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Macros: PLAYER
-> GET_PLAYER(globalCtx)
, ACTIVE_CAM
-> GET_ACTIVE_CAM(globalCtx)
(#921)
* PLAYER -> GET_PLAYER(globalCtx) * ACTIVE_CAM -> GET_ACTIVE_CAM(globalCtx) * PR Suggestions * formatter * Add brackets * remove from actorfixer.py * Bring back actorfixer.py change
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@ -2621,8 +2621,8 @@ void CollisionCheck_AC(GlobalContext* globalCtx, CollisionCheckContext* colChkCt
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/**
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* Iterates through all AT colliders, testing them for AC collisions with each AC collider, setting the info regarding
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* the collision for each AC and AT collider that collided. Then spawns hitmarks and plays sound effects for each
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* successful collision. To collide, an AT collider must share a type (PLAYER, ENEMY, or BOMB) with the AC collider and
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* the toucher and bumper elements that overlapped must share a dmgFlag.
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* successful collision. To collide, an AT collider must share a type (AC_TYPE_PLAYER, AC_TYPE_ENEMY, or AC_TYPE_OTHER)
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* with the AC collider and the toucher and bumper elements that overlapped must share a dmgFlag.
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*/
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void CollisionCheck_AT(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx) {
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Collider** col;
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