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Colliders: change "touch, bump" to AT and AC (elems) (#1637)

* toucherFlags, bumperFlags -> atElemFlags, acElemFlags

* TOUCH_ -> ATELEM_

* BUMP_ -> ACELEM_

* ColliderElementTouch,Bump -> ColliderElementDamageInfoAT,AC

* toucher,bumper -> atDmgInfo,acDmgInfo

* Update docs and zcolchk funcs names

* run formatter

* remove the last mentions of "bump" for colliders

* Update renamed functions in disasm
This commit is contained in:
Dragorn421 2024-03-05 01:33:08 +01:00 committed by GitHub
parent bf37ad1368
commit 68a86d2d00
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
253 changed files with 1509 additions and 1509 deletions

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@ -76,23 +76,23 @@ typedef struct {
} ColliderInitToActor; // size = 0x08
typedef struct {
/* 0x00 */ u32 dmgFlags; // Toucher damage type flags.
/* 0x00 */ u32 dmgFlags; // Damage types dealt by this collider element as AT.
/* 0x04 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
/* 0x05 */ u8 damage; // Damage or Stun Timer
} ColliderElementTouch; // size = 0x08
/* 0x05 */ u8 damage; // Damage
} ColliderElementDamageInfoAT; // size = 0x08
typedef struct {
/* 0x00 */ u32 dmgFlags; // Bumper damage type flags.
/* 0x00 */ u32 dmgFlags; // Damage types that may affect this collider element as AC.
/* 0x04 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
/* 0x05 */ u8 defense; // Damage Resistance
/* 0x06 */ Vec3s hitPos; // Point of contact
} ColliderElementBump; // size = 0x0C
} ColliderElementDamageInfoAC; // size = 0x0C
typedef struct {
/* 0x00 */ u32 dmgFlags; // Bumper exclusion mask
/* 0x00 */ u32 dmgFlags; // Damage types that may affect this collider element as AC.
/* 0x04 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
/* 0x05 */ u8 defense; // Damage Resistance
} ColliderElementBumpInit; // size = 0x08
} ColliderElementDamageInfoACInit; // size = 0x08
/**
* Affects the sound Link's sword makes when hitting it, hookability,
@ -112,11 +112,11 @@ typedef enum {
} ElementType;
typedef struct ColliderElement {
/* 0x00 */ ColliderElementTouch toucher; // Damage properties when acting as an AT collider
/* 0x08 */ ColliderElementBump bumper; // Damage properties when acting as an AC collider
/* 0x00 */ ColliderElementDamageInfoAT atDmgInfo; // Damage properties when acting as an AT collider
/* 0x08 */ ColliderElementDamageInfoAC acDmgInfo; // Damage properties when acting as an AC collider
/* 0x14 */ u8 elemType; // Affects sfx reaction when attacked by Link and hookability. Full purpose unknown.
/* 0x15 */ u8 toucherFlags; // Information flags for AT collisions
/* 0x16 */ u8 bumperFlags; // Information flags for AC collisions
/* 0x15 */ u8 atElemFlags; // Information flags for AT collisions
/* 0x16 */ u8 acElemFlags; // Information flags for AC collisions
/* 0x17 */ u8 ocElemFlags; // Information flags for OC collisions
/* 0x18 */ Collider* atHit; // object touching this element's AT collider
/* 0x1C */ Collider* acHit; // object touching this element's AC collider
@ -126,10 +126,10 @@ typedef struct ColliderElement {
typedef struct {
/* 0x00 */ u8 elemType; // Affects sfx reaction when attacked by Link and hookability. Full purpose unknown.
/* 0x04 */ ColliderElementTouch toucher; // Damage properties when acting as an AT collider
/* 0x0C */ ColliderElementBumpInit bumper; // Damage properties when acting as an AC collider
/* 0x14 */ u8 toucherFlags; // Information flags for AT collisions
/* 0x15 */ u8 bumperFlags; // Information flags for AC collisions
