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Rename damageEffect -> damageReaction (#2554)
* CollisionCheckInfo.damageEffect -> damageReaction * damageEffect -> damageReaction in other structs/temps * DMGEFF -> DMGREAC * EnSkb.lastDamageEffect -> lastDamageReaction * EnTest.lastDamageEffect -> lastDamageReaction * enums: DamageEffect -> DamageReaction * cleanup: EnGeldBDamageReactions -> EnGeldBDamageReaction * DMG_ENTRY effect -> reaction * cleanup: GELDB_DMG_ -> GELDB_DMGREAC_ * PEAHAT_DMG_EFF -> PEAHAT_DMGREAC * cleanup: RR_DMG_ -> RR_DMGREAC_ * cleanup: EnWallmas DAMAGE_EFFECT_ -> WALLMAS_DMGREAC_ * cleanup: EnPeehat's DamageReaction -> EnPeehatDamageReaction * format * review * _DMGREAC_ -> _DMG_REAC_ * _DMG_REAC_ -> _DMG_REACT_ * format
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@@ -3027,7 +3027,7 @@ void CollisionCheck_InitInfo(CollisionCheckInfo* info) {
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*/
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void CollisionCheck_ResetDamage(CollisionCheckInfo* info) {
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info->damage = 0;
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info->damageEffect = 0;
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info->damageReaction = 0;
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info->atHitEffect = 0;
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info->acHitEffect = 0;
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info->displacement.x = info->displacement.y = info->displacement.z = 0.0f;
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@@ -3108,7 +3108,7 @@ void CollisionCheck_ApplyDamage(PlayState* play, CollisionCheckContext* colChkCt
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}
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damage = tbl->table[i] & 0xF;
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col->actor->colChkInfo.damageEffect = tbl->table[i] >> 4 & 0xF;
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col->actor->colChkInfo.damageReaction = tbl->table[i] >> 4 & 0xF;
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}
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if (!(col->acFlags & AC_HARD)) {
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col->actor->colChkInfo.damage += damage;
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