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Match calc_enemy_damage_target (#489)
* Match calc_enemy_damage_target * Update 1A5830.c * Delete calc_enemy_damage_target.s * Update enums.h * Update 1A5830.c * Update functions.h * ; * eth cleanup * comments Co-authored-by: Ethan Roseman <ethteck@gmail.com>
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@ -541,6 +541,7 @@ enum SoundIDs {
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SOUND_METAL_GATE_OPEN,
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SOUND_METAL_GATE_CLOSE,
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SOUND_MENU_BADGE_ERROR = 541,
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SOUND_UNKNOWN_231 = 561,
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SOUND_UNKNOWN_246 = 582,
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SOUND_UNKNOWN_259 = 601,
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SOUND_UNKNOWN_25A,
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@ -1499,9 +1500,11 @@ enum DamageTypes {
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DAMAGE_TYPE_QUAKE = 0x00000800,
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DAMAGE_TYPE_4000 = 0x00004000,
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DAMAGE_TYPE_THROW = 0x00040000,
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DAMAGE_TYPE_2000000 = 0x02000000,
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DAMAGE_TYPE_IGNORE_DEFENSE = 0x08000000,
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DAMAGE_TYPE_NO_CONTACT = 0x10000000,
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DAMAGE_TYPE_UNBLOCKABLE = 0x20000000,
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DAMAGE_TYPE_40000000 = 0x40000000,
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DAMAGE_TYPE_TRIGGER_LUCKY = 0x80000000,
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};
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@ -1665,6 +1668,7 @@ enum ActorEventFlags {
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EVENT_FLAG_ILLUSORY = 0x00000020, ///< Player attacks pass through and miss.
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EVENT_FLAG_ELECTRIFIED = 0x00000080, ///< Player takes shock damage upon contact.
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EVENT_FLAG_EXPLOSIVE = 0x00000200, ///< Blast and fire attacks trigger an explosion.
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EVENT_FLAG_800 = 0x00000800,
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EVENT_FLAG_FLIPABLE = 0x00001000, ///< Actor can be flipped; triggered by jump and quake attacks.
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EVENT_FLAG_GROUNDABLE = 0x00004000, ///< Actor can be knocked down from flight; triggered by jump attacks.
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EVENT_FLAG_SPIKY_FRONT = 0x00010000, ///< Player takes spike damage from hammer attacks.
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@ -1756,4 +1760,44 @@ enum GameModeIDs {
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GAME_MODE_DEMO,
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};
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enum BattleStatusFlags1 {
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BS_FLAGS1_0 = 0x00000000,
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BS_FLAGS1_1 = 0x00000001, // show actors
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BS_FLAGS1_2 = 0x00000002, // menu is open
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BS_FLAGS1_4 = 0x00000004,
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BS_FLAGS1_8 = 0x00000008,
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BS_FLAGS1_10 = 0x00000010, // enable attack bonuses (power plus, etc)?
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BS_FLAGS1_SP_EVT_ACTIVE = 0x00000020, // enable special events (other than hit/death/immune?)
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BS_FLAGS1_40 = 0x00000040,
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BS_FLAGS1_80 = 0x00000080,
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BS_FLAGS1_100 = 0x00000100,
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BS_FLAGS1_200 = 0x00000200,
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BS_FLAGS1_400 = 0x00000400,
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BS_FLAGS1_800 = 0x00000800,
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BS_FLAGS1_1000 = 0x00001000,
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BS_FLAGS1_2000 = 0x08002000,
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BS_FLAGS1_4000 = 0x00004000,
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BS_FLAGS1_8000 = 0x00008000,
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BS_FLAGS1_10000 = 0x00010000,
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BS_FLAGS1_20000 = 0x00020000,
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BS_FLAGS1_40000 = 0x00040000,
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BS_FLAGS1_80000 = 0x00080000, // partner will act (partner turn?)
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BS_FLAGS1_100000 = 0x00100000, // player in back (after pressing z)
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BS_FLAGS1_200000 = 0x00200000, // enemy turn pending
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BS_FLAGS1_PLAYER_DEFENDING = 0x00400000, // player is defending
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BS_FLAGS1_800000 = 0x00800000, // don’t game over on loss
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BS_FLAGS1_1000000 = 0x01000000,
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BS_FLAGS1_2000000 = 0x02000000,
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BS_FLAGS1_4000000 = 0x04000000,
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BS_FLAGS1_8000000 = 0x08000000,
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BS_FLAGS1_10000000 = 0x10000000, // prevent hammer charge
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BS_FLAGS1_20000000 = 0x20000000, // prevent jump charge
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BS_FLAGS1_40000000 = 0x40000000,
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BS_FLAGS1_ATK_BLOCKED = 0x80000000,
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};
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enum BattleStatusFlags2 {
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BS_FLAGS2_1000000 = 0x1000000,
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};
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#endif
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@ -558,6 +558,7 @@ void btl_show_variable_battle_message(s32, s32, s32);
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s32 btl_is_popup_displayed(void);
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void func_8024E3D8(s32);
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s32 inflict_status(Actor*, s32, s32);
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s32 try_inflict_status(Actor*, s32, s32);
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void enforce_hpfp_limits(void);
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src/1A5830.c
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src/1A5830.c
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