalCtx) Math_SmoothStepToS(&pthis->actor.shape.rot.y, pthis->actor.yawTowardsPlayer + pthis->runAngle, 1, 3000, 1); // Actor_TestFloorInDirection is useless here (see comment below) - if((pthis->actor.bgCheckFlags & 8) || !Actor_TestFloorInDirection(&pthis->actor, globalCtx, pthis->actor.speedXZ, pthis->actor.shape.rot.y)) + if((pthis->actor.bgCheckFlags & BG_STATE_3) || !Actor_TestFloorInDirection(&pthis->actor, globalCtx, pthis->actor.speedXZ, pthis->actor.shape.rot.y)) { - s16 angle = (pthis->actor.bgCheckFlags & 8) ? (pthis->actor.wallYaw - pthis->actor.yawTowardsPlayer) - pthis->runAngle : 0; + s16 angle = (pthis->actor.bgCheckFlags & BG_STATE_3) ? (pthis->actor.wallYaw - pthis->actor.yawTowardsPlayer) - pthis->runAngle : 0; // This is probably meant to reverse direction if the edge of a floor is encountered, but does nothing - // unless bgCheckFlags & 8 anyway, since angle = 0 otherwise + // unless bgCheckFlags & BG_STATE_3 anyway, since angle = 0 otherwise if(ABS(angle) > 0x2EE0) { pthis->runAngle = -pthis->runAngle; @@ -1431,7 +1431,7 @@ void EnWf_SetupDie(EnWf* pthis) Animation_MorphToPlayOnce(&pthis->skelAnime, &gWolfosRearingUpFallingOverAnim, -4.0f); pthis->actor.world.rot.y = pthis->actor.yawTowardsPlayer; - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { pthis->unk_300 = false; pthis->actor.speedXZ = -6.0f; @@ -1450,12 +1450,12 @@ void EnWf_SetupDie(EnWf* pthis) void EnWf_Die(EnWf* pthis, GlobalContext* globalCtx) { - if(pthis->actor.bgCheckFlags & 2) + if(pthis->actor.bgCheckFlags & BG_STATE_1) { pthis->actor.speedXZ = 0.0f; } - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { Math_SmoothStepToF(&pthis->actor.speedXZ, 0.0f, 1.0f, 0.5f, 0.0f); pthis->unk_300 = false; diff --git a/src/overlays/actors/ovl_En_Xc/z_en_xc.cpp b/src/overlays/actors/ovl_En_Xc/z_en_xc.cpp index ccc0aef9a..1120023f1 100644 --- a/src/overlays/actors/ovl_En_Xc/z_en_xc.cpp +++ b/src/overlays/actors/ovl_En_Xc/z_en_xc.cpp @@ -469,7 +469,7 @@ void EnXc_SetWalkingSFX(EnXc* pthis, GlobalContext* globalCtx) if(Animation_OnFrame(&pthis->skelAnime, 11.0f) || Animation_OnFrame(&pthis->skelAnime, 23.0f)) { - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { sfxId = SFX_FLAG; sfxId += SurfaceType_GetSfx(&globalCtx->colCtx, pthis->actor.floorPoly, pthis->actor.floorBgId); @@ -486,7 +486,7 @@ void EnXc_SetNutThrowSFX(EnXc* pthis, GlobalContext* globalCtx) if(Animation_OnFrame(&pthis->skelAnime, 7.0f)) { - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { sfxId = SFX_FLAG; sfxId += SurfaceType_GetSfx(&globalCtx->colCtx, pthis->actor.floorPoly, pthis->actor.floorBgId); diff --git a/src/overlays/actors/ovl_En_Yukabyun/z_en_yukabyun.cpp b/src/overlays/actors/ovl_En_Yukabyun/z_en_yukabyun.cpp index 133a138dd..498c2901d 100644 --- a/src/overlays/actors/ovl_En_Yukabyun/z_en_yukabyun.cpp +++ b/src/overlays/actors/ovl_En_Yukabyun/z_en_yukabyun.cpp @@ -129,7 +129,7 @@ void EnYukabyun_Update(Actor* thisx, GlobalContext* globalCtx) s32 pad; if(((pthis->collider.base.atFlags & AT_HIT) || (pthis->collider.base.acFlags & AC_HIT) || ((pthis->collider.base.ocFlags1 & OC1_HIT) && !(pthis->collider.base.oc->id == ACTOR_EN_YUKABYUN))) || - ((pthis->actionfunc == func_80B43B6C) && (pthis->actor.bgCheckFlags & 8))) + ((pthis->actionfunc == func_80B43B6C) && (pthis->actor.bgCheckFlags & BG_STATE_3))) { pthis->collider.base.atFlags &= ~AT_HIT; pthis->collider.base.acFlags &= ~AC_HIT; diff --git a/src/overlays/actors/ovl_En_Zf/z_en_zf.cpp b/src/overlays/actors/ovl_En_Zf/z_en_zf.cpp index a74480ace..4e127eceb 100644 --- a/src/overlays/actors/ovl_En_Zf/z_en_zf.cpp +++ b/src/overlays/actors/ovl_En_Zf/z_en_zf.cpp @@ -256,7 +256,7 @@ s32 EnZf_PrimaryFloorCheck(EnZf* pthis, GlobalContext* globalCtx, f32 dist) Actor_UpdateBgCheckInfo(globalCtx, &pthis->actor, 0.0f, 0.0f, 0.0f, 0x1C); pthis->actor.world.pos = curPos; - ret = !(pthis->actor.bgCheckFlags & 1); + ret = !(pthis->actor.bgCheckFlags & BG_STATE_0); pthis->actor.bgCheckFlags = curBgCheckFlags; return ret; } @@ -289,7 +289,7 @@ s16 EnZf_SecondaryFloorCheck(EnZf* pthis, GlobalContext* globalCtx, f32 dist) Actor_UpdateBgCheckInfo(globalCtx, &pthis->actor, 0.0f, 0.0f, 0.0f, 0x1C); pthis->actor.world.pos = curPos; - ret = !(pthis->actor.bgCheckFlags & 1); + ret = !(pthis->actor.bgCheckFlags & BG_STATE_0); pthis->actor.bgCheckFlags = curBgCheckFlags; return ret; } @@ -668,7 +668,7 @@ s32 EnZf_ChooseAction(GlobalContext* globalCtx, EnZf* pthis) { pthis->actor.shape.rot.y = pthis->actor.world.rot.y = pthis->actor.yawTowardsPlayer; - if((pthis->actor.bgCheckFlags & 8) && (ABS(angleToWall) < 0x2EE0) && (pthis->actor.xzDistToPlayer < 80.0f)) + if((pthis->actor.bgCheckFlags & BG_STATE_3) && (ABS(angleToWall) < 0x2EE0) && (pthis->actor.xzDistToPlayer < 80.0f)) { EnZf_SetupJumpUp(pthis); return true; @@ -690,7 +690,7 @@ s32 EnZf_ChooseAction(GlobalContext* globalCtx, EnZf* pthis) if(explosive != NULL) { pthis->actor.shape.rot.y = pthis->actor.world.rot.y = pthis->actor.yawTowardsPlayer; - if(((pthis->actor.bgCheckFlags & 8) && (angleToWall < 0x2EE0)) || (explosive->id == ACTOR_EN_BOM_CHU)) + if(((pthis->actor.bgCheckFlags & BG_STATE_3) && (angleToWall < 0x2EE0)) || (explosive->id == ACTOR_EN_BOM_CHU)) { if((explosive->id == ACTOR_EN_BOM_CHU) && (Actor_WorldDistXYZToActor(&pthis->actor, explosive) < 80.0f) && ((s16)((pthis->actor.shape.rot.y - explosive->world.rot.y) + 0x8000) < 0x3E80)) { @@ -726,7 +726,7 @@ void EnZf_SetupDropIn(EnZf* pthis) pthis->unk_3F0 = 10; pthis->hopAnimIndex = 1; pthis->action = ENZF_ACTION_DROP_IN; - pthis->actor.bgCheckFlags &= ~2; + pthis->actor.bgCheckFlags &= ~BG_STATE_1; pthis->actor.flags &= ~ACTOR_FLAG_0; pthis->actor.shape.rot.y = pthis->actor.world.rot.y = pthis->actor.yawTowardsPlayer; EnZf_SetupAction(pthis, EnZf_DropIn); @@ -765,12 +765,12 @@ void EnZf_DropIn(EnZf* pthis, GlobalContext* globalCtx) pthis->alpha += 255 / 5; } - if((pthis->actor.bgCheckFlags & 3) && (pthis->hopAnimIndex != 0)) + if((pthis->actor.bgCheckFlags & (BG_STATE_0 | BG_STATE_1)) && (pthis->hopAnimIndex != 0)) { Audio_PlayActorSound2(&pthis->actor, NA_SE_EN_RIZA_ONGND); Animation_Change(&pthis->skelAnime, &gZfLandingAnim, 1.0f, 0.0f, 17.0f, ANIMMODE_ONCE, 0.0f); pthis->hopAnimIndex = 0; - pthis->actor.bgCheckFlags &= ~2; + pthis->actor.bgCheckFlags &= ~BG_STATE_1; pthis->actor.world.pos.y = pthis->actor.floorHeight; pthis->actor.velocity.y = 0.0f; Actor_SpawnFloorDustRing(globalCtx, &pthis->actor, &pthis->leftFootPos, 3.0f, 2, 2.0f, 0, 0, 0); @@ -936,13 +936,13 @@ void EnZf_ApproachPlayer(EnZf* pthis, GlobalContext* globalCtx) temp_v1 = pthis->actor.wallYaw - pthis->actor.shape.rot.y; temp_v1 = ABS(temp_v1); - if((pthis->unk_3F8 && (pthis->actor.speedXZ > 