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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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@ -52,8 +52,8 @@ static ColliderJntSphElementInit sJntSphElementsInit[1] = {
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ELEMTYPE_UNK0,
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{ 0xFFCFFFFF, 0x01, 0x08 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_HARD,
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BUMP_ON,
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ATELEM_ON | ATELEM_SFX_HARD,
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ACELEM_ON,
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OCELEM_ON,
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},
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{ 1, { { 0, 1000, 0 }, 15 }, 100 },
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@ -118,7 +118,7 @@ static InitChainEntry sInitChain[] = {
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void EnFirefly_Extinguish(EnFirefly* this) {
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this->actor.params += 2;
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this->collider.elements[0].base.toucher.effect = 0; // None
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this->collider.elements[0].base.atDmgInfo.effect = 0; // None
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this->auraType = KEESE_AURA_NONE;
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this->onFire = false;
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this->actor.naviEnemyId = NAVI_ENEMY_KEESE;
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@ -130,7 +130,7 @@ void EnFirefly_Ignite(EnFirefly* this) {
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} else {
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this->actor.params -= 2;
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}
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this->collider.elements[0].base.toucher.effect = 1; // Fire
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this->collider.elements[0].base.atDmgInfo.effect = 1; // Fire
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this->auraType = KEESE_AURA_FIRE;
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this->onFire = true;
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this->actor.naviEnemyId = NAVI_ENEMY_FIRE_KEESE;
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@ -174,10 +174,10 @@ void EnFirefly_Init(Actor* thisx, PlayState* play) {
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}
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if (this->actor.params == KEESE_ICE_FLY) {
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this->collider.elements[0].base.toucher.effect = 2; // Ice
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this->collider.elements[0].base.atDmgInfo.effect = 2; // Ice
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this->actor.naviEnemyId = NAVI_ENEMY_ICE_KEESE;
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} else {
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this->collider.elements[0].base.toucher.effect = 0; // Nothing
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this->collider.elements[0].base.atDmgInfo.effect = 0; // Nothing
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this->actor.naviEnemyId = NAVI_ENEMY_KEESE;
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}
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