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matched Math3D_CylVsLineSeg and fixed a Math_ error (#564)
* matched cylvsline * slight name adjustment * format * and asm * comment cleanup * fixed misspelling and added mathfixer tool * formatting Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
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parent
b95643b397
commit
3727cc38b8
36 changed files with 382 additions and 1048 deletions
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@ -245,8 +245,7 @@ void func_80AE2970(EnRd* this) {
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void func_80AE2A10(EnRd* this, GlobalContext* globalCtx) {
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if (this->actor.shape.rot.x != -0x4000) {
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Math_SmoothStepToS(&this->actor.shape.rot.x, 0, 1, 0x7D0, 0);
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if (Math_SmoothStepToF(&this->actor.posRot.pos.y, this->actor.initPosRot.pos.y, 0.3f, 2.0f, 0.3f) ==
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0.0f) {
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if (Math_SmoothStepToF(&this->actor.posRot.pos.y, this->actor.initPosRot.pos.y, 0.3f, 2.0f, 0.3f) == 0.0f) {
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this->actor.gravity = -3.5f;
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func_80AE269C(this);
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}
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@ -254,8 +253,8 @@ void func_80AE2A10(EnRd* this, GlobalContext* globalCtx) {
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if (this->actor.posRot.pos.y == this->actor.initPosRot.pos.y) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_REDEAD_CRY);
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}
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if (Math_SmoothStepToF(&this->actor.posRot.pos.y, this->actor.initPosRot.pos.y + 50.0f, 0.3f, 2.0f,
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0.3f) == 0.0f) {
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if (Math_SmoothStepToF(&this->actor.posRot.pos.y, this->actor.initPosRot.pos.y + 50.0f, 0.3f, 2.0f, 0.3f) ==
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0.0f) {
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if (this->unk_30C != 0) {
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this->unk_30C--;
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Math_SmoothStepToF(&this->actor.speedXZ, 6.0f, 0.3f, 1.0f, 0.3f);
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@ -467,12 +466,12 @@ void func_80AE3454(EnRd* this, GlobalContext* globalCtx) {
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}
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Math_SmoothStepToF(&this->actor.posRot.pos.x,
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(Math_SinS(player->actor.shape.rot.y) * -25.0f) + player->actor.posRot.pos.x, 1.0f,
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10.0f, 0.0f);
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(Math_SinS(player->actor.shape.rot.y) * -25.0f) + player->actor.posRot.pos.x, 1.0f,
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10.0f, 0.0f);
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Math_SmoothStepToF(&this->actor.posRot.pos.y, player->actor.posRot.pos.y, 1.0f, 10.0f, 0.0f);
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Math_SmoothStepToF(&this->actor.posRot.pos.z,
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(Math_CosS(player->actor.shape.rot.y) * -25.0f) + player->actor.posRot.pos.z, 1.0f,
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10.0f, 0.0f);
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(Math_CosS(player->actor.shape.rot.y) * -25.0f) + player->actor.posRot.pos.z, 1.0f,
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10.0f, 0.0f);
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Math_SmoothStepToS(&this->actor.shape.rot.y, player->actor.shape.rot.y, 1, 0x1770, 0);
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if (this->skelAnime.animCurrentFrame == 0.0f) {
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