Name Remaining Hookshot Actor Flags (#2306)

* name remaining hookshot flags

* tweak comments

* period
This commit is contained in:
fig02
2024-11-23 23:19:27 -05:00
committed by GitHub
parent e10c64a0b4
commit 33391c0a5b
25 changed files with 53 additions and 43 deletions
+6 -6
View File
@@ -140,11 +140,11 @@ typedef struct ActorShape {
// Actor will retain this flag until `Actor_TalkOfferAccepted` is called or manually turned off by the actor
#define ACTOR_FLAG_TALK (1 << 8)
//
#define ACTOR_FLAG_9 (1 << 9)
// When the hookshot attaches to this actor, the actor will be pulled back as the hookshot retracts.
#define ACTOR_FLAG_HOOKSHOT_PULLS_ACTOR (1 << 9)
//
#define ACTOR_FLAG_10 (1 << 10)
// When the hookshot attaches to this actor, Player will be pulled by the hookshot and fly to the actor.
#define ACTOR_FLAG_HOOKSHOT_PULLS_PLAYER (1 << 10)
// A clump of grass (EN_KUSA) has been destroyed.
// This flag is used to communicate with the spawner actor (OBJ_MURE).
@@ -154,11 +154,11 @@ typedef struct ActorShape {
#define ACTOR_FLAG_IGNORE_QUAKE (1 << 12)
// The hookshot is currently attached to this actor.
// The behavior that occurs after attachment is determined by `ACTOR_FLAG_9` and `ACTOR_FLAG_10`.
// The behavior that occurs after attachment is determined by `ACTOR_FLAG_HOOKSHOT_PULLS_ACTOR` and `ACTOR_FLAG_HOOKSHOT_PULLS_PLAYER`.
// If neither of those flags are set attachment cannot occur, and the hookshot will simply act as a damage source.
//
// This flag is also reused to indicate that an actor is attached to the boomerang.
// This only has an effect for Gold Skulltula Tokens (EN_SI) which has overlapping behavior for hookshot and boomerang
// This only has an effect for Gold Skulltula Tokens (EN_SI) which has overlapping behavior for hookshot and boomerang.
#define ACTOR_FLAG_HOOKSHOT_ATTACHED (1 << 13)
// When hit by an arrow, the actor will be able to attach to the arrow and fly with it in the air