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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
This commit is contained in:
Dragorn421 2024-03-05 01:33:08 +01:00 committed by GitHub
parent bf37ad1368
commit 68a86d2d00
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
253 changed files with 1509 additions and 1509 deletions

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