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Colliders: elemType -> elemMaterial (#2189)
* elemType -> elemMaterial * format
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parent
8f0e2fc29c
commit
48780cd2b1
240 changed files with 560 additions and 561 deletions
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@ -189,11 +189,16 @@ s32 Collider_SetElementDamageInfoAC(PlayState* play, ColliderElementDamageInfoAC
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s32 Collider_InitElement(PlayState* play, ColliderElement* elem) {
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static ColliderElement init = {
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{ 0, 0, 0 }, { 0xFFCFFFFF, 0, 0, { 0, 0, 0 } },
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ELEMTYPE_UNK0, ATELEM_NONE,
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ACELEM_NONE, OCELEM_NONE,
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NULL, NULL,
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NULL, NULL,
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{ 0, 0, 0 },
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{ 0xFFCFFFFF, 0, 0, { 0, 0, 0 } },
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ELEM_MATERIAL_UNK0,
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ATELEM_NONE,
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ACELEM_NONE,
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OCELEM_NONE,
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NULL,
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NULL,
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NULL,
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NULL,
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};
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*elem = init;
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@ -209,7 +214,7 @@ s32 Collider_DestroyElement(PlayState* play, ColliderElement* elem) {
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}
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s32 Collider_SetElement(PlayState* play, ColliderElement* elem, ColliderElementInit* elemInit) {
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elem->elemType = elemInit->elemType;
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elem->elemMaterial = elemInit->elemMaterial;
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Collider_SetElementDamageInfoAT(play, &elem->atDmgInfo, &elemInit->atDmgInfo);
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Collider_SetElementDamageInfoAC(play, &elem->acDmgInfo, &elemInit->acDmgInfo);
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elem->atElemFlags = elemInit->atElemFlags;
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@ -1584,20 +1589,20 @@ void CollisionCheck_HitSolid(PlayState* play, ColliderElement* elem, Collider* c
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}
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/**
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* Plays a hit sound effect for AT colliders attached to Player based on the AC element's elemType.
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* Plays a hit sound effect for AT colliders attached to Player based on the AC element's elemMaterial.
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*/
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s32 CollisionCheck_SwordHitAudio(Collider* atCol, ColliderElement* acElem) {
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if (atCol->actor != NULL && atCol->actor->category == ACTORCAT_PLAYER) {
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if (acElem->elemType == ELEMTYPE_UNK0) {
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if (acElem->elemMaterial == ELEM_MATERIAL_UNK0) {
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Audio_PlaySfxGeneral(NA_SE_IT_SWORD_STRIKE, &atCol->actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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} else if (acElem->elemType == ELEMTYPE_UNK1) {
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} else if (acElem->elemMaterial == ELEM_MATERIAL_UNK1) {
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Audio_PlaySfxGeneral(NA_SE_IT_SWORD_STRIKE_HARD, &atCol->actor->projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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} else if (acElem->elemType == ELEMTYPE_UNK2) {
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} else if (acElem->elemMaterial == ELEM_MATERIAL_UNK2) {
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Audio_PlaySfxGeneral(NA_SE_NONE, &atCol->actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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} else if (acElem->elemType == ELEMTYPE_UNK3) {
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} else if (acElem->elemMaterial == ELEM_MATERIAL_UNK3) {
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Audio_PlaySfxGeneral(NA_SE_NONE, &atCol->actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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}
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@ -42,7 +42,7 @@ static ColliderCylinderInit sCylinderInit = {
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COLSHAPE_CYLINDER,
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},
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{
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ELEMTYPE_UNK2,
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ELEM_MATERIAL_UNK2,
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{ 0x00000000, 0x00, 0x00 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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ATELEM_NONE,
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@ -42,7 +42,7 @@ static ColliderCylinderInit sCylinderInit = {
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COLSHAPE_CYLINDER,
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},
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{
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ELEMTYPE_UNK0,
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ELEM_MATERIAL_UNK0,
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{ 0x00000000, 0x00, 0x00 },
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{ 0x00000010, 0x00, 0x00 },
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ATELEM_NONE | ATELEM_SFX_NORMAL,
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