0.0f)) || ((pthis->actor.bgCheckFlags & 8) && (temp_v1 >= 0x5C19))) + if((pthis->unk_3F8 && (pthis->actor.speedXZ > 0.0f)) || ((pthis->actor.bgCheckFlags & BG_STATE_3) && (temp_v1 >= 0x5C19))) { if((Actor_WorldDistXZToPoint(&pthis->actor, &sPlatformPositions[pthis->nextPlatform]) < sp44) && !EnZf_PrimaryFloorCheck(pthis, globalCtx, 191.9956f)) { EnZf_SetupJumpForward(pthis); - if(pthis->actor.bgCheckFlags & 8) + if(pthis->actor.bgCheckFlags & BG_STATE_3) { pthis->actor.velocity.y = 20.0f; } @@ -1132,7 +1132,7 @@ void EnZf_JumpForward(EnZf* pthis, GlobalContext* globalCtx) Audio_PlayActorSound2(&pthis->actor, NA_SE_EN_RIZA_CRY); } - if((pthis->actor.params == ENZF_TYPE_DINOLFOS) && (pthis->actor.bgCheckFlags & 3)) + if((pthis->actor.params == ENZF_TYPE_DINOLFOS) && (pthis->actor.bgCheckFlags & (BG_STATE_0 | BG_STATE_1))) { if(EnZf_CanAttack(globalCtx, pthis)) { @@ -1290,9 +1290,9 @@ void func_80B463E4(EnZf* pthis, GlobalContext* globalCtx) pthis->actor.speedXZ = -pthis->actor.speedXZ; } } - else if((pthis->actor.bgCheckFlags & 8) || !Actor_TestFloorInDirection(&pthis->actor, globalCtx, pthis->actor.speedXZ, pthis->actor.shape.rot.y + 0x3FFF)) + else if((pthis->actor.bgCheckFlags & BG_STATE_3) || !Actor_TestFloorInDirection(&pthis->actor, globalCtx, pthis->actor.speedXZ, pthis->actor.shape.rot.y + 0x3FFF)) { - if(pthis->actor.bgCheckFlags & 8) + if(pthis->actor.bgCheckFlags & BG_STATE_3) { if(pthis->actor.speedXZ >= 0.0f) { @@ -1569,7 +1569,7 @@ void EnZf_JumpBack(EnZf* pthis, GlobalContext* globalCtx) void EnZf_SetupStunned(EnZf* pthis) { - if((pthis->actor.bgCheckFlags & 1) && ((pthis->actor.velocity.y == 0.0f) || (pthis->actor.velocity.y == -4.0f))) + if((pthis->actor.bgCheckFlags & BG_STATE_0) && ((pthis->actor.velocity.y == 0.0f) || (pthis->actor.velocity.y == -4.0f))) { pthis->actor.speedXZ = 0.0f; pthis->hopAnimIndex = 0; @@ -1597,12 +1597,12 @@ void EnZf_Stunned(EnZf* pthis, GlobalContext* globalCtx) { s16 angleToWall; - if(pthis->actor.bgCheckFlags & 2) + if(pthis->actor.bgCheckFlags & BG_STATE_1) { pthis->actor.speedXZ = 0.0f; } - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { if(pthis->actor.speedXZ < 0.0f) { @@ -1611,7 +1611,7 @@ void EnZf_Stunned(EnZf* pthis, GlobalContext* globalCtx) pthis->hopAnimIndex = 0; } - if((pthis->actor.colorFilterTimer == 0) && (pthis->actor.bgCheckFlags & 1)) + if((pthis->actor.colorFilterTimer == 0) && (pthis->actor.bgCheckFlags & BG_STATE_0)) { if(pthis->actor.colChkInfo.health == 0) { @@ -1628,7 +1628,7 @@ void EnZf_Stunned(EnZf* pthis, GlobalContext* globalCtx) angleToWall = pthis->actor.wallYaw - pthis->actor.shape.rot.y; angleToWall = ABS(angleToWall); - if((pthis->actor.params == ENZF_TYPE_DINOLFOS) && (pthis->actor.bgCheckFlags & 8) && (ABS(angleToWall) < 0x2EE0) && (pthis->actor.xzDistToPlayer < 90.0f)) + if((pthis->actor.params == ENZF_TYPE_DINOLFOS) && (pthis->actor.bgCheckFlags & BG_STATE_3) && (ABS(angleToWall) < 0x2EE0) && (pthis->actor.xzDistToPlayer < 90.0f)) { pthis->actor.world.rot.y = pthis->actor.shape.rot.y; EnZf_SetupJumpUp(pthis); @@ -1831,7 +1831,7 @@ void EnZf_HopAway(EnZf* pthis, GlobalContext* globalCtx) case 1: case 1 | 2: pthis->actor.velocity.y = 12.0f; - if(pthis->actor.bgCheckFlags & 8) + if(pthis->actor.bgCheckFlags & BG_STATE_3) { pthis->actor.velocity.y += 8.0f; } @@ -1867,7 +1867,7 @@ void EnZf_HopAway(EnZf* pthis, GlobalContext* globalCtx) break; case 1: - if((pthis->actor.bgCheckFlags & 2) || (pthis->actor.bgCheckFlags & 1)) + if((pthis->actor.bgCheckFlags & BG_STATE_1) || (pthis->actor.bgCheckFlags & BG_STATE_0)) { Audio_PlayActorSound2(&pthis->actor, NA_SE_EN_RIZA_ONGND); pthis->actor.velocity.y = 0.0f; @@ -1951,7 +1951,7 @@ void EnZf_SetupDamaged(EnZf* pthis) { Animation_Change(&pthis->skelAnime, &gZfKnockedBackAnim, 1.5f, 0.0f, Animation_GetLastFrame(&gZfKnockedBackAnim), ANIMMODE_ONCE, -4.0f); - if((pthis->actor.bgCheckFlags & 1) && ((pthis->actor.velocity.y == 0.0f) || (pthis->actor.velocity.y == -4.0f))) + if((pthis->actor.bgCheckFlags & BG_STATE_0) && ((pthis->actor.velocity.y == 0.0f) || (pthis->actor.velocity.y == -4.0f))) { pthis->actor.speedXZ = -4.0f; pthis->hopAnimIndex = 0; @@ -1980,12 +1980,12 @@ void EnZf_Damaged(EnZf* pthis, GlobalContext* globalCtx) { s16 wallYawDiff; - if(pthis->actor.bgCheckFlags & 2) + if(pthis->actor.bgCheckFlags & BG_STATE_1) { pthis->actor.speedXZ = 0.0f; } - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { if(pthis->actor.speedXZ < 0.0f) { @@ -1996,7 +1996,7 @@ void EnZf_Damaged(EnZf* pthis, GlobalContext* globalCtx) Math_SmoothStepToS(&pthis->actor.shape.rot.y, pthis->actor.yawTowardsPlayer, 1, 4500, 0); - if(((pthis->actor.params != ENZF_TYPE_DINOLFOS) || !EnZf_ChooseAction(globalCtx, pthis)) && SkelAnime_Update(&pthis->skelAnime) && (pthis->actor.bgCheckFlags & 1)) + if(((pthis->actor.params != ENZF_TYPE_DINOLFOS) || !EnZf_ChooseAction(globalCtx, pthis)) && SkelAnime_Update(&pthis->skelAnime) && (pthis->actor.bgCheckFlags & BG_STATE_0)) { if(D_80B4A1B4 != -1) { @@ -2027,7 +2027,7 @@ void EnZf_Damaged(EnZf* pthis, GlobalContext* globalCtx) wallYawDiff = pthis->actor.wallYaw - pthis->actor.shape.rot.y; wallYawDiff = ABS(wallYawDiff); - if((pthis->actor.params == ENZF_TYPE_DINOLFOS) && (pthis->actor.bgCheckFlags & 8) && (ABS(wallYawDiff) < 12000) && (pthis->actor.xzDistToPlayer < 90.0f)) + if((pthis->actor.params == ENZF_TYPE_DINOLFOS) && (pthis->actor.bgCheckFlags & BG_STATE_3) && (ABS(wallYawDiff) < 12000) && (pthis->actor.xzDistToPlayer < 90.0f)) { EnZf_SetupJumpUp(pthis); } @@ -2092,7 +2092,7 @@ void EnZf_JumpUp(EnZf* pthis, GlobalContext* globalCtx) Animation_Change(&pthis->skelAnime, &gZfSlashAnim, 3.0f, 0.0f, 13.0f, ANIMMODE_ONCE, -4.0f); pthis->unk_3F0 = 10; } - else if(pthis->actor.bgCheckFlags & 3) + else if(pthis->actor.bgCheckFlags & (BG_STATE_0 | BG_STATE_1)) { pthis->actor.velocity.y = 0.0f; pthis->actor.world.rot.y = pthis->actor.shape.rot.y = pthis->actor.yawTowardsPlayer; @@ -2161,9 +2161,9 @@ void EnZf_CircleAroundPlayer(EnZf* pthis, GlobalContext* globalCtx) pthis->actor.speedXZ = -pthis->actor.speedXZ; } } - else if((pthis->actor.bgCheckFlags & 8) || !Actor_TestFloorInDirection(&pthis->actor, globalCtx, pthis->actor.speedXZ, pthis->actor.shape.rot.y + 0x3FFF)) + else if((pthis->actor.bgCheckFlags & BG_STATE_3) || !Actor_TestFloorInDirection(&pthis->actor, globalCtx, pthis->actor.speedXZ, pthis->actor.shape.rot.y + 0x3FFF)) { - if(pthis->actor.bgCheckFlags & 8) + if(pthis->actor.bgCheckFlags & BG_STATE_3) { if(pthis->actor.speedXZ >= 0.0f) { @@ -2329,7 +2329,7 @@ void EnZf_SetupDie(EnZf* pthis) { Animation_Change(&pthis->skelAnime, &gZfDyingAnim, 1.5f, 0.0f, Animation_GetLastFrame(&gZfDyingAnim), ANIMMODE_ONCE, -4.0f); - if((pthis->actor.bgCheckFlags & 1) && ((pthis->actor.velocity.y == 0.0f) || (pthis->actor.velocity.y == -4.0f))) + if((pthis->actor.bgCheckFlags & BG_STATE_0) && ((pthis->actor.velocity.y == 0.0f) || (pthis->actor.velocity.y == -4.0f))) { pthis->actor.speedXZ = 0.0f; pthis->hopAnimIndex = 0; @@ -2371,12 +2371,12 @@ void EnZf_SetupDie(EnZf* pthis) void EnZf_Die(EnZf* pthis, GlobalContext* globalCtx) { - if(pthis->actor.bgCheckFlags & 2) + if(pthis->actor.bgCheckFlags & BG_STATE_1) { pthis->actor.speedXZ = 0.0f; } - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { Math_SmoothStepToF(&pthis->actor.speedXZ, 0.0f, 1.0f, 0.15f, 0.0f); pthis->hopAnimIndex = 0; @@ -2520,7 +2520,7 @@ void EnZf_Update(Actor* thisx, GlobalContext* globalCtx) Actor_UpdateBgCheckInfo(globalCtx, &pthis->actor, 25.0f, 30.0f, 60.0f, 0x1D); - if(!