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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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@ -246,7 +246,8 @@ void ObjTsubo_Idle(ObjTsubo* this, PlayState* play) {
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ObjTsubo_SpawnCollectible(this, play);
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Actor_Kill(&this->actor);
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} else if ((this->collider.base.acFlags & AC_HIT) &&
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(this->collider.info.acHitInfo->toucher.dmgFlags & 0x4FC1FFFC)) {
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(this->collider.info.acHitInfo->toucher.dmgFlags &
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(DMG_SWORD | DMG_RANGED | DMG_HAMMER | DMG_BOOMERANG | DMG_EXPLOSIVE))) {
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ObjTsubo_AirBreak(this, play);
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ObjTsubo_SpawnCollectible(this, play);
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SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 20, NA_SE_EV_POT_BROKEN);
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