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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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@ -102,8 +102,8 @@ static ColliderCylinderInit sBodyColliderInit = {
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ELEMTYPE_UNK1,
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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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{ 20, 70, 0, { 0, 0, 0 } },
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@ -115,8 +115,8 @@ static ColliderTrisElementInit sFrontShieldingTrisInit[2] = {
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ELEMTYPE_UNK2,
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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 | 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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@ -126,8 +126,8 @@ static ColliderTrisElementInit sFrontShieldingTrisInit[2] = {
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ELEMTYPE_UNK2,
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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 | 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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@ -160,8 +160,8 @@ static ColliderQuadInit sAttackColliderInit = {
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ELEMTYPE_UNK0,
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{ 0xFFCFFFFF, 0x00, 0x08 },
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{ 0x00000000, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL,
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BUMP_NONE,
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ATELEM_ON | 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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@ -296,7 +296,7 @@ void EnMb_Init(Actor* thisx, PlayState* play) {
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this->actor.uncullZoneScale = 800.0f;
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this->actor.uncullZoneDownward = 1800.0f;
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this->playerDetectionRange = 710.0f;
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this->attackCollider.elem.toucher.dmgFlags = DMG_UNBLOCKABLE;
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this->attackCollider.elem.atDmgInfo.dmgFlags = DMG_UNBLOCKABLE;
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relYawFromPlayer =
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this->actor.world.rot.y - Math_Vec3f_Yaw(&this->actor.world.pos, &player->actor.world.pos);
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