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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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@ -337,8 +337,8 @@ void EnAnubice_Die(EnAnubice* this, GlobalContext* globalCtx) {
rotX = curFrame * -3000.0f;
rotX = CLAMP_MIN(rotX, -11000.0f);
Matrix_RotateY(BINANG_TO_RAD(this->actor.shape.rot.y), MTXMODE_NEW);
Matrix_RotateX(BINANG_TO_RAD(rotX), MTXMODE_APPLY);
Matrix_RotateY(BINANG_TO_RAD_ALT(this->actor.shape.rot.y), MTXMODE_NEW);
Matrix_RotateX(BINANG_TO_RAD_ALT(rotX), MTXMODE_APPLY);
baseFireEffectPos.y = Rand_CenteredFloat(10.0f) + 30.0f;
Matrix_MultVec3f(&baseFireEffectPos, &rotatedFireEffectPos);
rotatedFireEffectPos.x += this->actor.world.pos.x + Rand_CenteredFloat(40.0f);
@ -404,7 +404,7 @@ void EnAnubice_Update(Actor* thisx, GlobalContext* globalCtx) {
rotatedKnockbackVelocity.y = 0.0f;
rotatedKnockbackVelocity.z = 0.0f;
Matrix_RotateY(BINANG_TO_RAD(this->actor.shape.rot.y), MTXMODE_NEW);
Matrix_RotateY(BINANG_TO_RAD_ALT(this->actor.shape.rot.y), MTXMODE_NEW);
Matrix_MultVec3f(&baseKnockbackVelocity, &rotatedKnockbackVelocity);
this->actor.velocity.x = rotatedKnockbackVelocity.x;