}
const int DEATH_WEAPONMASK = BITS(8);
-const int HITTYPE_SECONDARY = BITS(1) << 8;
-const int HITTYPE_SPLASH = BITS(1) << 9; // automatically set by RadiusDamage
-const int HITTYPE_BOUNCE = BITS(1) << 10; // set manually after projectile has bounced
-const int HITTYPE_ARMORPIERCE = BITS(1) << 11; // ignore armor calculations
-const int HITTYPE_SOUND = BITS(1) << 12; // cause bleeding from ears
-const int HITTYPE_SPAM = BITS(1) << 13; // set manually after first RadiusDamage, stops effect spam
+const int HITTYPE_SECONDARY = BIT(8);
+const int HITTYPE_SPLASH = BIT(9); // automatically set by RadiusDamage
+const int HITTYPE_BOUNCE = BIT(10); // set manually after projectile has bounced
+const int HITTYPE_ARMORPIERCE = BIT(11); // ignore armor calculations
+const int HITTYPE_SOUND = BIT(12); // cause bleeding from ears
+const int HITTYPE_SPAM = BIT(13); // set manually after first RadiusDamage, stops effect spam
const int DEATH_HITTYPEMASK = HITTYPE_SECONDARY | HITTYPE_SPLASH | HITTYPE_BOUNCE | HITTYPE_ARMORPIERCE | HITTYPE_SOUND | HITTYPE_SPAM;
// normal deaths begin
const int DT_FIRST = BIT(14);