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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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@ -57,8 +57,8 @@ static ColliderCylinderInit sCylinderInit = {
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ELEMTYPE_UNK0,
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{ 0x00020000, 0x00, 0x01 },
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{ 0x00000000, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NONE,
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BUMP_NONE,
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ATELEM_ON | ATELEM_SFX_NONE,
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ACELEM_NONE,
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OCELEM_NONE,
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},
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{ 9, 9, 0, { 0, 0, 0 } },
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@ -133,9 +133,9 @@ void MagicFire_Update(Actor* thisx, PlayState* play) {
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}
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if (this->action == DF_ACTION_EXPAND_SLOWLY) {
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this->collider.elem.toucher.damage = this->actionTimer + 25;
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this->collider.elem.atDmgInfo.damage = this->actionTimer + 25;
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} else if (this->action == DF_ACTION_STOP_EXPANDING) {
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this->collider.elem.toucher.damage = this->actionTimer;
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this->collider.elem.atDmgInfo.damage = this->actionTimer;
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}
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Collider_UpdateCylinder(&this->actor, &this->collider);
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this->collider.dim.radius = (this->actor.scale.x * 325.0f);
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