diff --git a/src/code/db_camera.c b/src/code/db_camera.c index a39d9a1880..87a19e2cfd 100644 --- a/src/code/db_camera.c +++ b/src/code/db_camera.c @@ -968,7 +968,8 @@ void DbCamera_Update(DbCamera* dbCamera, Camera* cam) { } OLib_Vec3fDiffToVecSphGeo(&spF4, sp80, sp7C); - DbCamera_CalcUpFromPitchYawRoll(&dbCamera->unk_1C, spF4.pitch, spF4.yaw, DEG_TO_BINANG_ALT(dbCamera->rollDegrees)); + DbCamera_CalcUpFromPitchYawRoll(&dbCamera->unk_1C, spF4.pitch, spF4.yaw, + DEG_TO_BINANG_ALT(dbCamera->rollDegrees)); if (dbCamera->unk_00 == 1) { if (CHECK_BTN_ALL(sGlobalCtx->state.input[2].cur.button, BTN_CRIGHT)) { cam->inputDir = dbCamera->sub.unk_104A; diff --git a/src/code/z_camera.c b/src/code/z_camera.c index 2dbf8c8e79..01080370be 100644 --- a/src/code/z_camera.c +++ b/src/code/z_camera.c @@ -7550,7 +7550,8 @@ Vec3s Camera_Update(Camera* camera) { osSyncPrintf("camera: out (%f %f %f) (%f %f %f)\n", camera->at.x, camera->at.y, camera->at.z, camera->eye.x, camera->eye.y, camera->eye.z); osSyncPrintf("camera: dir (%f %d(%f) %d(%f)) (%f)\n", eyeAtAngle.r, eyeAtAngle.pitch, - BINANG_TO_DEG_ALT(eyeAtAngle.pitch), eyeAtAngle.yaw, BINANG_TO_DEG_ALT(eyeAtAngle.yaw), camera->fov); + BINANG_TO_DEG_ALT(eyeAtAngle.pitch), eyeAtAngle.yaw, BINANG_TO_DEG_ALT(eyeAtAngle.yaw), + camera->fov); if (camera->player != NULL) { osSyncPrintf("camera: foot(%f %f %f) dist (%f)\n", curPlayerPosRot.pos.x, curPlayerPosRot.pos.y, curPlayerPosRot.pos.z, camera->dist); diff --git a/src/overlays/actors/ovl_Boss_Ganondrof/z_boss_ganondrof.c b/src/overlays/actors/ovl_Boss_Ganondrof/z_boss_ganondrof.c index fefaf05d2f..af64376365 100644 --- a/src/overlays/actors/ovl_Boss_Ganondrof/z_boss_ganondrof.c +++ b/src/overlays/actors/ovl_Boss_Ganondrof/z_boss_ganondrof.c @@ -843,8 +843,7 @@ void BossGanondrof_Charge(BossGanondrof* this, GlobalContext* globalCtx) { vecToLink.y = playerx->world.pos.y + 40.0f - thisx->world.pos.y; vecToLink.z = playerx->world.pos.z - thisx->world.pos.z; thisx->world.rot.y = thisx->shape.rot.y; - thisx->world.rot.x = - RAD_TO_BINANG(Math_FAtan2F(vecToLink.y, sqrtf(SQ(vecToLink.x) + SQ(vecToLink.z)))); + thisx->world.rot.x = RAD_TO_BINANG(Math_FAtan2F(vecToLink.y, sqrtf(SQ(vecToLink.x) + SQ(vecToLink.z)))); } func_8002D908(thisx); diff --git a/src/overlays/actors/ovl_En_Horse/z_en_horse.c b/src/overlays/actors/ovl_En_Horse/z_en_horse.c index b0b491e0df..97b7463579 100644 --- a/src/overlays/actors/ovl_En_Horse/z_en_horse.c +++ b/src/overlays/actors/ovl_En_Horse/z_en_horse.c @@ -3174,8 +3174,8 @@ void EnHorse_UpdateBgCheckInfo(EnHorse* this, GlobalContext* globalCtx) { if (intersectDist < 30.0f) { EnHorse_ResolveCollision(this, globalCtx, wall); } - if ((Math_CosS(this->actor.world.rot.y - RAD_TO_BINANG(Math_FAtan2F(wall->normal.x, wall->normal.z)) - - 0x7FFF) < 0.5f) || + if ((Math_CosS(this->actor.world.rot.y - RAD_TO_BINANG(Math_FAtan2F(wall->normal.x, wall->normal.z)) - 0x7FFF) < + 0.5f) || SurfaceType_IsHorseBlocked(&globalCtx->colCtx, wall, bgId) != 0) { return; } diff --git a/src/overlays/actors/ovl_En_Niw/z_en_niw.c b/src/overlays/actors/ovl_En_Niw/z_en_niw.c index b2748693ca..c6cf651ff0 100644 --- a/src/overlays/actors/ovl_En_Niw/z_en_niw.c +++ b/src/overlays/actors/ovl_En_Niw/z_en_niw.c @@ -840,7 +840,7 @@ void func_80AB7328(EnNiw* this, GlobalContext* globalCtx) { this->actionFunc = EnNiw_ResetAction; } else { this->unk_2E4 = RAD_TO_BINANG(Math_FAtan2F(this->actor.world.pos.x - player->actor.world.pos.x, - this->actor.world.pos.z - player->actor.world.pos.z)); + this->actor.world.pos.z - player->actor.world.pos.z)); func_80AB6100(this, globalCtx, 0); func_80AB5BF8(this, globalCtx, 2); } diff --git a/src/overlays/actors/ovl_En_Syateki_Niw/z_en_syateki_niw.c b/src/overlays/actors/ovl_En_Syateki_Niw/z_en_syateki_niw.c index 6c91e16f05..d71da67f69 100644 --- a/src/overlays/actors/ovl_En_Syateki_Niw/z_en_syateki_niw.c +++ b/src/overlays/actors/ovl_En_Syateki_Niw/z_en_syateki_niw.c @@ -475,7 +475,7 @@ void func_80B12460(EnSyatekiNiw* this, GlobalContext* globalCtx) { Math_SmoothStepToS(&this->actor.world.rot.y, RAD_TO_BINANG(Math_FAtan2F(player->actor.world.pos.x - this->actor.world.pos.x, - player->actor.world.pos.z - this->actor.world.pos.z)) + + player->actor.world.pos.z - this->actor.world.pos.z)) + phi_f16, 5, this->unk_2C8.y, 0); Math_ApproachF(&this->unk_2C8.y, 3000.0f, 1.0f, 500.0f);