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Angle cleanup - BINANG_TO_RAD, BINANG_TO_RAD_ALT (#1158)

* Run formatter

* Touch up angle macros (parentheses and hex constants)

* Add `BINANG_TO_RAD_ALT`

* Swap `BINANG_TO_RAD` and `BINANG_TO_RAD_ALT`

* Run formatter
This commit is contained in:
Dragorn421 2022-03-20 01:16:33 +01:00 committed by GitHub
parent 4f6967b027
commit 0e5ecdcd73
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GPG key ID: 4AEE18F83AFDEB23
65 changed files with 170 additions and 170 deletions

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@ -206,9 +206,9 @@ void ArrowFire_Draw(Actor* thisx, GlobalContext* globalCtx2) {
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_arrow_fire.c", 618);
Matrix_Translate(tranform->world.pos.x, tranform->world.pos.y, tranform->world.pos.z, MTXMODE_NEW);
Matrix_RotateY(tranform->shape.rot.y * (M_PI / 0x8000), MTXMODE_APPLY);
Matrix_RotateX(tranform->shape.rot.x * (M_PI / 0x8000), MTXMODE_APPLY);
Matrix_RotateZ(tranform->shape.rot.z * (M_PI / 0x8000), MTXMODE_APPLY);
Matrix_RotateY(BINANG_TO_RAD(tranform->shape.rot.y), MTXMODE_APPLY);
Matrix_RotateX(BINANG_TO_RAD(tranform->shape.rot.x), MTXMODE_APPLY);
Matrix_RotateZ(BINANG_TO_RAD(tranform->shape.rot.z), MTXMODE_APPLY);
Matrix_Scale(0.01f, 0.01f, 0.01f, MTXMODE_APPLY);
// Draw red effect over the screen when arrow hits