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https://github.com/zeldaret/oot.git
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give better names to the constants
https://github.com/zeldaret/oot/pull/2287#discussion_r1837211873
This commit is contained in:
parent
efa74ebc03
commit
43afb7b7cb
17 changed files with 53 additions and 53 deletions
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@ -17,10 +17,10 @@
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// These constants are the [default] parameters for the ubiqutous "fidgeting" formulas.
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// Some actors call `Actor_UpdateFidgetTables` function and cache their results in `fidgetTable*` fields.
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// Others compute them on the fly. Both variants are applied inside `*_OverrideLimbDraw` as input angles.
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#define FIDGET_ADD_Y 0x814
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#define FIDGET_ADD_Z 0x940
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#define FIDGET_MUL_I 0x32
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#define FIDGET_SCALE 200.0f
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#define FIDGET_FREQ_Y 0x814
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#define FIDGET_FREQ_Z 0x940
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#define FIDGET_FREQ_LIMB 0x32
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#define FIDGET_AMPLITUDE 200.0f
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struct Actor;
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struct ActorEntry;
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@ -4448,8 +4448,8 @@ void Actor_UpdateFidgetTables(PlayState* play, s16* fidgetTableY, s16* fidgetTab
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s32 i;
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for (i = 0; i < tableLen; i++) {
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fidgetTableY[i] = (FIDGET_ADD_Y + FIDGET_MUL_I * i) * frames;
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fidgetTableZ[i] = (FIDGET_ADD_Z + FIDGET_MUL_I * i) * frames;
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fidgetTableY[i] = (FIDGET_FREQ_Y + FIDGET_FREQ_LIMB * i) * frames;
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fidgetTableZ[i] = (FIDGET_FREQ_Z + FIDGET_FREQ_LIMB * i) * frames;
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}
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}
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@ -547,22 +547,22 @@ Gfx* EnDivingGame_EmptyDList(GraphicsContext* gfxCtx) {
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return displayList;
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}
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s32 EnDivingGame_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
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s32 EnDivingGame_OverrideLimbDraw(PlayState* play, s32 limb, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
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EnDivingGame* this = (EnDivingGame*)thisx;
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s32 pad;
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if (limbIndex == 6) {
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if (limb == 6) {
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rot->x += this->torsoRot.y;
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}
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if (limbIndex == 15) {
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if (limb == 15) {
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rot->x += this->headRot.y;
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rot->z += this->headRot.z;
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}
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if (this->notPlayingMinigame && (limbIndex == 8 || limbIndex == 9 || limbIndex == 12)) {
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rot->y += Math_SinS((play->state.frames * (limbIndex * FIDGET_MUL_I + FIDGET_ADD_Y))) * FIDGET_SCALE;
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rot->z += Math_CosS((play->state.frames * (limbIndex * FIDGET_MUL_I + FIDGET_ADD_Z))) * FIDGET_SCALE;
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if (this->notPlayingMinigame && (limb == 8 || limb == 9 || limb == 12)) {
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rot->y += Math_SinS((play->state.frames * (limb * FIDGET_FREQ_LIMB + FIDGET_FREQ_Y))) * FIDGET_AMPLITUDE;
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rot->z += Math_CosS((play->state.frames * (limb * FIDGET_FREQ_LIMB + FIDGET_FREQ_Z))) * FIDGET_AMPLITUDE;
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}
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return 0;
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@ -257,14 +257,14 @@ void EnFu_Update(Actor* thisx, PlayState* play) {
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}
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}
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s32 EnFu_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
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s32 EnFu_OverrideLimbDraw(PlayState* play, s32 limb, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
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EnFu* this = (EnFu*)thisx;
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s32 pad;
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if (limbIndex == FU_LIMB_UNK) {
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if (limb == FU_LIMB_UNK) {
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return false;
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}
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switch (limbIndex) {
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switch (limb) {
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case FU_LIMB_HEAD:
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rot->x += this->lookAngleOffset.y;
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rot->z += this->lookAngleOffset.x;
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@ -277,9 +277,9 @@ s32 EnFu_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* po
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return false;
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}
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if (limbIndex == FU_LIMB_CHEST_MUSIC_BOX) {
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rot->y += Math_SinS((play->state.frames * (limbIndex * FIDGET_MUL_I + FIDGET_ADD_Y))) * FIDGET_SCALE;
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rot->z += Math_CosS((play->state.frames * (limbIndex * FIDGET_MUL_I + FIDGET_ADD_Z))) * FIDGET_SCALE;
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if (limb == FU_LIMB_CHEST_MUSIC_BOX) {
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rot->y += Math_SinS((play->state.frames * (limb * FIDGET_FREQ_LIMB + FIDGET_FREQ_Y))) * FIDGET_AMPLITUDE;
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rot->z += Math_CosS((play->state.frames * (limb * FIDGET_FREQ_LIMB + FIDGET_FREQ_Z))) * FIDGET_AMPLITUDE;
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}
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return false;
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}
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@ -760,11 +760,11 @@ void EnGe1_StopFidget(EnGe1* this) {
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}
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}
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s32 EnGe1_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
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s32 EnGe1_OverrideLimbDraw(PlayState* play, s32 limb, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
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s32 pad;
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EnGe1* this = (EnGe1*)thisx;
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if (limbIndex == GE1_LIMB_HEAD) {
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if (limb == GE1_LIMB_HEAD) {
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rot->x += this->headRot.y;
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rot->z += this->headRot.x;
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}
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@ -776,9 +776,9 @@ s32 EnGe1_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* p
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// The purpose of the state flag GE1_STATE_STOP_FIDGET is to skip this code, which this actor has in lieu of an idle
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// animation.
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if ((limbIndex == GE1_LIMB_TORSO) || (limbIndex == GE1_LIMB_L_FOREARM) || (limbIndex == GE1_LIMB_R_FOREARM)) {
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rot->y += Math_SinS(play->state.frames * (limbIndex * FIDGET_MUL_I + FIDGET_ADD_Y)) * FIDGET_SCALE;
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rot->z += Math_CosS(play->state.frames * (limbIndex * FIDGET_MUL_I + FIDGET_ADD_Z)) * FIDGET_SCALE;
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if ((limb == GE1_LIMB_TORSO) || (limb == GE1_LIMB_L_FOREARM) || (limb == GE1_LIMB_R_FOREARM)) {
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rot->y += Math_SinS(play->state.frames * (limb * FIDGET_FREQ_LIMB + FIDGET_FREQ_Y)) * FIDGET_AMPLITUDE;
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rot->z += Math_CosS(play->state.frames * (limb * FIDGET_FREQ_LIMB + FIDGET_FREQ_Z)) * FIDGET_AMPLITUDE;
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}
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return 0;
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}
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@ -1103,8 +1103,8 @@ s32 EnGo_OverrideLimbDraw(PlayState* play, s32 limb, Gfx** dList, Vec3f* pos, Ve
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}
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if ((limb == 10) || (limb == 11) || (limb == 14)) {
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rot->y += Math_SinS(this->fidgetTableY[limb]) * FIDGET_SCALE;
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rot->z += Math_CosS(this->fidgetTableZ[limb]) * FIDGET_SCALE;
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rot->y += Math_SinS(this->fidgetTableY[limb]) * FIDGET_AMPLITUDE;
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rot->z += Math_CosS(this->fidgetTableZ[limb]) * FIDGET_AMPLITUDE;
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}
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return 0;
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@ -2048,8 +2048,8 @@ s32 EnGo2_OverrideLimbDraw(PlayState* play, s32 limb, Gfx** dList, Vec3f* pos, V
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Matrix_RotateX(BINANG_TO_RAD_ALT(limbRot.x), MTXMODE_APPLY);
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}
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if ((limb == 10) || (limb == 11) || (limb == 14)) {
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rot->y += Math_SinS(this->fidgetTableY[limb]) * FIDGET_SCALE;
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rot->z += Math_CosS(this->fidgetTableZ[limb]) * FIDGET_SCALE;
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rot->y += Math_SinS(this->fidgetTableY[limb]) * FIDGET_AMPLITUDE;
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rot->z += Math_CosS(this->fidgetTableZ[limb]) * FIDGET_AMPLITUDE;
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}
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return 0;
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}
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@ -200,8 +200,8 @@ s32 EnGuest_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f*
