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Angle cleanup - DEG_TO_RAD
(#1157)
* Run formatter * Touch up angle macros (parentheses and hex constants) * Remove `DEGF_TO_RADF`, use `DEG_TO_RAD` instead * Remove `DEGTORAD`, use `DEG_TO_RAD` instead * Use `DEG_TO_RAD` more
This commit is contained in:
parent
c42c172e72
commit
4729ac131a
17 changed files with 37 additions and 41 deletions
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@ -8,7 +8,6 @@
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#define FLT_MAX 340282346638528859811704183484516925440.0f
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#define SHT_MAX 32767.0f
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#define SHT_MINV (1.0f / SHT_MAX)
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#define DEGTORAD(x) (x * M_PI / 180.0f)
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typedef union {
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struct {
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@ -97,7 +97,6 @@ typedef struct {
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#define DEGF_TO_BINANG(degreesf) (s16)((degreesf) * 182.04167f + .5f)
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#define RADF_TO_BINANG(radf) (s16)((radf) * (0x8000 / M_PI))
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#define RADF_TO_DEGF(radf) ((radf) * (180.0f / M_PI))
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#define DEGF_TO_RADF(degf) ((degf) * (M_PI / 180.0f))
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#define BINANG_ROT180(angle) ((s16)((angle) - 0x7FFF))
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#define BINANG_SUB(a, b) ((s16)((a) - (b)))
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#define DEG_TO_RAD(degrees) ((degrees) * (M_PI / 180.0f))
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@ -949,11 +949,11 @@ s32 func_800458D4(Camera* camera, VecSph* eyeAtDir, f32 arg2, f32* arg3, s16 arg
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deltaY = playerPosRot->pos.y - *arg3;
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eyeAtAngle = Math_FAtan2F(deltaY, OLib_Vec3fDistXZ(&camera->at, &camera->eye));
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if (eyeAtAngle > DEGF_TO_RADF(OREG(32))) {
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if (eyeAtAngle > DEG_TO_RAD(OREG(32))) {
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if (1) {}
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phi_f2 = 1.0f - sinf(eyeAtAngle - DEGF_TO_RADF(OREG(32)));
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} else if (eyeAtAngle < DEGF_TO_RADF(OREG(33))) {
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phi_f2 = 1.0f - sinf(DEGF_TO_RADF(OREG(33)) - eyeAtAngle);
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phi_f2 = 1.0f - sinf(eyeAtAngle - DEG_TO_RAD(OREG(32)));
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} else if (eyeAtAngle < DEG_TO_RAD(OREG(33))) {
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phi_f2 = 1.0f - sinf(DEG_TO_RAD(OREG(33)) - eyeAtAngle);
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} else {
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phi_f2 = 1.0f;
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}
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@ -1899,8 +1899,8 @@ void Environment_DrawLightning(GlobalContext* globalCtx, s32 unused) {
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Matrix_Translate(sLightningBolts[i].pos.x + sLightningBolts[i].offset.x,
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sLightningBolts[i].pos.y + sLightningBolts[i].offset.y,
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sLightningBolts[i].pos.z + sLightningBolts[i].offset.z, MTXMODE_NEW);
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Matrix_RotateX(sLightningBolts[i].pitch * (M_PI / 180.0f), MTXMODE_APPLY);
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Matrix_RotateZ(sLightningBolts[i].roll * (M_PI / 180.0f), MTXMODE_APPLY);
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Matrix_RotateX(DEG_TO_RAD(sLightningBolts[i].pitch), MTXMODE_APPLY);
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Matrix_RotateZ(DEG_TO_RAD(sLightningBolts[i].roll), MTXMODE_APPLY);
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Matrix_Scale(22.0f, 100.0f, 22.0f, MTXMODE_APPLY);
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, 128);
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gDPSetEnvColor(POLY_XLU_DISP++, 0, 255, 255, 128);
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@ -948,7 +948,7 @@ f32 BossTw_GetFloorY(Vec3f* pos) {
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}
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Matrix_Push();
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Matrix_RotateY((45.0f * (M_PI / 180.0f)), MTXMODE_NEW);
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Matrix_RotateY(DEG_TO_RAD(45), MTXMODE_NEW);
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Matrix_MultVec3f(pos, &posRotated);
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Matrix_Pop();
