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Name Remaining Hookshot Actor Flags (#2306)
* name remaining hookshot flags * tweak comments * period
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+6
-6
@@ -140,11 +140,11 @@ typedef struct ActorShape {
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// Actor will retain this flag until `Actor_TalkOfferAccepted` is called or manually turned off by the actor
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#define ACTOR_FLAG_TALK (1 << 8)
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//
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#define ACTOR_FLAG_9 (1 << 9)
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// When the hookshot attaches to this actor, the actor will be pulled back as the hookshot retracts.
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#define ACTOR_FLAG_HOOKSHOT_PULLS_ACTOR (1 << 9)
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//
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#define ACTOR_FLAG_10 (1 << 10)
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// When the hookshot attaches to this actor, Player will be pulled by the hookshot and fly to the actor.
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#define ACTOR_FLAG_HOOKSHOT_PULLS_PLAYER (1 << 10)
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// A clump of grass (EN_KUSA) has been destroyed.
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// This flag is used to communicate with the spawner actor (OBJ_MURE).
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@@ -154,11 +154,11 @@ typedef struct ActorShape {
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#define ACTOR_FLAG_IGNORE_QUAKE (1 << 12)
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// The hookshot is currently attached to this actor.
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// The behavior that occurs after attachment is determined by `ACTOR_FLAG_9` and `ACTOR_FLAG_10`.
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// The behavior that occurs after attachment is determined by `ACTOR_FLAG_HOOKSHOT_PULLS_ACTOR` and `ACTOR_FLAG_HOOKSHOT_PULLS_PLAYER`.
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// If neither of those flags are set attachment cannot occur, and the hookshot will simply act as a damage source.
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//
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// This flag is also reused to indicate that an actor is attached to the boomerang.
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// This only has an effect for Gold Skulltula Tokens (EN_SI) which has overlapping behavior for hookshot and boomerang
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// This only has an effect for Gold Skulltula Tokens (EN_SI) which has overlapping behavior for hookshot and boomerang.
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#define ACTOR_FLAG_HOOKSHOT_ATTACHED (1 << 13)
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// When hit by an arrow, the actor will be able to attach to the arrow and fly with it in the air
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