/* 0x04 */ ColliderElementDamageInfoAT atDmgInfo; // Damage properties when acting as an AT collider
/* 0x0C */ ColliderElementDamageInfoACInit acDmgInfo; // Damage properties when acting as an AC collider
/* 0x14 */ u8 atElemFlags; // Information flags for AT collisions
/* 0x15 */ u8 acElemFlags; // Information flags for AC collisions
/* 0x16 */ u8 ocElemFlags; // Information flags for OC collisions
} ColliderElementInit; // size = 0x18
@ -349,28 +349,28 @@ typedef struct {
#define OC2_TYPE_2 OC1_TYPE_2 // Has OC type 2
#define OC2_FIRST_ONLY (1 << 6) // Skips AC checks on elements after the first collision. Only used by Ganon
#define TOUCH_NONE 0 // No flags set. Cannot have AT collisions
#define TOUCH_ON (1 << 0) // Can have AT collisions
#define TOUCH_HIT (1 << 1) // Had an AT collision
#define TOUCH_NEAREST (1 << 2) // If a Quad, only collides with the closest bumper
#define TOUCH_SFX_MASK (3 << 3)
#define TOUCH_SFX_NORMAL (0 << 3) // Hit sound effect based on AC collider's type
#define TOUCH_SFX_HARD (1 << 3) // Always uses hard deflection sound
#define TOUCH_SFX_WOOD (2 << 3) // Always uses wood deflection sound
#define TOUCH_SFX_NONE (3 << 3) // No hit sound effect
#define TOUCH_AT_HITMARK (1 << 5) // Draw hitmarks for every AT collision
#define TOUCH_DREW_HITMARK (1 << 6) // Already drew hitmark for this frame
#define TOUCH_UNK7 (1 << 7) // Unknown purpose. Used by some enemy quads
#define ATELEM_NONE 0 // No flags set. Cannot have AT collisions
#define ATELEM_ON (1 << 0) // Can have AT collisions
#define ATELEM_HIT (1 << 1) // Had an AT collision
#define ATELEM_NEAREST (1 << 2) // For COLSHAPE_QUAD colliders, only collide with the closest AC element
#define ATELEM_SFX_MASK (3 << 3)
#define ATELEM_SFX_NORMAL (0 << 3) // Hit sound effect based on AC collider's type
#define ATELEM_SFX_HARD (1 << 3) // Always uses hard deflection sound
#define ATELEM_SFX_WOOD (2 << 3) // Always uses wood deflection sound
#define ATELEM_SFX_NONE (3 << 3) // No hit sound effect
#define ATELEM_AT_HITMARK (1 << 5) // Draw hitmarks for every AT collision
#define ATELEM_DREW_HITMARK (1 << 6) // Already drew hitmark for this frame
#define ATELEM_UNK7 (1 << 7) // Unknown purpose. Used by some enemy quads
#define BUMP_NONE 0 // No flags set. Cannot have AC collisions
#define BUMP_ON (1 << 0) // Can have AC collisions
#define BUMP_HIT (1 << 1) // Had an AC collision
#define BUMP_HOOKABLE (1 << 2) // Can be hooked if actor has hookability flags set.
#define BUMP_NO_AT_INFO (1 << 3) // Does not give its info to the AT collider that hit it.
#define BUMP_NO_DAMAGE (1 << 4) // Does not take damage.
#define BUMP_NO_SWORD_SFX (1 << 5) // Does not have a sound effect when hit by player-attached AT colliders.
#define BUMP_NO_HITMARK (1 << 6) // Skips hit effects.
#define BUMP_DRAW_HITMARK (1 << 7) // Draw hitmark for AC collision this frame.
#define ACELEM_NONE 0 // No flags set. Cannot have AC collisions
#define ACELEM_ON (1 << 0) // Can have AC collisions
#define ACELEM_HIT (1 << 1) // Had an AC collision
#define ACELEM_HOOKABLE (1 << 2) // Can be hooked if actor has hookability flags set.
#define ACELEM_NO_AT_INFO (1 << 3) // Does not give its info to the AT collider that hit it.
#define ACELEM_NO_DAMAGE (1 << 4) // Does not take damage.
#define ACELEM_NO_SWORD_SFX (1 << 5) // Does not have a sound effect when hit by player-attached AT colliders.
#define ACELEM_NO_HITMARK (1 << 6) // Skips hit effects.
#define ACELEM_DRAW_HITMARK (1 << 7) // Draw hitmark for AC collision this frame.
#define OCELEM_NONE 0 // No flags set. Cannot have OC collisions
#define OCELEM_ON (1 << 0) // Can have OC collisions