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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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@ -55,8 +55,8 @@ static ColliderCylinderInit sCylinderInit1 = {
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ELEMTYPE_UNK0,
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{ 0x00000000, 0x00, 0x00 },
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{ 0x00000000, 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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{ 32, 50, -24, { 0, 0, 0 } },
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@ -77,8 +77,8 @@ static ColliderCylinderInit sCylinderInit2 = {
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ELEMTYPE_UNK0,
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{ 0x00000000, 0x00, 0x00 },
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{ 0x00000000, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_NONE,
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ATELEM_NONE,
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ACELEM_NONE,
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OCELEM_ON,
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},
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{ 20, 60, -30, { 0, 0, 0 } },
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@ -90,8 +90,8 @@ static ColliderJntSphElementInit sJntSphElementsInit[1] = {
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ELEMTYPE_UNK0,
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{ 0xFFCFFFFF, 0x00, 0x04 },
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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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{ 1, { { 0, -240, 0 }, 28 }, 100 },
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@ -200,15 +200,15 @@ void EnSsh_InitColliders(EnSsh* this, PlayState* play) {
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Collider_SetCylinder(play, &this->colCylinder[i], &this->actor, cylinders[i]);
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}
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this->colCylinder[0].elem.bumper.dmgFlags =
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this->colCylinder[0].elem.acDmgInfo.dmgFlags =
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DMG_ARROW | DMG_MAGIC_FIRE | DMG_HOOKSHOT | DMG_HAMMER_SWING | DMG_EXPLOSIVE | DMG_DEKU_NUT;
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this->colCylinder[1].elem.bumper.dmgFlags =
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this->colCylinder[1].elem.acDmgInfo.dmgFlags =
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DMG_DEFAULT & ~(DMG_ARROW | DMG_MAGIC_FIRE | DMG_HOOKSHOT | DMG_HAMMER_SWING | DMG_EXPLOSIVE | DMG_DEKU_NUT) &
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~(DMG_MAGIC_LIGHT | DMG_MAGIC_ICE);
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this->colCylinder[2].base.colType = COLTYPE_METAL;
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this->colCylinder[2].elem.bumperFlags = BUMP_ON | BUMP_HOOKABLE | BUMP_NO_AT_INFO;
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this->colCylinder[2].elem.acElemFlags = ACELEM_ON | ACELEM_HOOKABLE | ACELEM_NO_AT_INFO;
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this->colCylinder[2].elem.elemType = ELEMTYPE_UNK2;
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this->colCylinder[2].elem.bumper.dmgFlags =
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this->colCylinder[2].elem.acDmgInfo.dmgFlags =
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DMG_DEFAULT & ~(DMG_ARROW | DMG_MAGIC_FIRE | DMG_HOOKSHOT | DMG_HAMMER_SWING | DMG_EXPLOSIVE | DMG_DEKU_NUT);
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CollisionCheck_SetInfo2(&this->actor.colChkInfo, DamageTable_Get(2), &sColChkInfoInit);
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@ -438,13 +438,13 @@ void EnSsh_CheckBodyStickHit(EnSsh* this, PlayState* play) {
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Player* player = GET_PLAYER(play);
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if (player->unk_860 != 0) {
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elem->bumper.dmgFlags |= DMG_DEKU_STICK;
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this->colCylinder[1].elem.bumper.dmgFlags &= ~DMG_DEKU_STICK;
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this->colCylinder[2].elem.bumper.dmgFlags &= ~DMG_DEKU_STICK;
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elem->acDmgInfo.dmgFlags |= DMG_DEKU_STICK;
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this->colCylinder[1].elem.acDmgInfo.dmgFlags &= ~DMG_DEKU_STICK;
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this->colCylinder[2].elem.acDmgInfo.dmgFlags &= ~DMG_DEKU_STICK;
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} else {
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elem->bumper.dmgFlags &= ~DMG_DEKU_STICK;
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this->colCylinder[1].elem.bumper.dmgFlags |= DMG_DEKU_STICK;
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this->colCylinder[2].elem.bumper.dmgFlags |= DMG_DEKU_STICK;
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elem->acDmgInfo.dmgFlags &= ~DMG_DEKU_STICK;
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this->colCylinder[1].elem.acDmgInfo.dmgFlags |= DMG_DEKU_STICK;
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this->colCylinder[2].elem.acDmgInfo.dmgFlags |= DMG_DEKU_STICK;
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}
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}
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