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@ -667,12 +667,12 @@ void func_8096865C(Actor* thisx, GlobalContext* globalCtx) {
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sEnvColors[this->unk_293].b, 255);
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Matrix_Mult(&globalCtx->billboardMtxF, MTXMODE_APPLY);
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Matrix_Push();
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Matrix_RotateZ((f32)(this->timer2 * 6) * (M_PI / 180.0f), MTXMODE_APPLY);
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Matrix_RotateZ(DEG_TO_RAD(this->timer2 * 6), MTXMODE_APPLY);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_demo_6k.c", 1230),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, displayList);
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Matrix_Pop();
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Matrix_RotateZ(-(f32)(this->timer2 * 6) * (M_PI / 180.0f), MTXMODE_APPLY);
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Matrix_RotateZ(DEG_TO_RAD(-(f32)(this->timer2 * 6)), MTXMODE_APPLY);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_demo_6k.c", 1236),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, displayList);
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@ -1409,9 +1409,9 @@ void DemoEffect_MoveJewelSpherical(f32 degrees, f32 frameDivisor, Vec3f startPos
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distance = frameDivisor * sqrtf(SQ(endPos.x - startPos.x) + SQ(endPos.y - startPos.y) + SQ(endPos.z - startPos.z));
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this->actor.world.pos.x = radius * cosf(degrees * (M_PI / 180.0f));
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this->actor.world.pos.x = radius * cosf(DEG_TO_RAD(degrees));
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this->actor.world.pos.y = distance;
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this->actor.world.pos.z = radius * sinf(degrees * (M_PI / 180.0f));
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this->actor.world.pos.z = radius * sinf(DEG_TO_RAD(degrees));
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xPos = this->actor.world.pos.x;
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ySpherical = (this->actor.world.pos.y * cosf(BINANG_TO_RAD(rotation.x))) -
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@ -1745,23 +1745,23 @@ void DemoEffect_DrawCrystalLight(Actor* thisx, GlobalContext* globalCtx) {
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512 - ((frames * 2) % 512) - 1, 0, 64, 64));
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Matrix_Push();
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Matrix_RotateY(0.0f, MTXMODE_APPLY);
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Matrix_RotateX((11.0 * M_PI) / 180.0, MTXMODE_APPLY);
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Matrix_RotateX(DEG_TO_RAD(11), MTXMODE_APPLY);
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Matrix_Translate(0.0f, 150.0f, 0.0f, MTXMODE_APPLY);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_demo_effect.c", 2661),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, gCrystalLightDL);
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Matrix_Pop();
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Matrix_Push();
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Matrix_RotateY((2.0f * M_PI) / 3.0f, MTXMODE_APPLY);
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Matrix_RotateX((11.0 * M_PI) / 180.0, MTXMODE_APPLY);
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Matrix_RotateY(DEG_TO_RAD(120), MTXMODE_APPLY);
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Matrix_RotateX(DEG_TO_RAD(11), MTXMODE_APPLY);
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Matrix_Translate(0.0f, 150.0f, 0.0f, MTXMODE_APPLY);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_demo_effect.c", 2672),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, gCrystalLightDL);
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Matrix_Pop();
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Matrix_Push();
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Matrix_RotateY((4.0f * M_PI) / 3.0f, MTXMODE_APPLY);
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Matrix_RotateX((11.0 * M_PI) / 180.0, MTXMODE_APPLY);
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Matrix_RotateY(DEG_TO_RAD(240), MTXMODE_APPLY);
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Matrix_RotateX(DEG_TO_RAD(11), MTXMODE_APPLY);
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Matrix_Translate(0.0f, 150.0f, 0.0f, MTXMODE_APPLY);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_demo_effect.c", 2683),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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@ -1839,7 +1839,7 @@ void DemoEffect_DrawGodLgt(Actor* thisx, GlobalContext* globalCtx) {
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if (1) {}
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}
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Matrix_RotateZ((((s32)this->godLgt.rotation) * 3.0f) * (M_PI / 180.0f), MTXMODE_APPLY);
