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Use DMG_
defines in code (#1245)
* Use `DMG_` defines for `dmgFlags` when single bits are used * Pass on several (in code, no colliders) * Conditional cleanup * Remove wip comment, just use the flags 4head
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53 changed files with 201 additions and 180 deletions
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@ -832,7 +832,7 @@ void BossFd2_CollisionCheck(BossFd2* this, PlayState* play) {
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hurtbox = this->collider.elements[0].info.acHitInfo;
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if (!bossFd->faceExposed) {
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if (hurtbox->toucher.dmgFlags & 0x40000040) {
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if (hurtbox->toucher.dmgFlags & DMG_HAMMER) {
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bossFd->actor.colChkInfo.health -= 2;
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if ((s8)bossFd->actor.colChkInfo.health <= 2) {
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bossFd->actor.colChkInfo.health = 1;
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@ -864,11 +864,11 @@ void BossFd2_CollisionCheck(BossFd2* this, PlayState* play) {
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u8 damage;
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if ((damage = CollisionCheck_GetSwordDamage(hurtbox->toucher.dmgFlags)) == 0) {
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damage = (hurtbox->toucher.dmgFlags & 0x00001000) ? 4 : 2;
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damage = (hurtbox->toucher.dmgFlags & DMG_ARROW_ICE) ? 4 : 2;
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} else {
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canKill = true;
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}
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if (hurtbox->toucher.dmgFlags & 0x80) {
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if (hurtbox->toucher.dmgFlags & DMG_HOOKSHOT) {
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damage = 0;
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}
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if (((s8)bossFd->actor.colChkInfo.health > 2) || canKill) {
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