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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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@ -183,8 +183,8 @@ static ColliderCylinderInitType1 D_80B01678 = {
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ELEMTYPE_UNK0,
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{ 0xFFCFFFFF, 0x0, 0x08 },
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{ 0xFFCFFFFF, 0x0, 0x0 },
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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_ON,
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},
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{ 8, 48, 0, { 0, 0, 0 } },
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@ -585,9 +585,9 @@ s32 EnSkj_CollisionCheck(EnSkj* this, PlayState* play) {
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this->collider.base.acFlags &= ~AC_HIT;
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switch (this->actor.colChkInfo.damageEffect) {
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case 0xF:
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effectPos.x = this->collider.elem.bumper.hitPos.x;
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effectPos.y = this->collider.elem.bumper.hitPos.y;
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effectPos.z = this->collider.elem.bumper.hitPos.z;
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effectPos.x = this->collider.elem.acDmgInfo.hitPos.x;
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effectPos.y = this->collider.elem.acDmgInfo.hitPos.y;
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effectPos.z = this->collider.elem.acDmgInfo.hitPos.z;
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EnSkj_SpawnBlood(play, &effectPos);
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EffectSsHitMark_SpawnFixedScale(play, 1, &effectPos);
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