(pthis->actor.bgCheckFlags & 1)) + if(!(pthis->actor.bgCheckFlags & BG_STATE_0)) { pthis->hopAnimIndex = 1; } @@ -2558,7 +2558,7 @@ void EnZf_Update(Actor* thisx, GlobalContext* globalCtx) if(pthis->action <= ENZF_ACTION_HOP_AND_TAUNT) { - if((pthis->unk_3F4 == 1) && (pthis->actor.bgCheckFlags & 1)) + if((pthis->unk_3F4 == 1) && (pthis->actor.bgCheckFlags & BG_STATE_0)) { if(pthis->actor.colChkInfo.health > 0) { diff --git a/src/overlays/actors/ovl_En_Zl2/z_en_zl2.cpp b/src/overlays/actors/ovl_En_Zl2/z_en_zl2.cpp index 83e7a1981..b131081f5 100644 --- a/src/overlays/actors/ovl_En_Zl2/z_en_zl2.cpp +++ b/src/overlays/actors/ovl_En_Zl2/z_en_zl2.cpp @@ -1703,7 +1703,7 @@ void func_80B51D24(EnZl2* pthis, GlobalContext* globalCtx) if(Animation_OnFrame(skelAnime, 6.0f) || Animation_OnFrame(skelAnime, 0.0f)) { - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { sfxId = SFX_FLAG; sfxId += SurfaceType_GetSfx(&globalCtx->colCtx, pthis->actor.floorPoly, pthis->actor.floorBgId); diff --git a/src/overlays/actors/ovl_En_Zl3/z_en_zl3.cpp b/src/overlays/actors/ovl_En_Zl3/z_en_zl3.cpp index 41c96b439..050f859be 100644 --- a/src/overlays/actors/ovl_En_Zl3/z_en_zl3.cpp +++ b/src/overlays/actors/ovl_En_Zl3/z_en_zl3.cpp @@ -185,7 +185,7 @@ void func_80B5366C(EnZl3* pthis, GlobalContext* globalCtx) void func_80B536B4(EnZl3* pthis) { - pthis->actor.bgCheckFlags &= ~0x9; + pthis->actor.bgCheckFlags &= ~(BG_STATE_0 | BG_STATE_3); } void func_80B536C4(EnZl3* pthis) @@ -1924,7 +1924,7 @@ void func_80B56E38(EnZl3* pthis, GlobalContext* globalCtx) s32 sfxId; SkelAnime* sp20 = &pthis->skelAnime; - if((Animation_OnFrame(sp20, 6.0f) || Animation_OnFrame(sp20, 0.0f)) && (pthis->actor.bgCheckFlags & 1)) + if((Animation_OnFrame(sp20, 6.0f) || Animation_OnFrame(sp20, 0.0f)) && (pthis->actor.bgCheckFlags & BG_STATE_0)) { sfxId = 0x800; sfxId += SurfaceType_GetSfx(&globalCtx->colCtx, pthis->actor.floorPoly, pthis->actor.floorBgId); @@ -2733,7 +2733,7 @@ s32 func_80B58938(EnZl3* pthis, GlobalContext* globalCtx) s32 func_80B5899C(EnZl3* pthis, GlobalContext* globalCtx) { - if((pthis->actor.bgCheckFlags & 1)) + if((pthis->actor.bgCheckFlags & BG_STATE_0)) { Player* player = GET_PLAYER(globalCtx); s8 invincibilityTimer = player->invincibilityTimer; diff --git a/src/overlays/actors/ovl_En_Zo/z_en_zo.cpp b/src/overlays/actors/ovl_En_Zo/z_en_zo.cpp index c59bfd9d3..7d55f3202 100644 --- a/src/overlays/actors/ovl_En_Zo/z_en_zo.cpp +++ b/src/overlays/actors/ovl_En_Zo/z_en_zo.cpp @@ -813,7 +813,7 @@ void EnZo_Dive(EnZo* pthis, GlobalContext* globalCtx) return; } - if(pthis->actor.yDistToWater > 80.0f || pthis->actor.bgCheckFlags & 1) + if(pthis->actor.yDistToWater > 80.0f || pthis->actor.bgCheckFlags & BG_STATE_0) { Math_ApproachF(&pthis->actor.velocity.y, -1.0f, 0.4f, 0.6f); Math_ApproachF(&pthis->alpha, 0.0f, 0.3f, 10.0f); diff --git a/src/overlays/actors/ovl_Fishing/z_fishing.cpp b/src/overlays/actors/ovl_Fishing/z_fishing.cpp index a20436dcf..97a192d76 100644 --- a/src/overlays/actors/ovl_Fishing/z_fishing.cpp +++ b/src/overlays/actors/ovl_Fishing/z_fishing.cpp @@ -2400,11 +2400,11 @@ void Fishing_UpdateLure(Fishing* pthis, GlobalContext* globalCtx) Actor_UpdateBgCheckInfo(globalCtx, &pthis->actor, 15.0f, 30.0f, 30.0f, 0x43); pthis->actor.world.pos = sp80; - if(pthis->actor.bgCheckFlags & 0x10) + if(pthis->actor.bgCheckFlags & BG_STATE_4) { D_80B7E0E8.y = -0.5f; } - if(pthis->actor.bgCheckFlags & 8) + if(pthis->actor.bgCheckFlags & BG_STATE_3) { if(D_80B7E0E8.y > 0.0f) { @@ -4707,12 +4707,12 @@ void Fishing_UpdateFish(Actor* thisx, GlobalContext* globalCtx2) pthis->actor.velocity.y = velocityY; - if(pthis->actor.bgCheckFlags & 8) + if(pthis->actor.bgCheckFlags & BG_STATE_3) { pthis->unk_1A0 = 20; } - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { if(pthis->actor.world.pos.y > WATER_SURFACE_Y(globalCtx)) { diff --git a/src/overlays/actors/ovl_Item_Etcetera/z_item_etcetera.cpp b/src/overlays/actors/ovl_Item_Etcetera/z_item_etcetera.cpp index b72ecf560..1352858c7 100644 --- a/src/overlays/actors/ovl_Item_Etcetera/z_item_etcetera.cpp +++ b/src/overlays/actors/ovl_Item_Etcetera/z_item_etcetera.cpp @@ -188,7 +188,7 @@ void ItemEtcetera_MoveFireArrowDown(ItemEtcetera* pthis, GlobalContext* globalCt { Actor_UpdateBgCheckInfo(globalCtx, &pthis->actor, 10.0f, 10.0f, 0.0f, 5); Actor_MoveForward(&pthis->actor); - if(!(pthis->actor.bgCheckFlags & 1)) + if(!(pthis->actor.bgCheckFlags & BG_STATE_0)) { ItemEtcetera_SpawnSparkles(pthis, globalCtx); } diff --git a/src/overlays/actors/ovl_Item_Shield/z_item_shield.cpp b/src/overlays/actors/ovl_Item_Shield/z_item_shield.cpp index 7db7dc6c1..a69752e49 100644 --- a/src/overlays/actors/ovl_Item_Shield/z_item_shield.cpp +++ b/src/overlays/actors/ovl_Item_Shield/z_item_shield.cpp @@ -119,7 +119,7 @@ void func_80B86AC8(ItemShield* pthis, GlobalContext* globalCtx) } func_8002F434(&pthis->actor, globalCtx, GI_SHIELD_DEKU, 30.0f, 50.0f); Actor_UpdateBgCheckInfo(globalCtx, &pthis->actor, 10.0f, 10.0f, 0.0f, 5); - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { pthis->timer--; if(pthis->timer < 60) @@ -192,7 +192,7 @@ void func_80B86CA8(ItemShield* pthis, GlobalContext* globalCtx) pthis->unk_1A8[i].z = Rand_CenteredFloat(15.0f); } } - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { pthis->unk_198 -= pthis->actor.shape.rot.x >> 1; pthis->unk_198 -= pthis->unk_198 >> 2; diff --git a/src/overlays/actors/ovl_Obj_Kibako/z_obj_kibako.cpp b/src/overlays/actors/ovl_Obj_Kibako/z_obj_kibako.cpp index 4036d900e..5aa511be0 100644 --- a/src/overlays/actors/ovl_Obj_Kibako/z_obj_kibako.cpp +++ b/src/overlays/actors/ovl_Obj_Kibako/z_obj_kibako.cpp @@ -208,7 +208,7 @@ void ObjKibako_Idle(ObjKibako* pthis, GlobalContext* globalCtx) { ObjKibako_SetupHeld(pthis); } - else if((pthis->actor.bgCheckFlags & 0x20) && (pthis->actor.yDistToWater > 19.0f)) + else if((pthis->actor.bgCheckFlags & BG_STATE_5) && (pthis->actor.yDistToWater > 19.0f)) { ObjKibako_WaterBreak(pthis, globalCtx); Audio_PlaySoundAtPosition(globalCtx, &pthis->actor.world.pos, 20, NA_SE_EV_WOODBOX_BREAK); @@ -287,14 +287,14 @@ void ObjKibako_Thrown(ObjKibako* pthis, GlobalContext* globalCtx) s32 pad; s32 pad2; - if((pthis->actor.bgCheckFlags & 0xB) || (pthis->collider.base.atFlags & AT_HIT)) + if((pthis->actor.bgCheckFlags & (BG_STATE_0 | BG_STATE_1 | BG_STATE_3)) || (pthis->collider.base.atFlags & AT_HIT)) { ObjKibako_AirBreak(pthis, globalCtx); Audio_PlaySoundAtPosition(globalCtx, &pthis->actor.world.pos, 20, NA_SE_EV_WOODBOX_BREAK); ObjKibako_SpawnCollectible(pthis, globalCtx); Actor_Kill(&pthis->actor); } - else if(pthis->actor.bgCheckFlags & 0x40) + else if(pthis->actor.bgCheckFlags & BG_STATE_6) { ObjKibako_WaterBreak(pthis, globalCtx); Audio_PlaySoundAtPosition(globalCtx, &pthis->actor.world.pos, 20, NA_SE_EV_WOODBOX_BREAK); diff --git a/src/overlays/actors/ovl_Obj_Tsubo/z_obj_tsubo.cpp b/src/overlays/actors/ovl_Obj_Tsubo/z_obj_tsubo.cpp index a979e77aa..a54086264 100644 --- a/src/overlays/actors/ovl_Obj_Tsubo/z_obj_tsubo.cpp +++ b/src/overlays/actors/ovl_Obj_Tsubo/z_obj_tsubo.cpp @@ -273,7 +273,7 @@ void ObjTsubo_Idle(ObjTsubo* pthis, GlobalContext* globalCtx) { ObjTsubo_SetupLiftedUp(pthis); } - else if((pthis->actor.bgCheckFlags & 0x20) && (pthis->actor.yDistToWater > 15.0f)) + else if((pthis->actor.bgCheckFlags & BG_STATE_5) && (pthis->actor.yDistToWater > 15.0f)) { ObjTsubo_WaterBreak(pthis, globalCtx); Audio_PlaySoundAtPosition(globalCtx, &pthis->actor.world.pos, 20, NA_SE_EV_POT_BROKEN); @@ -348,14 +348,14 @@ void ObjTsubo_Thrown(ObjTsubo* pthis, GlobalContext* globalCtx) { s32 pad[2]; - if((pthis->actor.bgCheckFlags & 0xB) || (pthis->collider.base.atFlags & AT_HIT)) + if((pthis->actor.bgCheckFlags & (BG_STATE_0 | BG_STATE_1 | BG_STATE_3)) || (pthis->collider.base.atFlags & AT_HIT)) { ObjTsubo_AirBreak(pthis, globalCtx); ObjTsubo_SpawnCollectible(pthis, globalCtx); Audio_PlaySoundAtPosition(globalCtx, &pthis->actor.world.pos, 20, NA_SE_EV_POT_BROKEN); Actor_Kill(&pthis->actor); } - else if(pthis->actor.bgCheckFlags & 0x40) + else if(pthis->actor.bgCheckFlags & BG_STATE_6) { ObjTsubo_WaterBreak(pthis, globalCtx); ObjTsubo_SpawnCollectible(pthis, globalCtx); diff --git a/src/overlays/actors/ovl_player_actor/z_player.cpp b/src/overlays/actors/ovl_player_actor/z_player.cpp index f36569ad2..1de03360a 100644 --- a/src/overlays/actors/ovl_player_actor/z_player.cpp +++ b/src/overlays/actors/ovl_player_actor/z_player.cpp @@ -2491,7 +2491,7 @@ s32 func_80834D2C(Player* pthis, GlobalContext* globalCtx) { // Mounted on a horse? func_80832284(globalCtx, pthis, &gPlayerAnim_003380); } - else if((pthis->actor.bgCheckFlags & 1) && !func_80833B54(pthis)) + else if((pthis->actor.bgCheckFlags & BG_STATE_0) && !func_80833B54(pthis)) { func_80832284(globalCtx, pthis, D_80853914[pthis->modelAnimType]); } @@ -2671,7 +2671,7 @@ s32 func_808351D4(Player* pthis, GlobalContext* globalCtx) func_8002F7DC(&pthis->actor, gOutOfArrowSound[ABS(pthis->unk_860.whole()) - 1]); // play bow out of ammo sound } } - else if(pthis->actor.bgCheckFlags & 1) + else if(pthis->actor.bgCheckFlags & BG_STATE_0) { func_808350A4(globalCtx, pthis); } @@ -2746,7 +2746,7 @@ s32 func_808353D8(Player* pthis, GlobalContext* globalCtx) s32 func_80835588(Player* pthis, GlobalContext* globalCtx) { - if(!(pthis->actor.bgCheckFlags & 1) || LinkAnimation_Update(globalCtx, &pthis->skelAnime2)) + if(!(pthis->actor.bgCheckFlags & BG_STATE_0) || LinkAnimation_Update(globalCtx, &pthis->skelAnime2)) { func_80833638(pthis, func_8083501C); } @@ -2758,7 +2758,7 @@ void func_808355DC(Player* pthis) { pthis->stateFlags1 |= PLAYER_STATE1_17; - if(!(pthis->skelAnime.moveFlags & 0x80) && (pthis->actor.bgCheckFlags & 0x200) && (D_80853608 < 0x2000)) + if(!(pthis->skelAnime.moveFlags & 0x80) && (pthis->actor.bgCheckFlags & BG_STATE_9) && (D_80853608 < 0x2000)) { pthis->currentYaw = pthis->actor.shape.rot.y = pthis->actor.wallYaw + 0x8000; } @@ -3148,7 +3148,7 @@ static void Player_ExecuteActionItem(GlobalContext* globalCtx, Player* pthis, s3 if(((pthis->heldItemActionParam == pthis->itemActionParam) && (!(pthis->stateFlags1 & PLAYER_STATE1_22) || (Player_ActionToSword(actionParam) != 0) || (actionParam == PLAYER_AP_NONE))) || ((pthis->itemActionParam < 0) && ((Player_ActionToSword(actionParam) != 0) || (actionParam == PLAYER_AP_NONE)))) { - if((actionParam == PLAYER_AP_NONE) || !(pthis->stateFlags1 & PLAYER_STATE_SWIMMING) || ((pthis->actor.bgCheckFlags & 1) && ((actionParam == PLAYER_AP_HOOKSHOT) || (actionParam == PLAYER_AP_LONGSHOT)))) + if((actionParam == PLAYER_AP_NONE) || !(pthis->stateFlags1 & PLAYER_STATE_SWIMMING) || ((pthis->actor.bgCheckFlags & BG_STATE_0) && ((actionParam == PLAYER_AP_HOOKSHOT) || (actionParam == PLAYER_AP_LONGSHOT)))) { if((globalCtx->bombchuBowlingStatus == 0) && (((actionParam == PLAYER_AP_STICK) && (AMMO(ITEM_STICK) == 0)) || ((actionParam == PLAYER_AP_BEAN) && (AMMO(ITEM_BEAN) == 0)) || (temp = Player_ActionToExplosive(pthis, actionParam), ((temp >= 0) && ((AMMO(sExplosiveInfos[temp].itemId) == 0) || (globalCtx->actorCtx.actorLists[ACTORCAT_EXPLOSIVE].length >= 3)))))) @@ -3312,7 +3312,7 @@ s32 func_80836670(Player* pthis, GlobalContext* globalCtx) func_80832F54(globalCtx, pthis, 0x9B); func_80832224(pthis); pthis->currentYaw = pthis->actor.shape.rot.y; - pthis->actor.bgCheckFlags &= ~1; + pthis->actor.bgCheckFlags &= ~BG_STATE_0; pthis->hoverBootsTimer = 0; pthis->unk_6AE |= 0x43; func_80832698(pthis, NA_SE_VO_LI_LASH); @@ -4038,7 +4038,7 @@ void func_80837C0C(GlobalContext* globalCtx, Player* pthis, s32 arg2, f32 arg3, if(!func_80837B18(globalCtx, pthis, 0 - pthis->actor.colChkInfo.damage)) { pthis->stateFlags2 &= ~PLAYER_STATE2_7; - if(!(pthis->actor.bgCheckFlags & 1) && !(pthis->stateFlags1 & PLAYER_STATE_SWIMMING)) + if(!(pthis->actor.bgCheckFlags & BG_STATE_0) && !(pthis->stateFlags1 & PLAYER_STATE_SWIMMING)) { func_80837B9C(pthis, globalCtx); } @@ -4085,7 +4085,7 @@ void func_80837C0C(GlobalContext* globalCtx, Player* pthis, s32 arg2, f32 arg3, func_80832698(pthis, NA_SE_VO_LI_DAMAGE_S); } - else if((arg2 == 1) || (arg2 == 2) || !(pthis->actor.bgCheckFlags & 1) || (pthis->stateFlags1 & (PLAYER_STATE1_13 | PLAYER_STATE1_14 | PLAYER_STATE1_21))) + else if((arg2 == 1) || (arg2 == 2) || !