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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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@ -65,8 +65,8 @@ static ColliderCylinderInit sCylinderInit = {
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ELEMTYPE_UNK0,
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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,
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ATELEM_NONE,
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ACELEM_ON | ACELEM_HOOKABLE,
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OCELEM_ON,
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},
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{ 50, 160, -70, { 0, 0, 0 } },
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@ -78,8 +78,8 @@ static ColliderJntSphElementInit sJntSphElemInit[1] = {
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ELEMTYPE_UNK0,
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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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{ 0, { { 0, 0, 0 }, 20 }, 100 },
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@ -112,8 +112,8 @@ static ColliderQuadInit sQuadInit = {
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ELEMTYPE_UNK0,
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{ 0xFFCFFFFF, 0x00, 0x10 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL,
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BUMP_ON,
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ATELEM_ON | ATELEM_SFX_NORMAL,
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ACELEM_ON,
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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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@ -231,7 +231,7 @@ void EnPeehat_Init(Actor* thisx, PlayState* play) {
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this->colCylinder.dim.radius = 25;
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this->colCylinder.dim.height = 15;
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this->colCylinder.dim.yShift = -5;
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this->colCylinder.elem.bumper.dmgFlags = DMG_ARROW | DMG_SLINGSHOT;
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this->colCylinder.elem.acDmgInfo.dmgFlags = DMG_ARROW | DMG_SLINGSHOT;
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this->colQuad.base.atFlags = AT_ON | AT_TYPE_ENEMY;
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this->colQuad.base.acFlags = AC_ON | AC_TYPE_PLAYER;
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this->actor.naviEnemyId = NAVI_ENEMY_PEAHAT_LARVA;
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