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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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@ -490,7 +490,7 @@ void EnOkuta_ProjectileFly(EnOkuta* this, PlayState* play) {
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this->collider.base.atFlags & AT_BOUNCED) {
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this->collider.base.atFlags &= ~(AT_HIT | AT_BOUNCED | AT_TYPE_ENEMY);
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this->collider.base.atFlags |= AT_TYPE_PLAYER;
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this->collider.info.toucher.dmgFlags = 2;
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this->collider.info.toucher.dmgFlags = DMG_DEKU_STICK;
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Matrix_MtxFToYXZRotS(&player->shieldMf, &shieldRot, 0);
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this->actor.world.rot.y = shieldRot.y + 0x8000;
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this->timer = 30;
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