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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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parent
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53 changed files with 201 additions and 180 deletions
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@ -320,7 +320,7 @@ void EnDh_Attack(EnDh* this, PlayState* play) {
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if (this->skelAnime.curFrame >= 4.0f) {
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this->collider2.base.atFlags = this->collider2.elements[0].info.toucherFlags =
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AT_ON | AT_TYPE_ENEMY; // also TOUCH_ON | TOUCH_SFX_WOOD
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this->collider2.elements[0].info.toucher.dmgFlags = 0xFFCFFFFF;
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this->collider2.elements[0].info.toucher.dmgFlags = DMG_DEFAULT;
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this->collider2.elements[0].info.toucher.damage = 8;
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}
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if (this->collider2.base.atFlags & AT_BOUNCED) {
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@ -376,7 +376,7 @@ void EnDh_Burrow(EnDh* this, PlayState* play) {
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this->drawDirtWave++;
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this->collider1.base.atFlags = this->collider1.info.toucherFlags =
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AT_ON | AT_TYPE_ENEMY; // also TOUCH_ON | TOUCH_SFX_WOOD
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this->collider1.info.toucher.dmgFlags = 0xFFCFFFFF;
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this->collider1.info.toucher.dmgFlags = DMG_DEFAULT;
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this->collider1.info.toucher.damage = 4;
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FALLTHROUGH;
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case 1:
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