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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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@ -85,8 +85,8 @@ static ColliderCylinderInit sCylinderInit = {
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ELEMTYPE_UNK0,
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{ 0x00000000, 0x00, 0x00 },
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{ 0x00000008, 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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{ 40, 65, 0, { 0, 0, 0 } },
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@ -1344,7 +1344,7 @@ void EnGo2_GetItemAnimation(EnGo2* this, PlayState* play) {
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void EnGo2_SetupRolling(EnGo2* this, PlayState* play) {
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if ((this->actor.params & 0x1F) == GORON_CITY_ROLLING_BIG || (this->actor.params & 0x1F) == GORON_CITY_LINK) {
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this->collider.elem.bumperFlags = BUMP_ON;
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this->collider.elem.acElemFlags = ACELEM_ON;
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this->actor.speed = GET_INFTABLE(INFTABLE_11E) ? 6.0f : 3.6000001f;
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} else {
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this->actor.speed = 6.0f;
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@ -1368,7 +1368,7 @@ void EnGo2_StopRolling(EnGo2* this, PlayState* play) {
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}
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}
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} else {
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this->collider.elem.bumperFlags = BUMP_NONE;
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this->collider.elem.acElemFlags = ACELEM_NONE;
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}
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this->actor.shape.rot = this->actor.world.rot;
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