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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
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253 changed files with 1509 additions and 1509 deletions
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@ -4324,24 +4324,24 @@ u8 Actor_ApplyDamage(Actor* actor) {
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void Actor_SetDropFlag(Actor* actor, ColliderElement* elem, s32 freezeFlag) {
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if (elem->acHitElem == NULL) {
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actor->dropFlag = 0x00;
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} else if (freezeFlag && (elem->acHitElem->toucher.dmgFlags & (DMG_UNKNOWN_1 | DMG_MAGIC_ICE | DMG_MAGIC_FIRE))) {
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actor->freezeTimer = elem->acHitElem->toucher.damage;
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} else if (freezeFlag && (elem->acHitElem->atDmgInfo.dmgFlags & (DMG_UNKNOWN_1 | DMG_MAGIC_ICE | DMG_MAGIC_FIRE))) {
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actor->freezeTimer = elem->acHitElem->atDmgInfo.damage;
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actor->dropFlag = 0x00;
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} else if (elem->acHitElem->toucher.dmgFlags & DMG_ARROW_FIRE) {
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} else if (elem->acHitElem->atDmgInfo.dmgFlags & DMG_ARROW_FIRE) {
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actor->dropFlag = 0x01;
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} else if (elem->acHitElem->toucher.dmgFlags & DMG_ARROW_ICE) {
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} else if (elem->acHitElem->atDmgInfo.dmgFlags & DMG_ARROW_ICE) {
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actor->dropFlag = 0x02;
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} else if (elem->acHitElem->toucher.dmgFlags & DMG_ARROW_UNK1) {
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} else if (elem->acHitElem->atDmgInfo.dmgFlags & DMG_ARROW_UNK1) {
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actor->dropFlag = 0x04;
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} else if (elem->acHitElem->toucher.dmgFlags & DMG_ARROW_UNK2) {
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} else if (elem->acHitElem->atDmgInfo.dmgFlags & DMG_ARROW_UNK2) {
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actor->dropFlag = 0x08;
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} else if (elem->acHitElem->toucher.dmgFlags & DMG_ARROW_UNK3) {
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} else if (elem->acHitElem->atDmgInfo.dmgFlags & DMG_ARROW_UNK3) {
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actor->dropFlag = 0x10;
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} else if (elem->acHitElem->toucher.dmgFlags & DMG_ARROW_LIGHT) {
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} else if (elem->acHitElem->atDmgInfo.dmgFlags & DMG_ARROW_LIGHT) {
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actor->dropFlag = 0x20;
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} else if (elem->acHitElem->toucher.dmgFlags & DMG_MAGIC_LIGHT) {
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} else if (elem->acHitElem->atDmgInfo.dmgFlags & DMG_MAGIC_LIGHT) {
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if (freezeFlag) {
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actor->freezeTimer = elem->acHitElem->toucher.damage;
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actor->freezeTimer = elem->acHitElem->atDmgInfo.damage;
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}
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actor->dropFlag = 0x40;
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} else {
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@ -4361,24 +4361,24 @@ void Actor_SetDropFlagJntSph(Actor* actor, ColliderJntSph* jntSph, s32 freezeFla
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if (elem->acHitElem == NULL) {
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flag = 0x00;
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} else if (freezeFlag &&
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(elem->acHitElem->toucher.dmgFlags & (DMG_UNKNOWN_1 | DMG_MAGIC_ICE | DMG_MAGIC_FIRE))) {
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actor->freezeTimer = elem->acHitElem->toucher.damage;
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(elem->acHitElem->atDmgInfo.dmgFlags & (DMG_UNKNOWN_1 | DMG_MAGIC_ICE | DMG_MAGIC_FIRE))) {
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actor->freezeTimer = elem->acHitElem->atDmgInfo.damage;
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flag = 0x00;
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} else if (elem->acHitElem->toucher.dmgFlags & DMG_ARROW_FIRE) {
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} else if (elem->acHitElem->atDmgInfo.dmgFlags & DMG_ARROW_FIRE) {
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flag = 0x01;
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} else if (elem->acHitElem->toucher.dmgFlags & DMG_ARROW_ICE) {
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} else if (elem->acHitElem->atDmgInfo.dmgFlags & DMG_ARROW_ICE) {
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flag = 0x02;
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} else if (elem->acHitElem->toucher.dmgFlags & DMG_ARROW_UNK1) {
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} else if (elem->acHitElem->atDmgInfo.dmgFlags & DMG_ARROW_UNK1) {
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flag = 0x04;
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} else if (elem->acHitElem->toucher.dmgFlags & DMG_ARROW_UNK2) {
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} else if (elem->acHitElem->atDmgInfo.dmgFlags & DMG_ARROW_UNK2) {
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flag = 0x08;
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} else if (elem->acHitElem->toucher.dmgFlags & DMG_ARROW_UNK3) {
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} else if (elem->acHitElem->atDmgInfo.dmgFlags & DMG_ARROW_UNK3) {
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flag = 0x10;
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} else if (elem->acHitElem->toucher.dmgFlags & DMG_ARROW_LIGHT) {
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} else if (elem->acHitElem->atDmgInfo.dmgFlags & DMG_ARROW_LIGHT) {
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flag = 0x20;
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} else if (elem->acHitElem->toucher.dmgFlags & DMG_MAGIC_LIGHT) {
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} else if (elem->acHitElem->atDmgInfo.dmgFlags & DMG_MAGIC_LIGHT) {
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if (freezeFlag) {
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actor->freezeTimer = elem->acHitElem->toucher.damage;
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actor->freezeTimer = elem->acHitElem->atDmgInfo.damage;
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}
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flag = 0x40;
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} else {
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