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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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@ -56,8 +56,8 @@ static ColliderCylinderInit sCylinderInit = {
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0x00000008, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
ATELEM_NONE,
ACELEM_ON,
OCELEM_ON,
},
{ 35, 70, 0, { 0, 0, 0 } },
@ -69,8 +69,8 @@ static ColliderJntSphElementInit sJntSphElementsInit[1] = {
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
ATELEM_NONE,
ACELEM_ON,
OCELEM_ON | OCELEM_UNK3,
},
{ 1, { { 0, 0, 0 }, 20 }, 100 },
@ -302,8 +302,8 @@ void EnDh_Attack(EnDh* this, PlayState* play) {
Animation_Change(&this->skelAnime, &object_dh_Anim_004658, -1.0f, this->skelAnime.curFrame, 0.0f, ANIMMODE_ONCE,
-4.0f);
this->actionState = 4;
this->collider2.base.atFlags = this->collider2.elements[0].base.toucherFlags = AT_NONE; // also TOUCH_NONE
this->collider2.elements[0].base.toucher.dmgFlags = this->collider2.elements[0].base.toucher.damage = 0;
this->collider2.base.atFlags = this->collider2.elements[0].base.atElemFlags = AT_NONE; // also ATELEM_NONE
this->collider2.elements[0].base.atDmgInfo.dmgFlags = this->collider2.elements[0].base.atDmgInfo.damage = 0;
}
switch (this->actionState) {
case 1:
@ -316,16 +316,17 @@ void EnDh_Attack(EnDh* this, PlayState* play) {
break;
case 2:
if (this->skelAnime.curFrame >= 4.0f) {
this->collider2.base.atFlags = this->collider2.elements[0].base.toucherFlags =
AT_ON | AT_TYPE_ENEMY; // also TOUCH_ON | TOUCH_SFX_WOOD
this->collider2.elements[0].base.toucher.dmgFlags = DMG_DEFAULT;
this->collider2.elements[0].base.toucher.damage = 8;
this->collider2.base.atFlags = this->collider2.elements[0].base.atElemFlags =
AT_ON | AT_TYPE_ENEMY; // also ATELEM_ON | ATELEM_SFX_WOOD
this->collider2.elements[0].base.atDmgInfo.dmgFlags = DMG_DEFAULT;
this->collider2.elements[0].base.atDmgInfo.damage = 8;
}
if (this->collider2.base.atFlags & AT_BOUNCED) {
this->collider2.base.atFlags &= ~(AT_HIT | AT_BOUNCED);
this->collider2.base.atFlags = this->collider2.elements[0].base.toucherFlags =
AT_NONE; // also TOUCH_NONE
this->collider2.elements[0].base.toucher.dmgFlags = this->collider2.elements[0].base.toucher.damage = 0;
this->collider2.base.atFlags = this->collider2.elements[0].base.atElemFlags =
AT_NONE; // also ATELEM_NONE
this->collider2.elements[0].base.atDmgInfo.dmgFlags =
this->collider2.elements[0].base.atDmgInfo.damage = 0;
this->actionState++;
} else if (this->collider2.base.atFlags & AT_HIT) {
this->collider2.base.atFlags &= ~AT_HIT;
@ -343,9 +344,10 @@ void EnDh_Attack(EnDh* this, PlayState* play) {
Animation_Change(&this->skelAnime, &object_dh_Anim_004658, -1.0f,
Animation_GetLastFrame(&object_dh_Anim_004658), 0.0f, ANIMMODE_ONCE, -4.0f);
this->actionState++;
this->collider2.base.atFlags = this->collider2.elements[0].base.toucherFlags =
AT_NONE; // also TOUCH_NONE
this->collider2.elements[0].base.toucher.dmgFlags = this->collider2.elements[0].base.toucher.damage = 0;
this->collider2.base.atFlags = this->collider2.elements[0].base.atElemFlags =
AT_NONE; // also ATELEM_NONE
this->collider2.elements[0].base.atDmgInfo.dmgFlags =
this->collider2.elements[0].base.atDmgInfo.damage = 0;
}
break;
case 5:
@ -374,10 +376,10 @@ void EnDh_Burrow(EnDh* this, PlayState* play) {
case 0:
this->actionState++;
this->drawDirtWave++;
this->collider1.base.atFlags = this->collider1.elem.toucherFlags =
AT_ON | AT_TYPE_ENEMY; // also TOUCH_ON | TOUCH_SFX_WOOD
this->collider1.elem.toucher.dmgFlags = DMG_DEFAULT;
this->collider1.elem.toucher.damage = 4;
this->collider1.base.atFlags = this->collider1.elem.atElemFlags =
AT_ON | AT_TYPE_ENEMY; // also ATELEM_ON | ATELEM_SFX_WOOD
this->collider1.elem.atDmgInfo.dmgFlags = DMG_DEFAULT;
this->collider1.elem.atDmgInfo.damage = 4;
FALLTHROUGH;
case 1:
this->dirtWavePhase += 0x47E;
@ -393,8 +395,8 @@ void EnDh_Burrow(EnDh* this, PlayState* play) {
case 2:
this->drawDirtWave = false;
this->collider1.dim.radius = 35;
this->collider1.base.atFlags = this->collider1.elem.toucherFlags = AT_NONE; // Also TOUCH_NONE
this->collider1.elem.toucher.dmgFlags = this->collider1.elem.toucher.damage = 0;
this->collider1.base.atFlags = this->collider1.elem.atElemFlags = AT_NONE; // Also ATELEM_NONE
this->collider1.elem.atDmgInfo.dmgFlags = this->collider1.elem.atDmgInfo.damage = 0;
EnDh_SetupWait(this);
break;
}
@ -477,8 +479,8 @@ void EnDh_CollisionCheck(EnDh* this, PlayState* play) {
if ((this->collider2.base.acFlags & AC_HIT) && !this->retreat) {
this->collider2.base.acFlags &= ~AC_HIT;
if ((this->actor.colChkInfo.damageEffect != 0) && (this->actor.colChkInfo.damageEffect != 6)) {
this->collider2.base.atFlags = this->collider2.elements[0].base.toucherFlags = AT_NONE; // also TOUCH_NONE
this->collider2.elements[0].base.toucher.dmgFlags = this->collider2.elements[0].base.toucher.damage = 0;
this->collider2.base.atFlags = this->collider2.elements[0].base.atElemFlags = AT_NONE; // also ATELEM_NONE
this->collider2.elements[0].base.atDmgInfo.dmgFlags = this->collider2.elements[0].base.atDmgInfo.damage = 0;
if (player->unk_844 != 0) {
this->unk_258 = player->unk_845;
}