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}
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if (limbIndex == 8 || limbIndex == 9 || limbIndex == 12) {
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rot->y += Math_SinS(this->fidgetTableY[limbIndex]) * FIDGET_SCALE;
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rot->z += Math_CosS(this->fidgetTableZ[limbIndex]) * FIDGET_SCALE;
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rot->y += Math_SinS(this->fidgetTableY[limbIndex]) * FIDGET_AMPLITUDE;
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rot->z += Math_CosS(this->fidgetTableZ[limbIndex]) * FIDGET_AMPLITUDE;
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}
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CLOSE_DISPS(play->state.gfxCtx, "../z_en_guest.c", 388);
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@ -1390,8 +1390,8 @@ s32 EnHy_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* po
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if ((limbIndex == ENHY_LIMB_TORSO) || (limbIndex == ENHY_LIMB_LEFT_UPPER_ARM) ||
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(limbIndex == ENHY_LIMB_RIGHT_UPPER_ARM)) {
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rot->y += Math_SinS(this->fidgetTableY[limbIndex]) * FIDGET_SCALE;
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rot->z += Math_CosS(this->fidgetTableZ[limbIndex]) * FIDGET_SCALE;
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rot->y += Math_SinS(this->fidgetTableY[limbIndex]) * FIDGET_AMPLITUDE;
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rot->z += Math_CosS(this->fidgetTableZ[limbIndex]) * FIDGET_AMPLITUDE;
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}
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CLOSE_DISPS(play->state.gfxCtx, "../z_en_hy.c", 2228);
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@ -1335,8 +1335,8 @@ s32 EnKo_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* po
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Matrix_Translate(-1200.0f, 0.0f, 0.0f, MTXMODE_APPLY);
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}
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if (limbIndex == 8 || limbIndex == 9 || limbIndex == 12) {
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rot->y += Math_SinS(this->fidgetTableY[limbIndex]) * FIDGET_SCALE;
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rot->z += Math_CosS(this->fidgetTableZ[limbIndex]) * FIDGET_SCALE;
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rot->y += Math_SinS(this->fidgetTableY[limbIndex]) * FIDGET_AMPLITUDE;
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rot->z += Math_CosS(this->fidgetTableZ[limbIndex]) * FIDGET_AMPLITUDE;
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}
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return false;
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}
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@ -546,8 +546,8 @@ s32 EnKz_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* po
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EnKz* this = (EnKz*)thisx;
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if (limbIndex == 8 || limbIndex == 9 || limbIndex == 10) {
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rot->y += Math_SinS(this->fidgetTableY[limbIndex]) * FIDGET_SCALE;
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rot->z += Math_CosS(this->fidgetTableZ[limbIndex]) * FIDGET_SCALE;
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rot->y += Math_SinS(this->fidgetTableY[limbIndex]) * FIDGET_AMPLITUDE;
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rot->z += Math_CosS(this->fidgetTableZ[limbIndex]) * FIDGET_AMPLITUDE;
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}
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if (limbIndex) {}
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return false;
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@ -853,8 +853,8 @@ s32 EnMd_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* po
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if (((limbIndex == ENMD_LIMB_TORSO) || (limbIndex == ENMD_LIMB_LEFT_UPPER_ARM)) ||
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(limbIndex == ENMD_LIMB_RIGHT_UPPER_ARM)) {
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rot->y += Math_SinS(this->fidgetTableY[limbIndex]) * FIDGET_SCALE;
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rot->z += Math_CosS(this->fidgetTableZ[limbIndex]) * FIDGET_SCALE;
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rot->y += Math_SinS(this->fidgetTableY[limbIndex]) * FIDGET_AMPLITUDE;
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rot->z += Math_CosS(this->fidgetTableZ[limbIndex]) * FIDGET_AMPLITUDE;
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}
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return false;
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@ -183,8 +183,8 @@ s32 EnMu_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* po
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if ((limbIndex == 5) || (limbIndex == 6) || (limbIndex == 7) || (limbIndex == 11) || (limbIndex == 12) ||
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(limbIndex == 13) || (limbIndex == 14)) {
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rot->y += Math_SinS(this->fidgetTableY[limbIndex]) * FIDGET_SCALE;
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rot->z += Math_CosS(this->fidgetTableZ[limbIndex]) * FIDGET_SCALE;
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rot->y += Math_SinS(this->fidgetTableY[limbIndex]) * FIDGET_AMPLITUDE;
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rot->z += Math_CosS(this->fidgetTableZ[limbIndex]) * FIDGET_AMPLITUDE;
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}
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return false;
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}