(pthis->actor.bgCheckFlags & BG_STATE_0) || (pthis->stateFlags1 & (PLAYER_STATE1_13 | PLAYER_STATE1_14 | PLAYER_STATE1_21))) { Player_SetUpdateFunct(globalCtx, pthis, Player_UpdateFunc_8084377C, 0); @@ -4131,7 +4131,7 @@ void func_80837C0C(GlobalContext* globalCtx, Player* pthis, s32 arg2, f32 arg3, } pthis->hoverBootsTimer = 0; - pthis->actor.bgCheckFlags &= ~1; + pthis->actor.bgCheckFlags &= ~BG_STATE_0; } else { @@ -4268,7 +4268,7 @@ s32 func_808382DC(Player* pthis, GlobalContext* globalCtx) { sp68 = ((Player_GetHeight(pthis) - 8.0f) < (pthis->unk_6C4 * pthis->actor.scale.y)); - if(sp68 || (pthis->actor.bgCheckFlags & 0x100) || (D_808535E4 == 9) || (pthis->stateFlags2 & PLAYER_STATE2_31)) + if(sp68 || (pthis->actor.bgCheckFlags & BG_STATE_8) || (D_808535E4 == 9) || (pthis->stateFlags2 & PLAYER_STATE2_31)) { func_80832698(pthis, NA_SE_VO_LI_DAMAGE_S); @@ -4459,7 +4459,7 @@ void func_80838940(Player* pthis, LinkAnimationHeader* anim, f32 arg2, GlobalCon pthis->actor.velocity.y = arg2 * gMovementScaler; pthis->hoverBootsTimer = 0; - pthis->actor.bgCheckFlags &= ~1; + pthis->actor.bgCheckFlags &= ~BG_STATE_0; func_80832854(pthis); func_80832698(pthis, sfxId); @@ -4500,7 +4500,7 @@ s32 func_80838A14(Player* pthis, GlobalContext* globalCtx) return 0; } } - else if(!(pthis->actor.bgCheckFlags & 1) || ((pthis->ageProperties->unk_14 <= pthis->wallHeight) && (pthis->stateFlags1 & PLAYER_STATE_SWIMMING))) + else if(!(pthis->actor.bgCheckFlags & BG_STATE_0) || ((pthis->ageProperties->unk_14 <= pthis->wallHeight) && (pthis->stateFlags1 & PLAYER_STATE_SWIMMING))) { return 0; } @@ -4568,7 +4568,7 @@ s32 func_80838A14(Player* pthis, GlobalContext* globalCtx) func_80832224(pthis); } - pthis->actor.bgCheckFlags |= 1; + pthis->actor.bgCheckFlags |= BG_STATE_0; LinkAnimation_PlayOnceSetSpeed(globalCtx, &pthis->skelAnime, sp38, 1.3f); AnimationContext_DisableQueue(globalCtx); @@ -4578,7 +4578,7 @@ s32 func_80838A14(Player* pthis, GlobalContext* globalCtx) return 1; } } - else if((pthis->actor.bgCheckFlags & 1) && (pthis->unk_88C == 1) && (pthis->unk_88D >= 3)) + else if((pthis->actor.bgCheckFlags & BG_STATE_0) && (pthis->unk_88C == 1) && (pthis->unk_88D >= 3)) { temp = (pthis->wallHeight * 0.08f) + 5.5f; func_808389E8(pthis, &gPlayerAnim_002FE0, temp, globalCtx); @@ -4669,7 +4669,7 @@ s32 func_80839034(GlobalContext* globalCtx, Player* pthis, CollisionPoly* poly, { sp34 = pthis->unk_A84 - (s32)pthis->actor.world.pos.y; - if(!(pthis->stateFlags1 & (PLAYER_STATE_HORSE_MOUNTED | PLAYER_STATE_SWIMMING | PLAYER_STATE1_29)) && !(pthis->actor.bgCheckFlags & 1) && (sp34 < 100) && (D_80853600 > 100.0f)) + if(!(pthis->stateFlags1 & (PLAYER_STATE_HORSE_MOUNTED | PLAYER_STATE_SWIMMING | PLAYER_STATE1_29)) && !(pthis->actor.bgCheckFlags & BG_STATE_0) && (sp34 < 100) && (D_80853600 > 100.0f)) { return 0; } @@ -4709,7 +4709,7 @@ s32 func_80839034(GlobalContext* globalCtx, Player* pthis, CollisionPoly* poly, } if(!(pthis->stateFlags1 & (PLAYER_STATE_HORSE_MOUNTED | PLAYER_STATE1_29)) && !(pthis->stateFlags2 & PLAYER_STATE2_CRAWL) && !Player_IsSwimmingWithoutIronBoots(pthis) && - (temp = func_80041D4C(&globalCtx->colCtx, poly, bgId), (temp != 10)) && ((sp34 < 100) || (pthis->actor.bgCheckFlags & 1))) + (temp = func_80041D4C(&globalCtx->colCtx, poly, bgId), (temp != 10)) && ((sp34 < 100) || (pthis->actor.bgCheckFlags & BG_STATE_0))) { if(temp == 11) { @@ -4750,7 +4750,7 @@ s32 func_80839034(GlobalContext* globalCtx, Player* pthis, CollisionPoly* poly, } else { - if(!(pthis->actor.bgCheckFlags & 1)) + if(!(pthis->actor.bgCheckFlags & BG_STATE_0)) { func_80832210(pthis); } @@ -4770,7 +4770,7 @@ s32 func_80839034(GlobalContext* globalCtx, Player* pthis, CollisionPoly* poly, (((pthis->unk_A7A == 5) || (pthis->unk_A7A == 12)) && ((D_80853600 < 100.0f) || (pthis->fallDistance > 400.0f) || ((globalCtx->sceneNum != SCENE_HAKADAN) && (pthis->fallDistance > 200.0f)))) || ((globalCtx->sceneNum == SCENE_GANON_FINAL) && (pthis->fallDistance > 320.0f))) { - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { if(pthis->unk_A7A == 5) { @@ -5387,7 +5387,7 @@ void func_8083AA10(Player* pthis, GlobalContext* globalCtx) pthis->fallDistance = pthis->fallStartHeight - (s32)pthis->actor.world.pos.y; - if(!(pthis->stateFlags1 & (PLAYER_STATE_SWIMMING | PLAYER_STATE1_29)) && !(pthis->actor.bgCheckFlags & 1)) + if(!(pthis->stateFlags1 & (PLAYER_STATE_SWIMMING | PLAYER_STATE1_29)) && !(pthis->actor.bgCheckFlags & BG_STATE_0)) { if(!func_80838FB8(globalCtx, pthis)) { @@ -5421,7 +5421,7 @@ void func_8083AA10(Player* pthis, GlobalContext* globalCtx) pthis->unk_89E = pthis->unk_A82; - if((pthis->actor.bgCheckFlags & 4) && !(pthis->stateFlags1 & PLAYER_STATE_SWIMMING) && (D_80853604 != 6) && (D_80853604 != 9) && (D_80853600 > 20.0f) && (pthis->swordState == 0) && (ABS(sp5C) < 0x2000) && + if((pthis->actor.bgCheckFlags & BG_STATE_2) && !(pthis->stateFlags1 & PLAYER_STATE_SWIMMING) && (D_80853604 != 6) && (D_80853604 != 9) && (D_80853600 > 20.0f) && (pthis->swordState == 0) && (ABS(sp5C) < 0x2000) && (pthis->linearVelocity > 3.0f)) { if((D_80853604 == 11) && !(pthis->stateFlags1 & PLAYER_STATE1_11)) @@ -5557,7 +5557,7 @@ s32 func_8083B040(Player* pthis, GlobalContext* globalCtx) const GetItemEntry* giEntry; Actor* targetActor; - if((pthis->unk_6AD != 0) && (Player_IsSwimmingWithoutIronBoots(pthis) || (pthis->actor.bgCheckFlags & 1) || (pthis->stateFlags1 & PLAYER_STATE_HORSE_MOUNTED))) + if((pthis->unk_6AD != 0) && (Player_IsSwimmingWithoutIronBoots(pthis) || (pthis->actor.bgCheckFlags & BG_STATE_0) || (pthis->stateFlags1 & PLAYER_STATE_HORSE_MOUNTED))) { if(!func_8083ADD4(globalCtx, pthis)) { @@ -5756,7 +5756,7 @@ s32 func_8083B644(Player* pthis, GlobalContext* globalCtx) { if(!(pthis->stateFlags1 & PLAYER_STATE1_11) || ((pthis->heldActor != NULL) && (sp28 || (sp34 == pthis->heldActor) || (sp2C == pthis->heldActor) || ((sp34 != NULL) && (sp34->flags & ACTOR_FLAG_16))))) { - if((pthis->actor.bgCheckFlags & 1) || (pthis->stateFlags1 & PLAYER_STATE_HORSE_MOUNTED) || (Player_IsSwimmingWithoutIronBoots(pthis) && !(pthis->stateFlags2 & PLAYER_STATE2_10))) + if((pthis->actor.bgCheckFlags & BG_STATE_0) || (pthis->stateFlags1 & PLAYER_STATE_HORSE_MOUNTED) || (Player_IsSwimmingWithoutIronBoots(pthis) && !(pthis->stateFlags2 & PLAYER_STATE2_10))) { if(sp34 != NULL) { @@ -5821,7 +5821,7 @@ s32 func_8083B8F4(Player* pthis, GlobalContext* globalCtx) { if(!