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Colliders: colType -> colMaterial (#2186)
* colType -> colMaterial * fixups
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parent
64570e871f
commit
f193311013
249 changed files with 448 additions and 448 deletions
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@ -133,7 +133,7 @@ static Vec3f sZeroVector = { 0.0f, 0.0f, 0.0f };
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static ColliderCylinderInit sCylinderInitBlasts = {
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{
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COLTYPE_NONE,
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COL_MATERIAL_NONE,
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AT_ON | AT_TYPE_ALL,
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AC_ON | AC_TYPE_PLAYER,
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OC1_ON | OC1_TYPE_PLAYER,
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@ -153,7 +153,7 @@ static ColliderCylinderInit sCylinderInitBlasts = {
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static ColliderCylinderInit sCylinderInitKoumeKotake = {
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{
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COLTYPE_HIT3,
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COL_MATERIAL_HIT3,
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AT_ON | AT_TYPE_ENEMY,
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AC_ON | AC_TYPE_PLAYER,
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OC1_ON | OC1_TYPE_PLAYER,
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@ -173,7 +173,7 @@ static ColliderCylinderInit sCylinderInitKoumeKotake = {
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static ColliderCylinderInit sCylinderInitTwinrova = {
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{
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COLTYPE_HIT3,
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COL_MATERIAL_HIT3,
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AT_ON | AT_TYPE_ENEMY,
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AC_ON | AC_TYPE_PLAYER,
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OC1_ON | OC1_TYPE_ALL,
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@ -1438,7 +1438,7 @@ void BossTw_SetupSpin(BossTw* this, PlayState* play) {
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void BossTw_Spin(BossTw* this, PlayState* play) {
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if (this->timers[0] != 0) {
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this->collider.base.colType = COLTYPE_METAL;
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this->collider.base.colMaterial = COL_MATERIAL_METAL;
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this->actor.shape.rot.y -= 0x3000;
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if ((this->timers[0] % 4) == 0) {
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@ -2848,7 +2848,7 @@ void BossTw_Update(Actor* thisx, PlayState* play) {
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s16 i;
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s32 pad;
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this->collider.base.colType = COLTYPE_HIT3;
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this->collider.base.colMaterial = COL_MATERIAL_HIT3;
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Math_ApproachF(&this->fogR, play->lightCtx.fogColor[0], 1.0f, 10.0f);
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Math_ApproachF(&this->fogG, play->lightCtx.fogColor[1], 1.0f, 10.0f);
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Math_ApproachF(&this->fogB, play->lightCtx.fogColor[2], 1.0f, 10.0f);
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@ -2976,7 +2976,7 @@ void BossTw_TwinrovaUpdate(Actor* thisx, PlayState* play2) {
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this->actor.flags &= ~ACTOR_FLAG_10;
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this->unk_5F8 = 0;
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this->collider.base.colType = COLTYPE_HIT3;
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this->collider.base.colMaterial = COL_MATERIAL_HIT3;
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Math_ApproachF(&this->fogR, play->lightCtx.fogColor[0], 1.0f, 10.0f);
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Math_ApproachF(&this->fogG, play->lightCtx.fogColor[1], 1.0f, 10.0f);
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@ -5397,7 +5397,7 @@ void BossTw_TwinrovaSetupSpin(BossTw* this, PlayState* play) {
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void BossTw_TwinrovaSpin(BossTw* this, PlayState* play) {
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SkelAnime_Update(&this->skelAnime);
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if (this->timers[0] != 0) {
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this->collider.base.colType = COLTYPE_METAL;
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this->collider.base.colMaterial = COL_MATERIAL_METAL;
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this->actor.shape.rot.y -= 0x3000;
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if ((this->timers[0] % 4) == 0) {
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