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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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bf37ad1368
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253 changed files with 1509 additions and 1509 deletions
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@ -67,8 +67,8 @@ 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,
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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, 20, { 0, 0, 0 } },
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@ -80,8 +80,8 @@ static ColliderJntSphElementInit D_80AE1AA0[1] = {
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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_ON,
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},
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{ 18, { { 0, 1400, 0 }, 10 }, 100 },
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@ -293,7 +293,7 @@ void func_80ADE28C(EnPoh* this) {
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} else {
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Animation_PlayOnce(&this->skelAnime, &gPoeComposerDamagedAnim);
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}
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if (this->colliderCyl.elem.acHitElem->toucher.dmgFlags & (DMG_ARROW | DMG_SLINGSHOT)) {
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if (this->colliderCyl.elem.acHitElem->atDmgInfo.dmgFlags & (DMG_ARROW | DMG_SLINGSHOT)) {
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this->actor.world.rot.y = this->colliderCyl.base.ac->world.rot.y;
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} else {
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this->actor.world.rot.y = Actor_WorldYawTowardActor(&this->actor, this->colliderCyl.base.ac) + 0x8000;
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