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Cleanup extracted colliders 3: Use HIT_SPECIAL_EFFECT_, HIT_BACKLASH_ names (#2646)
* Cleanup extracted colliders 3: Use `HIT_SPECIAL_EFFECT_`, `HIT_BACKLASH_` names * revert removing FLARE_DANCER_BODY_DMG (oops)
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@@ -50,8 +50,8 @@ static ColliderCylinderInit sCylinderInit = {
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},
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{
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ELEM_MATERIAL_UNK2,
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{ 0x00000000, 0x00, 0x00 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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{ 0x00000000, HIT_SPECIAL_EFFECT_NONE, 0x00 },
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{ 0xFFCFFFFF, HIT_BACKLASH_NONE, 0x00 },
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ATELEM_NONE,
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ACELEM_ON,
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OCELEM_ON,
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@@ -64,9 +64,9 @@ static ColliderCylinderInit sCylinderInit = {
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},
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{
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ELEM_MATERIAL_UNK0,
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{ 0x00000000, 0x00, 0x00 },
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{ 0x00000010, 0x00, 0x00 },
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ATELEM_NONE | ATELEM_SFX_NORMAL,
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{ 0x00000000, HIT_SPECIAL_EFFECT_NONE, 0x00 },
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{ 0x00000010, HIT_BACKLASH_NONE, 0x00 },
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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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