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Angle cleanup - miscellaneous (#1159)
* Add `BINANG_TO_RAD_ALT2` * Few hex constants in place of decimal cardinal angles * Use `BINANG_TO_DEGF` more * Use `DEG_TO_RAD(int)` for angle literals * `BINANG_TO_RAD_ALT(literal)` -> use `BINANG_TO_RAD` * Somewhat arbitrary literal angles cleanup
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13 changed files with 36 additions and 34 deletions
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@ -1921,13 +1921,13 @@ void Actor_DrawFaroresWindPointer(GlobalContext* globalCtx) {
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gDPSetPrimColor(POLY_XLU_DISP++, 128, 128, 255, 255, 200, alpha);
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gDPSetEnvColor(POLY_XLU_DISP++, 100, 200, 0, 255);
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Matrix_RotateZ(((globalCtx->gameplayFrames * 1500) & 0xFFFF) * M_PI / 32768.0f, MTXMODE_APPLY);
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Matrix_RotateZ(BINANG_TO_RAD_ALT2((globalCtx->gameplayFrames * 1500) & 0xFFFF), MTXMODE_APPLY);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_actor.c", 5458),
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G_MTX_MODELVIEW | G_MTX_LOAD | G_MTX_NOPUSH);
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gSPDisplayList(POLY_XLU_DISP++, gEffFlash1DL);
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Matrix_Pop();
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Matrix_RotateZ(~((globalCtx->gameplayFrames * 1200) & 0xFFFF) * M_PI / 32768.0f, MTXMODE_APPLY);
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Matrix_RotateZ(BINANG_TO_RAD_ALT2(~((globalCtx->gameplayFrames * 1200) & 0xFFFF)), MTXMODE_APPLY);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_actor.c", 5463),
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G_MTX_MODELVIEW | G_MTX_LOAD | G_MTX_NOPUSH);
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