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Rename AT effect to hitSpecialEffect (#2637)
* Rename AT `effect` to `hitSpecialEffect` * bss
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@@ -80,9 +80,17 @@ typedef struct ColliderInitToActor {
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/* 0x07 */ u8 shape;
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} ColliderInitToActor; // size = 0x08
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typedef enum HitSpecialEffect {
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HIT_SPECIAL_EFFECT_0, // None
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HIT_SPECIAL_EFFECT_1, // Fire
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HIT_SPECIAL_EFFECT_2, // Ice
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HIT_SPECIAL_EFFECT_3,
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HIT_SPECIAL_EFFECT_4
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} HitSpecialEffect;
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typedef struct ColliderElementDamageInfoAT {
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/* 0x00 */ u32 dmgFlags; // Damage types dealt by this collider element as AT.
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/* 0x04 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
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/* 0x04 */ u8 hitSpecialEffect; // The hit special effect applied to any actor attacked by this AT collider.
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/* 0x05 */ u8 damage; // Damage
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} ColliderElementDamageInfoAT; // size = 0x08
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@@ -471,7 +479,7 @@ typedef struct CollisionCheckInfo {
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/* 0x18 */ u8 damage; // Amount to decrement health by
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/* 0x19 */ u8 damageReaction; // Stores what reaction should occur after being hit
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/* 0x1A */ u8 atHitBacklash; // Stores the hit backlash type received from attacking an AC collider
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/* 0x1B */ u8 acHitEffect; // Stores what effect should occur when AC is touched by an AT
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/* 0x1B */ u8 acHitSpecialEffect; // Stores the hit special effect received from being attacked by an AT collider
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} CollisionCheckInfo; // size = 0x1C
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DamageTable* DamageTable_Get(s32 index);
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