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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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bf37ad1368
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253 changed files with 1509 additions and 1509 deletions
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@ -54,8 +54,8 @@ static ColliderJntSphElementInit sBodyElementsInit[6] = {
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ELEMTYPE_UNK0,
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{ 0x00000000, 0x00, 0x00 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_ON,
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ATELEM_NONE,
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ACELEM_ON,
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OCELEM_ON,
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},
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{ 15, { { 0, 0, 0 }, 17 }, 100 },
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@ -65,8 +65,8 @@ static ColliderJntSphElementInit sBodyElementsInit[6] = {
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ELEMTYPE_UNK0,
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{ 0x00000000, 0x00, 0x00 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_ON,
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ATELEM_NONE,
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ACELEM_ON,
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OCELEM_ON,
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},
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{ 14, { { 0, 0, 0 }, 15 }, 100 },
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@ -76,8 +76,8 @@ static ColliderJntSphElementInit sBodyElementsInit[6] = {
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ELEMTYPE_UNK0,
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{ 0x00000000, 0x00, 0x00 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_ON,
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ATELEM_NONE,
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ACELEM_ON,
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OCELEM_ON,
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},
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{ 13, { { 0, 0, 0 }, 10 }, 100 },
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@ -87,8 +87,8 @@ static ColliderJntSphElementInit sBodyElementsInit[6] = {
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ELEMTYPE_UNK0,
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{ 0x00000000, 0x00, 0x00 },
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{ 0x00000000, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_NONE,
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ATELEM_NONE,
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ACELEM_NONE,
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OCELEM_ON,
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},
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{ 21, { { 0, 0, 0 }, 20 }, 100 },
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@ -98,8 +98,8 @@ static ColliderJntSphElementInit sBodyElementsInit[6] = {
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ELEMTYPE_UNK0,
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{ 0x00000000, 0x00, 0x00 },
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{ 0x00000000, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_NONE,
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ATELEM_NONE,
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ACELEM_NONE,
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OCELEM_ON,
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},
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{ 28, { { 0, 0, 0 }, 20 }, 100 },
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@ -109,8 +109,8 @@ static ColliderJntSphElementInit sBodyElementsInit[6] = {
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ELEMTYPE_UNK0,
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{ 0x00000000, 0x00, 0x00 },
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{ 0x0D800691, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_ON,
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ATELEM_NONE,
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ACELEM_ON,
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OCELEM_ON | OCELEM_UNK3,
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},
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{ 6, { { 0, 0, 0 }, 35 }, 100 },
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@ -136,8 +136,8 @@ static ColliderTrisElementInit sHardElementsInit[3] = {
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ELEMTYPE_UNK2,
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{ 0x00000000, 0x00, 0x00 },
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{ 0xF24BF96E, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_ON | BUMP_HOOKABLE | BUMP_NO_AT_INFO,
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ATELEM_NONE,
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ACELEM_ON | ACELEM_HOOKABLE | ACELEM_NO_AT_INFO,
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OCELEM_NONE,
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},
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{ { { -10.0f, 14.0f, 2.0f }, { -10.0f, -6.0f, 2.0f }, { 9.0f, 14.0f, 2.0f } } },
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@ -147,8 +147,8 @@ static ColliderTrisElementInit sHardElementsInit[3] = {
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ELEMTYPE_UNK2,
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{ 0x00000000, 0x00, 0x00 },
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{ 0xFFCBF96E, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_ON | BUMP_HOOKABLE | BUMP_NO_AT_INFO,
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ATELEM_NONE,
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ACELEM_ON | ACELEM_HOOKABLE | ACELEM_NO_AT_INFO,
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OCELEM_NONE,
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},
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{ { { -10.0f, -6.0f, 2.0f }, { 9.0f, -6.0f, 2.0f }, { 9.0f, 14.0f, 2.0f } } },
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@ -158,8 +158,8 @@ static ColliderTrisElementInit sHardElementsInit[3] = {
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ELEMTYPE_UNK2,
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{ 0x00000000, 0x00, 0x00 },
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{ 0xFFCBF96E, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_ON | BUMP_HOOKABLE | BUMP_NO_AT_INFO,
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ATELEM_NONE,
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ACELEM_ON | ACELEM_HOOKABLE | ACELEM_NO_AT_INFO,
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OCELEM_NONE,
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},
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{ { { -10.0f, -6.0f, 2.0f }, { 9.0f, -6.0f, 2.0f }, { 9.0f, 14.0f, 2.0f } } },
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@ -192,8 +192,8 @@ static ColliderQuadInit sAttackQuadInit = {
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ELEMTYPE_UNK0,
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{ 0x20000000, 0x01, 0x10 },
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{ 0x00000000, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL | TOUCH_UNK7,
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BUMP_NONE,
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ATELEM_ON | ATELEM_SFX_NORMAL | ATELEM_UNK7,
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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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@ -605,13 +605,13 @@ void EnDodongo_SweepTail(EnDodongo* this, PlayState* play) {
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if (SkelAnime_Update(&this->skelAnime)) {
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if ((this->timer != 0) || (ABS(yawDiff1) < 0x4000)) {
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this->sphElements[2].base.toucherFlags = TOUCH_NONE;
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this->sphElements[1].base.toucherFlags = TOUCH_NONE;
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this->sphElements[2].base.atElemFlags = ATELEM_NONE;
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this->sphElements[1].base.atElemFlags = ATELEM_NONE;
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this->colliderBody.base.atFlags = AT_NONE;
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this->sphElements[2].base.toucher.dmgFlags = 0;
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this->sphElements[1].base.toucher.dmgFlags = 0;
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this->sphElements[2].base.toucher.damage = 0;
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this->sphElements[1].base.toucher.damage = 0;
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this->sphElements[2].base.atDmgInfo.dmgFlags = 0;
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this->sphElements[1].base.atDmgInfo.dmgFlags = 0;
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this->sphElements[2].base.atDmgInfo.damage = 0;
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this->sphElements[1].base.atDmgInfo.damage = 0;
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EnDodongo_SetupBreatheFire(this);
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this->timer = Rand_S16Offset(5, 10);
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} else {
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@ -628,10 +628,10 @@ void EnDodongo_SweepTail(EnDodongo* this, PlayState* play) {
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Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_J_TAIL);
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Animation_PlayOnceSetSpeed(&this->skelAnime, animation, 2.0f);
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this->timer = 18;
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this->colliderBody.base.atFlags = this->sphElements[1].base.toucherFlags =
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this->sphElements[2].base.toucherFlags = AT_ON | AT_TYPE_ENEMY; // also TOUCH_ON | TOUCH_SFX_WOOD
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this->sphElements[1].base.toucher.dmgFlags = this->sphElements[2].base.toucher.dmgFlags = DMG_DEFAULT;
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this->sphElements[1].base.toucher.damage = this->sphElements[2].base.toucher.damage = 8;
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this->colliderBody.base.atFlags = this->sphElements[1].base.atElemFlags =
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this->sphElements[2].base.atElemFlags = AT_ON | AT_TYPE_ENEMY; // also ATELEM_ON | ATELEM_SFX_WOOD
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this->sphElements[1].base.atDmgInfo.dmgFlags = this->sphElements[2].base.atDmgInfo.dmgFlags = DMG_DEFAULT;
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this->sphElements[1].base.atDmgInfo.damage = this->sphElements[2].base.atDmgInfo.damage = 8;
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}
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} else if (this->timer > 1) {
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Vec3f tailPos;
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