(pthis->stateFlags1 & (PLAYER_STATE1_11 | PLAYER_STATE_HORSE_MOUNTED)) && Camera_CheckValidMode(Gameplay_GetCamera(globalCtx, 0), 6)) { - if((pthis->actor.bgCheckFlags & 1) || (Player_IsSwimmingWithoutIronBoots(pthis) && (pthis->actor.yDistToWater < pthis->ageProperties->unk_2C))) + if((pthis->actor.bgCheckFlags & BG_STATE_0) || (Player_IsSwimmingWithoutIronBoots(pthis) && (pthis->actor.yDistToWater < pthis->ageProperties->unk_2C))) { pthis->unk_6AD = 1; return 1; @@ -5862,7 +5862,7 @@ void func_8083BA90(GlobalContext* globalCtx, Player* pthis, s32 arg2, f32 xzVelo pthis->linearVelocity = xzVelocity; pthis->actor.velocity.y = yVelocity; - pthis->actor.bgCheckFlags &= ~1; + pthis->actor.bgCheckFlags &= ~BG_STATE_0; pthis->hoverBootsTimer = 0; func_80832854(pthis); @@ -6174,7 +6174,7 @@ s32 func_8083C544(Player* pthis, GlobalContext* globalCtx) s32 func_8083C61C(GlobalContext* globalCtx, Player* pthis) { - if((globalCtx->roomCtx.curRoom.unk_03 != 2) && (pthis->actor.bgCheckFlags & 1) && (AMMO(ITEM_NUT) != 0)) + if((globalCtx->roomCtx.curRoom.unk_03 != 2) && (pthis->actor.bgCheckFlags & BG_STATE_0) && (AMMO(ITEM_NUT) != 0)) { Player_SetUpdateFunct(globalCtx, pthis, Player_UpdateFunc_8084E604, 0); func_80832264(globalCtx, pthis, &gPlayerAnim_003048); @@ -6217,7 +6217,7 @@ s32 func_8083C6B8(GlobalContext* globalCtx, Player* pthis) sp24 = pthis->actor.world.pos; sp24.y += 50.0f; - if(!(pthis->actor.bgCheckFlags & 1) || (pthis->actor.world.pos.z > 1300.0f) || BgCheck_SphVsFirstPoly(&globalCtx->colCtx, &sp24, 20.0f)) + if(!(pthis->actor.bgCheckFlags & BG_STATE_0) || (pthis->actor.world.pos.z > 1300.0f) || BgCheck_SphVsFirstPoly(&globalCtx->colCtx, &sp24, 20.0f)) { Common_PlaySfx(NA_SE_SY_ERROR); return 0; @@ -6531,7 +6531,7 @@ void func_8083D330(GlobalContext* globalCtx, Player* pthis) void func_8083D36C(GlobalContext* globalCtx, Player* pthis) { - if((pthis->currentBoots != PLAYER_BOOTS_IRON) || !(pthis->actor.bgCheckFlags & 1)) + if((pthis->currentBoots != PLAYER_BOOTS_IRON) || !(pthis->actor.bgCheckFlags & BG_STATE_0)) { func_80832564(globalCtx, pthis); @@ -6549,7 +6549,7 @@ void func_8083D36C(GlobalContext* globalCtx, Player* pthis) else { Player_SetUpdateFunct(globalCtx, pthis, Player_UpdateFunc_8084D610, 1); - func_80832B0C(globalCtx, pthis, (pthis->actor.bgCheckFlags & 1) ? &gPlayerAnim_003330 : &gPlayerAnim_0032E0); + func_80832B0C(globalCtx, pthis, (pthis->actor.bgCheckFlags & BG_STATE_0) ? &gPlayerAnim_003330 : &gPlayerAnim_0032E0); } } @@ -6594,7 +6594,7 @@ void func_8083D53C(GlobalContext* globalCtx, Player* pthis) { if(pthis->ageProperties->unk_2C < pthis->actor.yDistToWater) { - if(!(pthis->stateFlags1 & PLAYER_STATE_SWIMMING) || (!((pthis->currentBoots == PLAYER_BOOTS_IRON) && (pthis->actor.bgCheckFlags & 1)) && (Player_UpdateFunc_8084E30C != pthis->playerUpdateFunct) && (Player_UpdateFunc_8084E368 != pthis->playerUpdateFunct) && + if(!(pthis->stateFlags1 & PLAYER_STATE_SWIMMING) || (!((pthis->currentBoots == PLAYER_BOOTS_IRON) && (pthis->actor.bgCheckFlags & BG_STATE_0)) && (Player_UpdateFunc_8084E30C != pthis->playerUpdateFunct) && (Player_UpdateFunc_8084E368 != pthis->playerUpdateFunct) && (Player_UpdateFunc_8084D610 != pthis->playerUpdateFunct) && (Player_UpdateFunc_8084D84C != pthis->playerUpdateFunct) && (Player_UpdateFunc_8084DAB4 != pthis->playerUpdateFunct) && (Player_UpdateFunc_8084DC48 != pthis->playerUpdateFunct) && (Player_UpdateFunc_8084E1EC != pthis->playerUpdateFunct) && (Player_UpdateFunc_8084D7C4 != pthis->playerUpdateFunct))) { @@ -6681,7 +6681,7 @@ void func_8083D6EC(GlobalContext* globalCtx, Player* pthis) pthis->unk_6C4 = 0.0f; } - if(pthis->actor.bgCheckFlags & 0x20) + if(pthis->actor.bgCheckFlags & BG_STATE_5) { if(pthis->actor.yDistToWater < 50.0f) { @@ -6713,7 +6713,7 @@ void func_8083D6EC(GlobalContext* globalCtx, Player* pthis) s32 numBubbles = 0; s32 i; - if((pthis->actor.velocity.y > -1.0f) || (pthis->actor.bgCheckFlags & 1)) + if((pthis->actor.velocity.y > -1.0f) || (pthis->actor.bgCheckFlags & BG_STATE_0)) { if(Rand_ZeroOne() < 0.2f) { @@ -6868,7 +6868,7 @@ s32 func_8083E0FC(Player* pthis, GlobalContext* globalCtx) Player_BeginEnterTunnel(globalCtx, pthis, func_8083A360); pthis->stateFlags1 |= PLAYER_STATE_HORSE_MOUNTED; // Mounted on a horse - pthis->actor.bgCheckFlags &= ~0x20; + pthis->actor.bgCheckFlags &= ~BG_STATE_5; if(pthis->mountSide < 0) { @@ -7238,7 +7238,7 @@ s32 func_8083EC18(Player* pthis, GlobalContext* globalCtx, u32 arg2) { if((pthis->unk_84F = sp8C) != 0) { - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { sp30 = &gPlayerAnim_002D80; } @@ -7383,7 +7383,7 @@ s32 func_8083F360(GlobalContext* globalCtx, Player* pthis, f32 arg1, f32 arg2, f { wallPoly = pthis->actor.wallPoly; - pthis->actor.bgCheckFlags |= 0x200; + pthis->actor.bgCheckFlags |= BG_STATE_9; pthis->actor.wallBgId = sp78; D_808535F0 = func_80041DB8(&globalCtx->colCtx, wallPoly, sp78); @@ -7400,7 +7400,7 @@ s32 func_8083F360(GlobalContext* globalCtx, Player* pthis, f32 arg1, f32 arg2, f return 1; } - pthis->actor.bgCheckFlags &= ~0x200; + pthis->actor.bgCheckFlags &= ~BG_STATE_9; return 0; } @@ -7414,7 +7414,7 @@ s32 func_8083F570(Player* pthis, GlobalContext* globalCtx) { s16 temp; - if((pthis->linearVelocity != 0.0f) && (pthis->actor.bgCheckFlags & 8) && (D_808535F0 & 0x30)) + if((pthis->linearVelocity != 0.0f) && (pthis->actor.bgCheckFlags & BG_STATE_3) && (D_808535F0 & 0x30)) { temp = pthis->actor.shape.rot.y - pthis->actor.wallYaw; if(pthis->linearVelocity < 0.0f) @@ -7468,14 +7468,14 @@ s32 func_8083F7BC(Player* pthis, GlobalContext* globalCtx) { DynaPolyActor* wallPolyActor; - if(!(pthis->stateFlags1 & PLAYER_STATE1_11) && (pthis->actor.bgCheckFlags & 0x200) && (D_80853608 < 0x3000)) + if(!(pthis->stateFlags1 & PLAYER_STATE1_11) && (pthis->actor.bgCheckFlags & BG_STATE_9) && (D_80853608 < 0x3000)) { if(((pthis->linearVelocity > 0.0f) && func_8083EC18(pthis, globalCtx, D_808535F0)) || func_8083F0C8(pthis, globalCtx, D_808535F0)) { return 1; } - if(!Player_IsSwimmingWithoutIronBoots(pthis) && ((pthis->linearVelocity == 0.0f) || !(pthis->stateFlags2 & PLAYER_STATE2_2)) && (D_808535F0 & 0x40) && (pthis->actor.bgCheckFlags & 1) && (pthis->wallHeight >= 39.0f)) + if(!Player_IsSwimmingWithoutIronBoots(pthis) && ((pthis->linearVelocity == 0.0f) || !(pthis->stateFlags2 & PLAYER_STATE2_2)) && (D_808535F0 & 0x40) && (pthis->actor.bgCheckFlags & BG_STATE_0) && (pthis->wallHeight >= 39.0f)) { pthis->stateFlags2 |= PLAYER_STATE2_0; @@ -7519,7 +7519,7 @@ s32 func_8083F7BC(Player* pthis, GlobalContext* globalCtx) s32 func_8083F9D0(GlobalContext* globalCtx, Player* pthis) { - if((pthis->actor.bgCheckFlags & 0x200) && ((pthis->stateFlags2 & PLAYER_STATE2_4) || CHECK_BTN_ALL(sControlInput->cur.button, BTN_A))) + if((pthis->actor.bgCheckFlags & BG_STATE_9) && ((pthis->stateFlags2 & PLAYER_STATE2_4) || CHECK_BTN_ALL(sControlInput->cur.button, BTN_A))) { DynaPolyActor* wallPolyActor = NULL; @@ -7570,7 +7570,7 @@ void func_8083FB7C(Player* pthis, GlobalContext* globalCtx) s32 func_8083FBC0(Player* pthis, GlobalContext* globalCtx) { - if(!CHECK_BTN_ALL(sControlInput->press.button, BTN_A) && (pthis->actor.bgCheckFlags & 0x200) && ((D_808535F0 & 8) || (D_808535F0 & 2) || func_80041E4C(&globalCtx->colCtx, pthis->actor.wallPoly, pthis->actor.wallBgId))) + if(!CHECK_BTN_ALL(sControlInput->press.button, BTN_A) && (pthis->actor.bgCheckFlags & BG_STATE_9) && ((D_808535F0 & 8) || (D_808535F0 & 2) || func_80041E4C(&globalCtx->colCtx, pthis->actor.wallPoly, pthis->actor.wallBgId))) { return 0; } @@ -7757,7 +7757,7 @@ void func_8084029C(Player* pthis, f32 arg1) arg1 = 7.25f; } - if((pthis->currentBoots == PLAYER_BOOTS_HOVER) && !