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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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@ -630,7 +630,7 @@ void EnDodongo_SweepTail(EnDodongo* this, PlayState* play) {
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this->timer = 18;
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this->colliderBody.base.atFlags = this->sphElements[1].info.toucherFlags =
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this->sphElements[2].info.toucherFlags = AT_ON | AT_TYPE_ENEMY; // also TOUCH_ON | TOUCH_SFX_WOOD
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this->sphElements[1].info.toucher.dmgFlags = this->sphElements[2].info.toucher.dmgFlags = 0xFFCFFFFF;
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this->sphElements[1].info.toucher.dmgFlags = this->sphElements[2].info.toucher.dmgFlags = DMG_DEFAULT;
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this->sphElements[1].info.toucher.damage = this->sphElements[2].info.toucher.damage = 8;
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}
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} else if (this->timer > 1) {
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