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Cleanup colliders struct members 2 (#2465)
* Cleanup colliders 2 * format * fixes & review
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58 changed files with 497 additions and 487 deletions
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@ -107,7 +107,7 @@ void EnBombf_Init(Actor* thisx, PlayState* play) {
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Collider_InitCylinder(play, &this->bombCollider);
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Collider_InitJntSph(play, &this->explosionCollider);
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Collider_SetCylinder(play, &this->bombCollider, thisx, &sCylinderInit);
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Collider_SetJntSph(play, &this->explosionCollider, thisx, &sJntSphInit, &this->explosionColliderItems[0]);
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Collider_SetJntSph(play, &this->explosionCollider, thisx, &sJntSphInit, &this->explosionColliderElements[0]);
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if (thisx->params == BOMBFLOWER_BODY) {
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shapeUnk10 = 1000.0f;
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@ -12,7 +12,7 @@ typedef struct EnBombf {
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/* 0x0000 */ Actor actor;
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/* 0x014C */ ColliderCylinder bombCollider;
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/* 0x0198 */ ColliderJntSph explosionCollider;
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/* 0x01B8 */ ColliderJntSphElement explosionColliderItems[1];
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/* 0x01B8 */ ColliderJntSphElement explosionColliderElements[1];
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/* 0x01F8 */ s16 timer;
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/* 0x01FC */ EnBombfActionFunc actionFunc;
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/* 0x0200 */ s32 isFuseEnabled; // enables the ability to ignite and tick down to explode
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