(pthis->actor.bgCheckFlags & 1) && (pthis->hoverBootsTimer != 0)) + if((pthis->currentBoots == PLAYER_BOOTS_HOVER) && !(pthis->actor.bgCheckFlags & BG_STATE_0) && (pthis->hoverBootsTimer != 0)) { func_8002F8F0(&pthis->actor, NA_SE_PL_HOBBERBOOTS_LV - SFX_FLAG); } @@ -9237,7 +9237,7 @@ void Player_UpdateFunc_8084377C(Player* pthis, GlobalContext* globalCtx) } } - if(LinkAnimation_Update(globalCtx, &pthis->skelAnime) && (pthis->actor.bgCheckFlags & 1)) + if(LinkAnimation_Update(globalCtx, &pthis->skelAnime) && (pthis->actor.bgCheckFlags & BG_STATE_0)) { if(pthis->unk_850 != 0) { @@ -9264,7 +9264,7 @@ void Player_UpdateFunc_8084377C(Player* pthis, GlobalContext* globalCtx) } } - if(pthis->actor.bgCheckFlags & 2) + if(pthis->actor.bgCheckFlags & BG_STATE_1) { func_80832770(pthis, NA_SE_PL_BOUND); } @@ -9530,7 +9530,7 @@ void Player_UpdateFunc_ZView_Backflip(Player* pthis, GlobalContext* globalCtx) func_80837268(pthis, &sp4C, &sp4A, 0.0f, globalCtx); - if(!(pthis->actor.bgCheckFlags & 1)) + if(!(pthis->actor.bgCheckFlags & BG_STATE_0)) { if(pthis->stateFlags1 & PLAYER_STATE1_11) { @@ -9557,7 +9557,7 @@ void Player_UpdateFunc_ZView_Backflip(Player* pthis, GlobalContext* globalCtx) { if(pthis->unk_850 >= 0) { - if((pthis->actor.bgCheckFlags & 8) || (pthis->unk_850 == 0) || (pthis->fallDistance > 0)) + if((pthis->actor.bgCheckFlags & BG_STATE_3) || (pthis->unk_850 == 0) || (pthis->fallDistance > 0)) { if((D_80853600 > 800.0f) || (pthis->stateFlags1 & PLAYER_STATE1_2)) { @@ -9577,7 +9577,7 @@ void Player_UpdateFunc_ZView_Backflip(Player* pthis, GlobalContext* globalCtx) func_80843E14(pthis, NA_SE_VO_LI_FALL_L); } - if((pthis->actor.bgCheckFlags & 0x200) && !(pthis->stateFlags2 & PLAYER_STATE2_19) && !(pthis->stateFlags1 & (PLAYER_STATE1_11 | PLAYER_STATE_SWIMMING)) && (pthis->linearVelocity > 0.0f)) + if((pthis->actor.bgCheckFlags & BG_STATE_9) && !(pthis->stateFlags2 & PLAYER_STATE2_19) && !(pthis->stateFlags1 & (PLAYER_STATE1_11 | PLAYER_STATE_SWIMMING)) && (pthis->linearVelocity > 0.0f)) { if((pthis->wallHeight >= 150.0f) && (pthis->unk_84B[pthis->unk_846] == 0)) { @@ -9704,7 +9704,7 @@ void Player_UpdateWhenRolling(Player* pthis, GlobalContext* globalCtx) { if(pthis->linearVelocity >= 7.0f) { - if(((pthis->actor.bgCheckFlags & 0x200) && (D_8085360C < 0x2000)) || + if(((pthis->actor.bgCheckFlags & BG_STATE_9) && (D_8085360C < 0x2000)) || ((pthis->cylinder.base.ocFlags1 & OC1_HIT) && (cylinderOc = pthis->cylinder.base.oc, ((cylinderOc->id == ACTOR_EN_WOOD02) && (ABS((s16)(pthis->actor.world.rot.y - cylinderOc->yawTowardsPlayer)) > 0x6000))))) { if(cylinderOc != NULL) @@ -9771,7 +9771,7 @@ void Player_UpdateFunc_80844A44(Player* pthis, GlobalContext* globalCtx) Math_StepToF(&pthis->linearVelocity, 0.0f, 0.05f); - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { pthis->actor.colChkInfo.damage = 0x10; func_80837C0C(globalCtx, pthis, 1, 4.0f, 5.0f, pthis->actor.shape.rot.y, 20); @@ -9792,7 +9792,7 @@ void Player_UpdateFunc_80844AF4(Player* pthis, GlobalContext* globalCtx) { func_8084285C(pthis, 6.0f, 7.0f, 99.0f); - if(!(pthis->actor.bgCheckFlags & 1)) + if(!(pthis->actor.bgCheckFlags & BG_STATE_0)) { func_80837268(pthis, &sp2C, &sp2A, 0.0f, globalCtx); func_8083DFE0(pthis, &sp2C, &pthis->currentYaw); @@ -10407,7 +10407,7 @@ void Player_UpdateFunc_80846050(Player* pthis, GlobalContext* globalCtx) pthis->heldActor = interactRangeActor; pthis->actor.child = interactRangeActor; interactRangeActor->parent = &pthis->actor; - interactRangeActor->bgCheckFlags &= 0xFF00; + interactRangeActor->bgCheckFlags &= (BG_STATE_8 | BG_STATE_9 | BG_STATE_10 | BG_STATE_11 | BG_STATE_12 | BG_STATE_13 | BG_STATE_14 | BG_STATE_15); pthis->unk_3BC.y = interactRangeActor->shape.rot.y - pthis->actor.shape.rot.y; } return; @@ -11099,7 +11099,7 @@ void func_808473D4(GlobalContext* globalCtx, Player* pthis) } else if((pthis->stateFlags1 & PLAYER_STATE1_11) && (pthis->getItemId == GI_NONE) && (heldActor != NULL)) { - if((pthis->actor.bgCheckFlags & 1) || (heldActor->id == ACTOR_EN_NIW)) + if((pthis->actor.bgCheckFlags & BG_STATE_0) || (heldActor->id == ACTOR_EN_NIW)) { if(func_8083EAF0(pthis, heldActor) == 0) { @@ -11190,12 +11190,12 @@ s32 func_80847A78(Player* pthis) cond = (pthis->currentBoots == PLAYER_BOOTS_HOVER) && ((pthis->actor.yDistToWater >= 0.0f) || (func_80838144(D_808535E4) >= 0) || func_8083816C(D_808535E4)); - if(cond && (pthis->actor.bgCheckFlags & 1) && (pthis->hoverBootsTimer != 0)) + if(cond && (pthis->actor.bgCheckFlags & BG_STATE_0) && (pthis->hoverBootsTimer != 0)) { - pthis->actor.bgCheckFlags &= ~1; + pthis->actor.bgCheckFlags &= ~BG_STATE_0; } - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { if(!cond) { @@ -11247,7 +11247,7 @@ void func_80847BA0(GlobalContext* globalCtx, Player* pthis) { if(pthis->stateFlags1 & PLAYER_STATE1_31) { - pthis->actor.bgCheckFlags &= ~1; + pthis->actor.bgCheckFlags &= ~BG_STATE_0; flags = 0x38; } else if((pthis->stateFlags1 & PLAYER_STATE1_0) && ((pthis->unk_A84 - (s32)pthis->actor.world.pos.y) >= 100)) @@ -11256,7 +11256,7 @@ void func_80847BA0(GlobalContext* globalCtx, Player* pthis) } else if(!(pthis->stateFlags1 & PLAYER_STATE1_0) && ((Player_UpdateFunc_80845EF8 == pthis->playerUpdateFunct) || (Player_UpdateFunc_80845CA4 == pthis->playerUpdateFunct))) { - pthis->actor.bgCheckFlags &= ~0x208; + pthis->actor.bgCheckFlags &= ~(BG_STATE_3 | BG_STATE_9); flags = 0x3C; } else @@ -11282,7 +11282,7 @@ void func_80847BA0(GlobalContext* globalCtx, Player* pthis) Math_Vec3f_Copy(&spB4, &pthis->actor.world.pos); Actor_UpdateBgCheckInfo(globalCtx, &pthis->actor, wallCheckHeight, wallCheckRadius, ceilingCheckHeight, flags); - if(pthis->actor.bgCheckFlags & 0x10) + if(pthis->actor.bgCheckFlags & BG_STATE_4) { pthis->actor.velocity.y = 0.0f; } @@ -11297,7 +11297,7 @@ void func_80847BA0(GlobalContext* globalCtx, Player* pthis) pthis->unk_A7A = func_80041EA4(&globalCtx->colCtx, spC0, pthis->actor.floorBgId); pthis->unk_A82 = pthis->unk_89E; - if(pthis->actor.bgCheckFlags & 0x20) + if(pthis->actor.bgCheckFlags & BG_STATE_5) { if(pthis->actor.yDistToWater < 20.0f) { @@ -11338,7 +11338,7 @@ void func_80847BA0(GlobalContext* globalCtx, Player* pthis) if(D_808535F4 != 0) { D_808535F8 = SurfaceType_IsConveyor(&globalCtx->colCtx, spC0, pthis->actor.floorBgId); - if(((D_808535F8 == 0) && (pthis->actor.yDistToWater > 20.0f) && (pthis->currentBoots != PLAYER_BOOTS_IRON)) || ((D_808535F8 != 0) && (pthis->actor.bgCheckFlags & 1))) + if(((D_808535F8 == 0) && (pthis->actor.yDistToWater > 20.0f) && (pthis->currentBoots != PLAYER_BOOTS_IRON)) || ((D_808535F8 != 0) && (pthis->actor.bgCheckFlags & BG_STATE_0))) { D_808535FC = SurfaceType_GetConveyorDirection(&globalCtx->colCtx, spC0, pthis->actor.floorBgId) << 10; } @@ -11351,9 +11351,9 @@ void func_80847BA0(GlobalContext* globalCtx, Player* pthis) func_80839034(globalCtx, pthis, spC0, pthis->actor.floorBgId); - pthis->actor.bgCheckFlags &= ~0x200; + pthis->actor.bgCheckFlags &= ~BG_STATE_9; - if(pthis->actor.bgCheckFlags & 8) + if(pthis->actor.bgCheckFlags & BG_STATE_3) { CollisionPoly* spA0; s32 sp9C; @@ -11365,7 +11365,7 @@ void func_80847BA0(GlobalContext* globalCtx, Player* pthis) if(!