Add containerization and make this bad boy work on Windows and MacOS
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#ifndef SECTION_SPELL_H_
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#define SECTION_SPELL_H_
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#define spell_EX1_354\
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if(HSL_attacker && flag(&(HSL_attacker->state), spell_EX1_354_FLAG, FLAG_ISSET)) {\
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hsl_receive_heal(HSL_defender, 2); hsl_attack(HSL_attacker, HSL_defenders, HSL_fake_levelup); \
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}
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#define spell_CS2_012\
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if(HSL_attacker && flag(&(HSL_attacker->state), spell_CS2_012_FLAG, FLAG_ISSET)) {\
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/* Wounded multiplies damage */ int count = hsl_count_attachments(HSL_deck_player, HSL_deck_opponent, HSL_defender, CN_WOUNDED); hsl_receive_damage(HSL_defender, 2 + count * 2); /* Wounded lasts 6 rounds */ hsl_add_attachment(HSL_opponent, HSL_attacker, HSL_defender, 6); hsl_attack(HSL_attacker, HSL_defenders, HSL_fake_levelup); \
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}
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#define spell_CS1h_001\
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if(HSL_attacker && flag(&(HSL_attacker->state), spell_CS1h_001_FLAG, FLAG_ISSET)) {\
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hsl_receive_heal(HSL_defender, 2); hsl_attack(HSL_attacker, HSL_defenders, HSL_fake_levelup); \
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}
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#define spell_CS2_072\
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if(HSL_attacker && flag(&(HSL_attacker->state), spell_CS2_072_FLAG, FLAG_ISSET)) {\
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hsl_receive_damage(HSL_defender, 2); hsl_attack(HSL_attacker, HSL_defenders, HSL_fake_levelup); \
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}
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#define spell_CS2_024\
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if(HSL_attacker && flag(&(HSL_attacker->state), spell_CS2_024_FLAG, FLAG_ISSET)) {\
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hsl_receive_damage(HSL_defender, 3); hsl_attack(HSL_attacker, HSL_defenders, HSL_fake_levelup); \
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}
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#define spell_DS1_185\
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if(HSL_attacker && flag(&(HSL_attacker->state), spell_DS1_185_FLAG, FLAG_ISSET)) {\
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hsl_receive_damage(HSL_defender, 2); hsl_attack(HSL_attacker, HSL_defenders, HSL_fake_levelup); \
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}
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#define spell_BRMA11_3\
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if(HSL_attacker && flag(&(HSL_attacker->state), spell_BRMA11_3_FLAG, FLAG_ISSET)) {\
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hsl_receive_damage(HSL_defender, 2); hsl_attack(HSL_attacker, HSL_defenders, HSL_fake_levelup); \
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}
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#define spell_BRM_003\
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if(HSL_attacker && flag(&(HSL_attacker->state), spell_BRM_003_FLAG, FLAG_ISSET)) {\
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hsl_receive_damage(HSL_defender, 2); hsl_attack(HSL_attacker, HSL_defenders, HSL_fake_levelup); \
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}
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#define spell_AT_001\
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if(HSL_attacker && flag(&(HSL_attacker->state), spell_AT_001_FLAG, FLAG_ISSET)) {\
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hsl_receive_damage(HSL_defender, 10); hsl_attack(HSL_attacker, HSL_defenders, HSL_fake_levelup); \
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}
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#define __SECTION_SPELL\
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spell_EX1_354\
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spell_CS2_012\
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spell_CS1h_001\
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spell_CS2_072\
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spell_CS2_024\
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spell_DS1_185\
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spell_BRMA11_3\
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spell_BRM_003\
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spell_AT_001\
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#endif
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