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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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@ -150,8 +150,8 @@ static ColliderCylinderInit sBodyColliderInit = {
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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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{ 25, 65, 0, { 0, 0, 0 } },
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@ -170,8 +170,8 @@ static ColliderCylinderInit sShieldColliderInit = {
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ELEMTYPE_UNK0,
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{ 0x00000000, 0x00, 0x00 },
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{ 0xFFC1FFFF, 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_NONE,
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},
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{ 20, 70, -50, { 0, 0, 0 } },
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@ -190,8 +190,8 @@ static ColliderQuadInit sSwordColliderInit = {
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ELEMTYPE_UNK0,
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{ 0xFFCFFFFF, 0x00, 0x10 },
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{ 0x00000000, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL | TOUCH_UNK7,
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BUMP_NONE,
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ATELEM_ON | ATELEM_SFX_NORMAL | ATELEM_UNK7,
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ACELEM_NONE,
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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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@ -899,7 +899,7 @@ void EnTest_SetupSlashDown(EnTest* this) {
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this->unk_7C8 = 0x10;
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this->actor.speed = 0.0f;
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EnTest_SetupAction(this, EnTest_SlashDown);
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this->swordCollider.elem.toucher.damage = 16;
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this->swordCollider.elem.atDmgInfo.damage = 16;
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if (this->unk_7DE != 0) {
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this->unk_7DE = 3;
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@ -996,7 +996,7 @@ void EnTest_SetupSlashUp(EnTest* this) {
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Animation_PlayOnce(&this->skelAnime, &gStalfosUpSlashAnim);
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this->swordCollider.base.atFlags &= ~AT_BOUNCED;
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this->unk_7C8 = 0x11;
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this->swordCollider.elem.toucher.damage = 16;
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this->swordCollider.elem.atDmgInfo.damage = 16;
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this->actor.speed = 0.0f;
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EnTest_SetupAction(this, EnTest_SlashUp);
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@ -1085,7 +1085,7 @@ void EnTest_SetupJumpslash(EnTest* this) {
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this->actor.world.rot.y = this->actor.shape.rot.y;
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this->swordCollider.base.atFlags &= ~AT_BOUNCED;
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EnTest_SetupAction(this, EnTest_Jumpslash);
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this->swordCollider.elem.toucher.damage = 32;
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this->swordCollider.elem.atDmgInfo.damage = 32;
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if (this->unk_7DE != 0) {
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this->unk_7DE = 3;
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