(pthis->stateFlags2 & PLAYER_STATE2_CRAWL) && func_80839768(globalCtx, pthis, &D_80854798, &spA0, &sp9C, &D_80858AA8)) { - pthis->actor.bgCheckFlags |= 0x200; + pthis->actor.bgCheckFlags |= BG_STATE_9; if(pthis->actor.wallPoly != spA0) { pthis->actor.wallPoly = spA0; @@ -11385,7 +11385,7 @@ void func_80847BA0(GlobalContext* globalCtx, Player* pthis) D_8085360C = ABS(sp9A); wallCheckRadius = D_8085360C * 0.00008f; - if(!(pthis->actor.bgCheckFlags & 1) || wallCheckRadius >= 1.0f) + if(!(pthis->actor.bgCheckFlags & BG_STATE_0) || wallCheckRadius >= 1.0f) { pthis->unk_880 = R_RUN_SPEED_LIMIT / 100.0f; } @@ -11399,7 +11399,7 @@ void func_80847BA0(GlobalContext* globalCtx, Player* pthis) } } - if((pthis->actor.bgCheckFlags & 0x200) && (D_80853608 < 0x3000)) + if((pthis->actor.bgCheckFlags & BG_STATE_9) && (D_80853608 < 0x3000)) { CollisionPoly* wallPoly = pthis->actor.wallPoly; @@ -11490,7 +11490,7 @@ void func_80847BA0(GlobalContext* globalCtx, Player* pthis) pthis->unk_88D = 0; } - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { D_808535E4 = func_80041D4C(&globalCtx->colCtx, spC0, pthis->actor.floorBgId); @@ -11943,7 +11943,7 @@ void Player_UpdateCommon(Player* pthis, GlobalContext* globalCtx, Input* input) if(pthis->stateFlags2 & PLAYER_STATE2_15) { - if(!(pthis->actor.bgCheckFlags & 1)) + if(!(pthis->actor.bgCheckFlags & BG_STATE_0)) { func_80832210(pthis); Actor_MoveForward(&pthis->actor); @@ -11973,7 +11973,7 @@ void Player_UpdateCommon(Player* pthis, GlobalContext* globalCtx, Input* input) { if(pthis->stateFlags1 & PLAYER_STATE_SWIMMING) { - if((pthis->prevBoots == PLAYER_BOOTS_IRON) || (pthis->actor.bgCheckFlags & 1)) + if((pthis->prevBoots == PLAYER_BOOTS_IRON) || (pthis->actor.bgCheckFlags & BG_STATE_0)) { func_8083D36C(globalCtx, pthis); pthis->stateFlags2 &= ~PLAYER_STATE2_10; @@ -12024,7 +12024,7 @@ void Player_UpdateCommon(Player* pthis, GlobalContext* globalCtx, Input* input) if(!(pthis->skelAnime.moveFlags & 0x80)) { - if(((pthis->actor.bgCheckFlags & 1) && (D_808535E4 == 5) && (pthis->currentBoots != PLAYER_BOOTS_IRON)) || ((pthis->currentBoots == PLAYER_BOOTS_HOVER) && !(pthis->stateFlags1 & (PLAYER_STATE_SWIMMING | PLAYER_STATE1_29)))) + if(((pthis->actor.bgCheckFlags & BG_STATE_0) && (D_808535E4 == 5) && (pthis->currentBoots != PLAYER_BOOTS_IRON)) || ((pthis->currentBoots == PLAYER_BOOTS_HOVER) && !(pthis->stateFlags1 & (PLAYER_STATE_SWIMMING | PLAYER_STATE1_29)))) { f32 sp70 = pthis->linearVelocity; s16 sp6E = pthis->currentYaw; @@ -12087,7 +12087,7 @@ void Player_UpdateCommon(Player* pthis, GlobalContext* globalCtx, Input* input) s32 sp58; Vec3f sp4C; - if(!(rideActor->actor.bgCheckFlags & 1)) + if(!(rideActor->actor.bgCheckFlags & BG_STATE_0)) { func_808396F4(globalCtx, pthis, &D_80854814, &sp4C, &sp5C, &sp58); } @@ -12154,7 +12154,7 @@ void Player_UpdateCommon(Player* pthis, GlobalContext* globalCtx, Input* input) func_80832440(globalCtx, pthis); func_80837B9C(pthis, globalCtx); } - else if((pthis->actor.bgCheckFlags & 1) || (pthis->stateFlags1 & PLAYER_STATE_SWIMMING)) + else if((pthis->actor.bgCheckFlags & BG_STATE_0) || (pthis->stateFlags1 & PLAYER_STATE_SWIMMING)) { func_80836448(globalCtx, pthis, Player_IsSwimmingWithoutIronBoots(pthis) ? &gPlayerAnim_003310 : (pthis->shockTimer != 0) ? &gPlayerAnim_002F08 : &gPlayerAnim_002878); } @@ -12468,7 +12468,7 @@ void func_8084A0E8(GlobalContext* globalCtx, Player* pthis, s32 lod, Gfx* cullDL gSPDisplayList(POLY_OPA_DISP++, sMaskDlists[pthis->currentMask - 1]); } - if((pthis->currentBoots == PLAYER_BOOTS_HOVER) && !(pthis->actor.bgCheckFlags & 1) && !(pthis->stateFlags1 & PLAYER_STATE_HORSE_MOUNTED) && (pthis->hoverBootsTimer != 0)) + if((pthis->currentBoots == PLAYER_BOOTS_HOVER) && !(pthis->actor.bgCheckFlags & BG_STATE_0) && !(pthis->stateFlags1 & PLAYER_STATE_HORSE_MOUNTED) && (pthis->hoverBootsTimer != 0)) { s32 sp5C; s32 hoverBootsTimer = pthis->hoverBootsTimer; @@ -13925,7 +13925,7 @@ void Player_UpdateFunc_8084D610(Player* pthis, GlobalContext* globalCtx) sp34 = 0.0f; sp32 = pthis->actor.shape.rot.y; - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { func_8083A098(pthis, D_80853A7C[pthis->modelAnimType], globalCtx); func_808328A0(pthis); @@ -14132,7 +14132,7 @@ void Player_UpdateFunc_8084DC48(Player* pthis, GlobalContext* globalCtx) func_8084B158(globalCtx, pthis, sControlInput, pthis->actor.velocity.y); pthis->unk_6C2 = 16000; - if(CHECK_BTN_ALL(sControlInput->cur.button, BTN_A) && !func_8083E5A8(pthis, globalCtx) && !(pthis->actor.bgCheckFlags & 1) && (pthis->actor.yDistToWater < D_80854784[CUR_UPG_VALUE(UPG_SCALE)])) + if(CHECK_BTN_ALL(sControlInput->cur.button, BTN_A) && !func_8083E5A8(pthis, globalCtx) && !(pthis->actor.bgCheckFlags & BG_STATE_0) && (pthis->actor.yDistToWater < D_80854784[CUR_UPG_VALUE(UPG_SCALE)])) { func_8084DBC4(globalCtx, pthis, -2.0f); } @@ -14972,7 +14972,7 @@ void Player_UpdateFunc_8084F710(Player* pthis, GlobalContext* globalCtx) { if(pthis->unk_850 == 0) { - if(pthis->actor.bgCheckFlags & 1) + if(pthis->actor.bgCheckFlags & BG_STATE_0) { pthis->skelAnime.endFrame = pthis->skelAnime.animLength - 1.0f; func_808328A0(pthis); @@ -15627,7 +15627,7 @@ void Player_UpdateFunc_Hookshot(Player* pthis, GlobalContext* globalCtx) pthis->actor.velocity.y = 0.0f; func_80837B9C(pthis, globalCtx); pthis->stateFlags2 &= ~PLAYER_STATE2_10; - pthis->actor.bgCheckFlags |= 1; + pthis->actor.bgCheckFlags |= BG_STATE_0; pthis->stateFlags1 |= PLAYER_STATE1_2; return; } @@ -16367,7 +16367,7 @@ void func_80851BE8(GlobalContext* globalCtx, Player* pthis, CsCmdActorAction* ar void func_80851CA4(GlobalContext* globalCtx, Player* pthis, CsCmdActorAction* arg2) { - if(LinkAnimation_Update(globalCtx, &pthis->skelAnime) && (pthis->unk_850 == 0) && (pthis->actor.bgCheckFlags & 1)) + if(LinkAnimation_Update(globalCtx, &pthis->skelAnime) && (pthis->unk_850 == 0) && (pthis->actor.bgCheckFlags & BG_STATE_0)) { func_80832264(globalCtx, pthis, &gPlayerAnim_002DB8); pthis->unk_850 = 1;