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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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@ -44,8 +44,8 @@ static ColliderCylinderInit sProjectileColliderInit = {
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ELEMTYPE_UNK0,
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{ 0xFFCFFFFF, 0x00, 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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{ 13, 20, 0, { 0, 0, 0 } },
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@ -64,8 +64,8 @@ static ColliderCylinderInit sOctorockColliderInit = {
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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, 40, -30, { 0, 0, 0 } },
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@ -490,7 +490,7 @@ void EnOkuta_ProjectileFly(EnOkuta* this, PlayState* play) {
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this->collider.base.atFlags & AT_BOUNCED) {
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this->collider.base.atFlags &= ~(AT_HIT | AT_BOUNCED | AT_TYPE_ENEMY);
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this->collider.base.atFlags |= AT_TYPE_PLAYER;
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this->collider.elem.toucher.dmgFlags = DMG_DEKU_STICK;
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this->collider.elem.atDmgInfo.dmgFlags = DMG_DEKU_STICK;
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Matrix_MtxFToYXZRotS(&player->shieldMf, &shieldRot, 0);
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this->actor.world.rot.y = shieldRot.y + 0x8000;
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this->timer = 30;
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