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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
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65 changed files with 170 additions and 170 deletions
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@ -205,9 +205,9 @@ void ArrowIce_Draw(Actor* thisx, GlobalContext* globalCtx) {
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_arrow_ice.c", 610);
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Matrix_Translate(tranform->world.pos.x, tranform->world.pos.y, tranform->world.pos.z, MTXMODE_NEW);
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Matrix_RotateY(tranform->shape.rot.y * (M_PI / 0x8000), MTXMODE_APPLY);
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Matrix_RotateX(tranform->shape.rot.x * (M_PI / 0x8000), MTXMODE_APPLY);
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Matrix_RotateZ(tranform->shape.rot.z * (M_PI / 0x8000), MTXMODE_APPLY);
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Matrix_RotateY(BINANG_TO_RAD(tranform->shape.rot.y), MTXMODE_APPLY);
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Matrix_RotateX(BINANG_TO_RAD(tranform->shape.rot.x), MTXMODE_APPLY);
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Matrix_RotateZ(BINANG_TO_RAD(tranform->shape.rot.z), MTXMODE_APPLY);
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Matrix_Scale(0.01f, 0.01f, 0.01f, MTXMODE_APPLY);
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// Draw blue effect over the screen when arrow hits
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