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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
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GPG key ID: B5690EEEBB952194
253 changed files with 1509 additions and 1509 deletions

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@ -41,8 +41,8 @@ static ColliderJntSphElementInit sJntSphElementsInit[1] = {
ELEMTYPE_UNK0,
{ 0xFFCFFFFF, 0x04, 0x08 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL,
BUMP_ON,
ATELEM_ON | ATELEM_SFX_NORMAL,
ACELEM_ON,
OCELEM_ON,
},
{ 0, { { 0, 0, 0 }, 15 }, 100 },
@ -305,9 +305,9 @@ s32 EnNy_CollisionCheck(EnNy* this, PlayState* play) {
} else {
if (this->collider.base.acFlags & AC_HIT) {
this->collider.base.acFlags &= ~AC_HIT;
effectPos.x = this->collider.elements[0].base.bumper.hitPos.x;
effectPos.y = this->collider.elements[0].base.bumper.hitPos.y;
effectPos.z = this->collider.elements[0].base.bumper.hitPos.z;
effectPos.x = this->collider.elements[0].base.acDmgInfo.hitPos.x;
effectPos.y = this->collider.elements[0].base.acDmgInfo.hitPos.y;
effectPos.z = this->collider.elements[0].base.acDmgInfo.hitPos.z;
if ((this->unk_1E0 == 0.25f) && (this->unk_1D4 == 0xFF)) {
switch (this->actor.colChkInfo.damageEffect) {
case 0xE: