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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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@ -36,8 +36,8 @@ static ColliderQuadInit sQuadInit = {
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ELEMTYPE_UNK2,
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{ 0x00000080, 0x00, 0x01 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_ON | TOUCH_NEAREST | TOUCH_SFX_NORMAL,
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BUMP_NONE,
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ATELEM_ON | ATELEM_NEAREST | ATELEM_SFX_NORMAL,
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ACELEM_NONE,
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OCELEM_NONE,
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},
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{ { { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } } },
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@ -154,7 +154,7 @@ void ArmsHook_Shoot(ArmsHook* this, PlayState* play) {
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Actor* touchedActor = this->collider.base.at;
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if ((touchedActor->update != NULL) && (touchedActor->flags & (ACTOR_FLAG_9 | ACTOR_FLAG_10))) {
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if (this->collider.elem.atHitElem->bumperFlags & BUMP_HOOKABLE) {
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if (this->collider.elem.atHitElem->acElemFlags & ACELEM_HOOKABLE) {
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ArmsHook_AttachHookToActor(this, touchedActor);
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if (CHECK_FLAG_ALL(touchedActor->flags, ACTOR_FLAG_10)) {
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func_80865044(this);
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