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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
This commit is contained in:
Dragorn421 2022-04-03 20:32:18 +02:00 committed by GitHub
parent 791d9018c0
commit 3ce701cfd8
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GPG key ID: 4AEE18F83AFDEB23
13 changed files with 36 additions and 34 deletions

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@ -845,7 +845,7 @@ s32 BossTw_CheckBeamReflection(BossTw* this, GlobalContext* globalCtx) {
offset.z = 10.0f;
// set beam check point to 10 units in front of link.
Matrix_RotateY(player->actor.shape.rot.y / 32768.0f * M_PI, MTXMODE_NEW);
Matrix_RotateY(player->actor.shape.rot.y / (f32)0x8000 * M_PI, MTXMODE_NEW);
Matrix_MultVec3f(&offset, &vec);
// calculates a vector where the origin is at the beams origin,
@ -948,7 +948,7 @@ f32 BossTw_GetFloorY(Vec3f* pos) {
}
Matrix_Push();
Matrix_RotateY(DEG_TO_RAD(45), MTXMODE_NEW);
Matrix_RotateY(M_PI / 4, MTXMODE_NEW);
Matrix_MultVec3f(pos, &posRotated);
Matrix_Pop();
@ -1579,11 +1579,11 @@ void BossTw_TwinrovaMergeCS(BossTw* this, GlobalContext* globalCtx) {
sKoumePtr->actor.world.pos.x = spA4.x;
sKoumePtr->actor.world.pos.y = spA4.y;
sKoumePtr->actor.world.pos.z = spA4.z;
sKoumePtr->actor.shape.rot.y = (this->workf[UNK_F9] / M_PI) * 32768.0f;
sKoumePtr->actor.shape.rot.y = (this->workf[UNK_F9] / M_PI) * (f32)0x8000;
sKotakePtr->actor.world.pos.x = -spA4.x;
sKotakePtr->actor.world.pos.y = spA4.y;
sKotakePtr->actor.world.pos.z = -spA4.z;
sKotakePtr->actor.shape.rot.y = ((this->workf[UNK_F9] / M_PI) * 32768.0f) + 32768.0f;
sKotakePtr->actor.shape.rot.y = ((this->workf[UNK_F9] / M_PI) * (f32)0x8000) + (f32)0x8000;
Math_ApproachF(&this->workf[UNK_F11], 0.0f, 0.1f, 7.0f);
this->workf[UNK_F9] -= this->workf[UNK_F10];
Math_ApproachF(&this->workf[UNK_F10], 0.5f, 1, 0.0039999997f);
@ -2245,12 +2245,13 @@ void BossTw_TwinrovaIntroCS(BossTw* this, GlobalContext* globalCtx) {
sKoumePtr->actor.world.pos.x = sp84.x;
sKoumePtr->actor.world.pos.y = sp84.y;
sKoumePtr->actor.world.pos.z = sp84.z;
sKoumePtr->actor.world.rot.y = sKoumePtr->actor.shape.rot.y = (this->workf[UNK_F9] / M_PI) * 32768.0f;
sKoumePtr->actor.world.rot.y = sKoumePtr->actor.shape.rot.y =
(this->workf[UNK_F9] / M_PI) * (f32)0x8000;
sKotakePtr->actor.world.pos.x = -sp84.x;
sKotakePtr->actor.world.pos.y = sp84.y;
sKotakePtr->actor.world.pos.z = -sp84.z;
sKotakePtr->actor.shape.rot.y = sKotakePtr->actor.world.rot.y =
((this->workf[UNK_F9] / M_PI) * 32768.0f) + 32768.0f;
((this->workf[UNK_F9] / M_PI) * (f32)0x8000) + (f32)0x8000;
Math_ApproachF(&this->workf[UNK_F11], 80.0f, 0.1f, 5.0f);
this->workf[UNK_F9] -= this->workf[UNK_F10];
Math_ApproachF(&this->workf[UNK_F10], 0.19999999f, 1.0f, 0.0019999994f);