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Rename MtxF members to use the common convention (#923)
* Rename MtxF members like xy -> now_21 * Revert comments I didn't mean to commit * Rename c*/r* temps in `SkinMatrix_MtxFMtxFMult` * Rename MtxF members like now_21 -> yx
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7728f75d2a
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430a172183
20 changed files with 683 additions and 683 deletions
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@ -90,20 +90,20 @@ s32 func_80B0BE20(EnSw* this, CollisionPoly* poly) {
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this->unk_37C.z = this->unk_37C.z * (1.0f / temp_f0);
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this->unk_364 = sp44;
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this->unk_3D8.xx = this->unk_370.x;
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this->unk_3D8.xy = this->unk_370.y;
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this->unk_3D8.xz = this->unk_370.z;
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this->unk_3D8.xw = 0.0f;
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this->unk_3D8.yx = this->unk_364.x;
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this->unk_3D8.yy = this->unk_364.y;
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this->unk_3D8.yz = this->unk_364.z;
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this->unk_3D8.yw = 0.0f;
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this->unk_3D8.zx = this->unk_37C.x;
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this->unk_3D8.zy = this->unk_37C.y;
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this->unk_3D8.zz = this->unk_37C.z;
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this->unk_3D8.zw = 0.0f;
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this->unk_3D8.yx = this->unk_370.y;
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this->unk_3D8.zx = this->unk_370.z;
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this->unk_3D8.wx = 0.0f;
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this->unk_3D8.xy = this->unk_364.x;
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this->unk_3D8.yy = this->unk_364.y;
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this->unk_3D8.zy = this->unk_364.z;
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this->unk_3D8.wy = 0.0f;
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this->unk_3D8.xz = this->unk_37C.x;
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this->unk_3D8.yz = this->unk_37C.y;
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this->unk_3D8.zz = this->unk_37C.z;
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this->unk_3D8.wz = 0.0f;
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this->unk_3D8.xw = 0.0f;
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this->unk_3D8.yw = 0.0f;
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this->unk_3D8.zw = 0.0f;
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this->unk_3D8.ww = 1.0f;
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Matrix_MtxFToYXZRotS(&this->unk_3D8, &this->actor.world.rot, 0);
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//! @bug: Does not return.
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@ -405,20 +405,20 @@ s32 func_80B0CCF4(EnSw* this, f32* arg1) {
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this->unk_37C.y *= temp_f0;
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this->unk_37C.z *= temp_f0;
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sp2C.xx = this->unk_370.x;
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sp2C.xy = this->unk_370.y;
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sp2C.xz = this->unk_370.z;
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sp2C.xw = 0.0f;
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sp2C.yx = this->unk_364.x;
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sp2C.yy = this->unk_364.y;
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sp2C.yz = this->unk_364.z;
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sp2C.yw = 0.0f;
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sp2C.zx = this->unk_37C.x;
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sp2C.zy = this->unk_37C.y;
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sp2C.zz = this->unk_37C.z;
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sp2C.zw = 0.0f;
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sp2C.yx = this->unk_370.y;
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sp2C.zx = this->unk_370.z;
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sp2C.wx = 0.0f;
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sp2C.xy = this->unk_364.x;
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sp2C.yy = this->unk_364.y;
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sp2C.zy = this->unk_364.z;
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sp2C.wy = 0.0f;
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sp2C.xz = this->unk_37C.x;
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sp2C.yz = this->unk_37C.y;
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sp2C.zz = this->unk_37C.z;
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sp2C.wz = 0.0f;
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sp2C.xw = 0.0f;
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sp2C.yw = 0.0f;
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sp2C.zw = 0.0f;
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sp2C.ww = 1.0f;
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Matrix_MtxFToYXZRotS(&sp2C, &this->actor.world.rot, 0);
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return true;
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