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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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@@ -346,39 +346,38 @@ typedef enum {
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#define DMG_ENTRY(damage, effect) ((damage) | ((effect) << 4))
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// These flags are not to be used in code until we figure out how we want to format them. They are only here for reference
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#define DMG_DEKU_NUT (1 << 0x00)
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#define DMG_DEKU_STICK (1 << 0x01)
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#define DMG_SLINGSHOT (1 << 0x02)
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#define DMG_EXPLOSIVE (1 << 0x03)
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#define DMG_BOOMERANG (1 << 0x04)
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#define DMG_ARROW_NORMAL (1 << 0x05)
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#define DMG_HAMMER_SWING (1 << 0x06)
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#define DMG_HOOKSHOT (1 << 0x07)
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#define DMG_SLASH_KOKIRI (1 << 0x08)
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#define DMG_SLASH_MASTER (1 << 0x09)
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#define DMG_SLASH_GIANT (1 << 0x0A)
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#define DMG_ARROW_FIRE (1 << 0x0B)
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#define DMG_ARROW_ICE (1 << 0x0C)
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#define DMG_ARROW_LIGHT (1 << 0x0D)
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#define DMG_ARROW_UNK1 (1 << 0x0E)
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#define DMG_ARROW_UNK2 (1 << 0x0F)
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#define DMG_ARROW_UNK3 (1 << 0x10)
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#define DMG_MAGIC_FIRE (1 << 0x11)
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#define DMG_MAGIC_ICE (1 << 0x12)
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#define DMG_MAGIC_LIGHT (1 << 0x13)
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#define DMG_SHIELD (1 << 0x14)
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#define DMG_MIR_RAY (1 << 0x15)
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#define DMG_SPIN_KOKIRI (1 << 0x16)
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#define DMG_SPIN_GIANT (1 << 0x17)
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#define DMG_SPIN_MASTER (1 << 0x18)
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#define DMG_JUMP_KOKIRI (1 << 0x19)
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#define DMG_JUMP_GIANT (1 << 0x1A)
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#define DMG_JUMP_MASTER (1 << 0x1B)
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#define DMG_UNKNOWN_1 (1 << 0x1C)
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#define DMG_UNBLOCKABLE (1 << 0x1D)
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#define DMG_HAMMER_JUMP (1 << 0x1E)
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#define DMG_UNKNOWN_2 (1 << 0x1F)
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#define DMG_DEKU_NUT (1 << 0)
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#define DMG_DEKU_STICK (1 << 1)
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#define DMG_SLINGSHOT (1 << 2)
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#define DMG_EXPLOSIVE (1 << 3)
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#define DMG_BOOMERANG (1 << 4)
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#define DMG_ARROW_NORMAL (1 << 5)
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#define DMG_HAMMER_SWING (1 << 6)
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#define DMG_HOOKSHOT (1 << 7)
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#define DMG_SLASH_KOKIRI (1 << 8)
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#define DMG_SLASH_MASTER (1 << 9)
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#define DMG_SLASH_GIANT (1 << 10)
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#define DMG_ARROW_FIRE (1 << 11)
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#define DMG_ARROW_ICE (1 << 12)
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#define DMG_ARROW_LIGHT (1 << 13)
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#define DMG_ARROW_UNK1 (1 << 14)
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#define DMG_ARROW_UNK2 (1 << 15)
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#define DMG_ARROW_UNK3 (1 << 16)
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#define DMG_MAGIC_FIRE (1 << 17)
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#define DMG_MAGIC_ICE (1 << 18)
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#define DMG_MAGIC_LIGHT (1 << 19)
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#define DMG_SHIELD (1 << 20)
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#define DMG_MIR_RAY (1 << 21)
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#define DMG_SPIN_KOKIRI (1 << 22)
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#define DMG_SPIN_GIANT (1 << 23)
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#define DMG_SPIN_MASTER (1 << 24)
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#define DMG_JUMP_KOKIRI (1 << 25)
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#define DMG_JUMP_GIANT (1 << 26)
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#define DMG_JUMP_MASTER (1 << 27)
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#define DMG_UNKNOWN_1 (1 << 28)
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#define DMG_UNBLOCKABLE (1 << 29)
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#define DMG_HAMMER_JUMP (1 << 30)
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#define DMG_UNKNOWN_2 (1 << 31)
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#define DMG_SLASH (DMG_SLASH_KOKIRI | DMG_SLASH_MASTER | DMG_SLASH_GIANT)
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#define DMG_SPIN_ATTACK (DMG_SPIN_KOKIRI | DMG_SPIN_MASTER | DMG_SPIN_GIANT)
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