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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
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GPG key ID: B5690EEEBB952194
253 changed files with 1509 additions and 1509 deletions

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@ -4324,24 +4324,24 @@ u8 Actor_ApplyDamage(Actor* actor) {
void Actor_SetDropFlag(Actor* actor, ColliderElement* elem, s32 freezeFlag) {
if (elem->acHitElem == NULL) {
actor->dropFlag = 0x00;
} else if (freezeFlag && (elem->acHitElem->toucher.dmgFlags & (DMG_UNKNOWN_1 | DMG_MAGIC_ICE | DMG_MAGIC_FIRE))) {
actor->freezeTimer = elem->acHitElem->toucher.damage;
} else if (freezeFlag && (elem->acHitElem->atDmgInfo.dmgFlags & (DMG_UNKNOWN_1 | DMG_MAGIC_ICE | DMG_MAGIC_FIRE))) {
actor->freezeTimer = elem->acHitElem->atDmgInfo.damage;
actor->dropFlag = 0x00;
} else if (elem->acHitElem->toucher.dmgFlags & DMG_ARROW_FIRE) {
} else if (elem->acHitElem->atDmgInfo.dmgFlags & DMG_ARROW_FIRE) {
actor->dropFlag = 0x01;
} else if (elem->acHitElem->toucher.dmgFlags & DMG_ARROW_ICE) {
} else if (elem->acHitElem->atDmgInfo.dmgFlags & DMG_ARROW_ICE) {
actor->dropFlag = 0x02;
} else if (elem->acHitElem->toucher.dmgFlags & DMG_ARROW_UNK1) {
} else if (elem->acHitElem->atDmgInfo.dmgFlags & DMG_ARROW_UNK1) {
actor->dropFlag = 0x04;
} else if (elem->acHitElem->toucher.dmgFlags & DMG_ARROW_UNK2) {
} else if (elem->acHitElem->atDmgInfo.dmgFlags & DMG_ARROW_UNK2) {
actor->dropFlag = 0x08;
} else if (elem->acHitElem->toucher.dmgFlags & DMG_ARROW_UNK3) {
} else if (elem->acHitElem->atDmgInfo.dmgFlags & DMG_ARROW_UNK3) {
actor->dropFlag = 0x10;
} else if (elem->acHitElem->toucher.dmgFlags & DMG_ARROW_LIGHT) {
} else if (elem->acHitElem->atDmgInfo.dmgFlags & DMG_ARROW_LIGHT) {
actor->dropFlag = 0x20;
} else if (elem->acHitElem->toucher.dmgFlags & DMG_MAGIC_LIGHT) {
} else if (elem->acHitElem->atDmgInfo.dmgFlags & DMG_MAGIC_LIGHT) {
if (freezeFlag) {
actor->freezeTimer = elem->acHitElem->toucher.damage;
actor->freezeTimer = elem->acHitElem->atDmgInfo.damage;
}
actor->dropFlag = 0x40;
} else {
@ -4361,24 +4361,24 @@ void Actor_SetDropFlagJntSph(Actor* actor, ColliderJntSph* jntSph, s32 freezeFla
if (elem->acHitElem == NULL) {
flag = 0x00;
} else if (freezeFlag &&
(elem->acHitElem->toucher.dmgFlags & (DMG_UNKNOWN_1 | DMG_MAGIC_ICE | DMG_MAGIC_FIRE))) {
actor->freezeTimer = elem->acHitElem->toucher.damage;
(elem->acHitElem->atDmgInfo.dmgFlags & (DMG_UNKNOWN_1 | DMG_MAGIC_ICE | DMG_MAGIC_FIRE))) {
actor->freezeTimer = elem->acHitElem->atDmgInfo.damage;
flag = 0x00;
} else if (elem->acHitElem->toucher.dmgFlags & DMG_ARROW_FIRE) {
} else if (elem->acHitElem->atDmgInfo.dmgFlags & DMG_ARROW_FIRE) {
flag = 0x01;
} else if (elem->acHitElem->toucher.dmgFlags & DMG_ARROW_ICE) {
} else if (elem->acHitElem->atDmgInfo.dmgFlags & DMG_ARROW_ICE) {
flag = 0x02;
} else if (elem->acHitElem->toucher.dmgFlags & DMG_ARROW_UNK1) {
} else if (elem->acHitElem->atDmgInfo.dmgFlags & DMG_ARROW_UNK1) {
flag = 0x04;
} else if (elem->acHitElem->toucher.dmgFlags & DMG_ARROW_UNK2) {
} else if (elem->acHitElem->atDmgInfo.dmgFlags & DMG_ARROW_UNK2) {
flag = 0x08;
} else if (elem->acHitElem->toucher.dmgFlags & DMG_ARROW_UNK3) {
} else if (elem->acHitElem->atDmgInfo.dmgFlags & DMG_ARROW_UNK3) {
flag = 0x10;
} else if (elem->acHitElem->toucher.dmgFlags & DMG_ARROW_LIGHT) {
} else if (elem->acHitElem->atDmgInfo.dmgFlags & DMG_ARROW_LIGHT) {
flag = 0x20;
} else if (elem->acHitElem->toucher.dmgFlags & DMG_MAGIC_LIGHT) {
} else if (elem->acHitElem->atDmgInfo.dmgFlags & DMG_MAGIC_LIGHT) {
if (freezeFlag) {
actor->freezeTimer = elem->acHitElem->toucher.damage;
actor->freezeTimer = elem->acHitElem->atDmgInfo.damage;
}
flag = 0x40;
} else {