define some flags in 6x0A
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@@ -3897,6 +3897,9 @@ struct G_EnemyHitByPlayer_6x0A {
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G_EnemyIDHeader header;
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le_uint16_t enemy_index = 0; // [0, 0xB50)
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le_uint16_t total_damage = 0;
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// Flags:
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// 00000400 - should play hit animation
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// 00000800 - should die
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typename std::conditional<IsBigEndian, be_uint32_t, le_uint32_t>::type flags = 0;
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} __packed__;
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@@ -4686,7 +4689,7 @@ struct G_SyncGameStateHeader_6x6B_6x6C_6x6D_6x6E {
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struct G_SyncEnemyState_6x6B_Entry_Decompressed {
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le_uint32_t flags = 0;
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le_uint16_t last_attacker = 0;
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le_uint16_t remaining_hp = 0;
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le_uint16_t total_damage = 0;
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uint8_t red_buff_type = 0;
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uint8_t red_buff_level = 0;
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uint8_t blue_buff_type = 0;
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