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