mirror of
https://github.com/diasurgical/DevilutionX.git
synced 2026-10-12 02:13:06 +00:00
Use C++20 using enum instead of alias enum members manually
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+1
-7
@@ -17,13 +17,7 @@
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namespace devilution {
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namespace {
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constexpr auto Physical = MissileDataFlags::Physical;
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constexpr auto Fire = MissileDataFlags::Fire;
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constexpr auto Lightning = MissileDataFlags::Lightning;
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constexpr auto Magic = MissileDataFlags::Magic;
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constexpr auto Acid = MissileDataFlags::Acid;
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constexpr auto Arrow = MissileDataFlags::Arrow;
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constexpr auto Invisible = MissileDataFlags::Invisible;
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using enum MissileDataFlags;
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} // namespace
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/** Data related to each missile ID. */
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+1
-6
@@ -159,12 +159,7 @@ const _object_id ObjTypeConv[] = {
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};
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namespace {
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constexpr auto Animated = ObjectDataFlags::Animated;
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constexpr auto Solid = ObjectDataFlags::Solid;
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constexpr auto MissilesPassThrough = ObjectDataFlags::MissilesPassThrough;
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constexpr auto Light = ObjectDataFlags::Light;
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constexpr auto Trap = ObjectDataFlags::Trap;
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constexpr auto Breakable = ObjectDataFlags::Breakable;
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using enum ObjectDataFlags;
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} // namespace
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/** Contains the data related to each object ID. */
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+1
-5
@@ -9,11 +9,7 @@
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namespace devilution {
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namespace {
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const auto Fire = SpellDataFlags::Fire;
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const auto Lightning = SpellDataFlags::Lightning;
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const auto Magic = SpellDataFlags::Magic;
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const auto Targeted = SpellDataFlags::Targeted;
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const auto AllowedInTown = SpellDataFlags::AllowedInTown;
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using enum SpellDataFlags;
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} // namespace
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/** Data related to each spell ID. */
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