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@ -565,21 +565,21 @@ Gfx* EnNiwLady_EmptyDList(GraphicsContext* gfxCtx) {
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return dList;
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}
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s32 EnNiwLady_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
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s32 EnNiwLady_OverrideLimbDraw(PlayState* play, s32 limb, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
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EnNiwLady* this = (EnNiwLady*)thisx;
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s32 pad;
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if (limbIndex == 15) {
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if (limb == 15) {
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rot->x += this->headRot.y;
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rot->z += this->headRot.x;
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}
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if (limbIndex == 8) {
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if (limb == 8) {
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rot->x += this->torsoRot.y;
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}
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if (this->unk_275 != 0) {
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if ((limbIndex == 8) || (limbIndex == 10) || (limbIndex == 13)) {
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rot->y += Math_SinS((play->state.frames * (limbIndex * FIDGET_MUL_I + FIDGET_ADD_Y))) * FIDGET_SCALE;
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rot->z += Math_CosS((play->state.frames * (limbIndex * FIDGET_MUL_I + FIDGET_ADD_Z))) * FIDGET_SCALE;
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if ((limb == 8) || (limb == 10) || (limb == 13)) {
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rot->y += Math_SinS((play->state.frames * (limb * FIDGET_FREQ_LIMB + FIDGET_FREQ_Y))) * FIDGET_AMPLITUDE;
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rot->z += Math_CosS((play->state.frames * (limb * FIDGET_FREQ_LIMB + FIDGET_FREQ_Z))) * FIDGET_AMPLITUDE;
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}
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}
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return false;
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@ -350,9 +350,9 @@ s32 EnSth_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* p
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}
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if ((limbIndex == 8) || (limbIndex == 10) || (limbIndex == 13)) {
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fidgetFrequency = limbIndex * FIDGET_MUL_I;
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rot->y += Math_SinS(play->state.frames * (fidgetFrequency + FIDGET_ADD_Y)) * FIDGET_SCALE;
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rot->z += Math_CosS(play->state.frames * (fidgetFrequency + FIDGET_ADD_Z)) * FIDGET_SCALE;
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fidgetFrequency = limbIndex * FIDGET_FREQ_LIMB;
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rot->y += Math_SinS(play->state.frames * (fidgetFrequency + FIDGET_FREQ_Y)) * FIDGET_AMPLITUDE;
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rot->z += Math_CosS(play->state.frames * (fidgetFrequency + FIDGET_FREQ_Z)) * FIDGET_AMPLITUDE;
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}
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return 0;
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}
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@ -1282,10 +1282,10 @@ s32 EnTa_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* po
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this->stateFlags &= ~TALON_STATE_FLAG_SUPPRESS_ROCKING_ANIM;
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} else if ((limbIndex == ENTA_LIMB_CHEST) || (limbIndex == ENTA_LIMB_LEFT_ARM) ||
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(limbIndex == ENTA_LIMB_RIGHT_ARM)) {
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s32 fidgetFrequency = limbIndex * FIDGET_MUL_I;
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s32 fidgetFrequency = limbIndex * FIDGET_FREQ_LIMB;
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rot->y += Math_SinS(play->state.frames * (fidgetFrequency + FIDGET_ADD_Y)) * FIDGET_SCALE;
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rot->z += Math_CosS(play->state.frames * (fidgetFrequency + FIDGET_ADD_Z)) * FIDGET_SCALE;
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rot->y += Math_SinS(play->state.frames * (fidgetFrequency + FIDGET_FREQ_Y)) * FIDGET_AMPLITUDE;
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rot->z += Math_CosS(play->state.frames * (fidgetFrequency + FIDGET_FREQ_Z)) * FIDGET_AMPLITUDE;
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}
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return false;
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@ -770,8 +770,8 @@ s32 EnZo_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* po
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}
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if ((limbIndex == 8) || (limbIndex == 9) || (limbIndex == 12)) {
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rot->y += Math_SinS(this->fidgetTableY[limbIndex]) * FIDGET_SCALE;
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rot->z += Math_CosS(this->fidgetTableZ[limbIndex]) * FIDGET_SCALE;
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rot->y += Math_SinS(this->fidgetTableY[limbIndex]) * FIDGET_AMPLITUDE;
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rot->z += Math_CosS(this->fidgetTableZ[limbIndex]) * FIDGET_AMPLITUDE;
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}
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return 0;
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