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Matrix_RotateZ(DEG_TO_RAD(((s32)this->godLgt.rotation) * 3.0f), MTXMODE_APPLY);
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Matrix_RotateX(M_PI / 2.0f, MTXMODE_APPLY);
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Matrix_Translate(0.0f, -140.0f, 0.0f, MTXMODE_APPLY);
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Matrix_Scale(0.03f, 0.03f, 0.03f, MTXMODE_APPLY);
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@ -1876,14 +1876,14 @@ void DemoEffect_DrawLightEffect(Actor* thisx, GlobalContext* globalCtx) {
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((this->light.scaleFlag & 1) * 0.05f) + 1.0f, MTXMODE_APPLY);
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Matrix_Push();
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Matrix_Mult(&globalCtx->billboardMtxF, MTXMODE_APPLY);
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Matrix_RotateZ(this->light.rotation * (M_PI / 180.0f), MTXMODE_APPLY);
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Matrix_RotateZ(DEG_TO_RAD(this->light.rotation), MTXMODE_APPLY);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_demo_effect.c", 2866),
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G_MTX_MODELVIEW | G_MTX_LOAD | G_MTX_NOPUSH);
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if (disp) {};
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gSPDisplayList(POLY_XLU_DISP++, disp);
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Matrix_Pop();
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Matrix_Mult(&globalCtx->billboardMtxF, MTXMODE_APPLY);
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Matrix_RotateZ(-(f32)this->light.rotation * (M_PI / 180.0f), MTXMODE_APPLY);
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Matrix_RotateZ(DEG_TO_RAD(-(f32)this->light.rotation), MTXMODE_APPLY);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_demo_effect.c", 2874),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, disp);
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@ -418,9 +418,9 @@ void EnBubble_Draw(Actor* thisx, GlobalContext* globalCtx) {
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Matrix_ReplaceRotation(&globalCtx->billboardMtxF);
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Matrix_Scale(this->expansionWidth + 1.0f, this->expansionHeight + 1.0f, 1.0f, MTXMODE_APPLY);
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Matrix_RotateZ(((f32)globalCtx->state.frames * (M_PI / 180.0f)) * this->graphicRotSpeed, MTXMODE_APPLY);
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Matrix_RotateZ(DEG_TO_RAD((f32)globalCtx->state.frames) * this->graphicRotSpeed, MTXMODE_APPLY);
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Matrix_Scale(this->graphicEccentricity + 1.0f, 1.0f, 1.0f, MTXMODE_APPLY);
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Matrix_RotateZ((-(f32)globalCtx->state.frames * (M_PI / 180.0f)) * this->graphicRotSpeed, MTXMODE_APPLY);
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Matrix_RotateZ(DEG_TO_RAD(-(f32)globalCtx->state.frames) * this->graphicRotSpeed, MTXMODE_APPLY);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_bubble.c", 1220),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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@ -355,9 +355,9 @@ void EnEncount2_ParticleDraw(Actor* thisx, GlobalContext* globalCtx) {
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for (i = 0; i < ARRAY_COUNT(this->particles); particle++, i++) {
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if (particle->isAlive) {
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Matrix_Translate(particle->pos.x, particle->pos.y, particle->pos.z, MTXMODE_NEW);
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Matrix_RotateX(particle->rot.x * (M_PI / 180.0f), MTXMODE_APPLY);
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Matrix_RotateY(particle->rot.y * (M_PI / 180.0f), MTXMODE_APPLY);
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Matrix_RotateZ(particle->rot.z * (M_PI / 180.0f), MTXMODE_APPLY);
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Matrix_RotateX(DEG_TO_RAD(particle->rot.x), MTXMODE_APPLY);
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Matrix_RotateY(DEG_TO_RAD(particle->rot.y), MTXMODE_APPLY);
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Matrix_RotateZ(DEG_TO_RAD(particle->rot.z), MTXMODE_APPLY);
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Matrix_Scale(particle->scale, particle->scale, particle->scale, MTXMODE_APPLY);
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gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 155, 55, 255);
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gDPSetEnvColor(POLY_OPA_DISP++, 155, 255, 55, 255);
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@ -257,7 +257,7 @@ void EnFdFire_Draw(Actor* thisx, GlobalContext* globalCtx) {
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if (1) {}
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if (1) {}
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Matrix_RotateY(BINANG_TO_RAD((s16)(Camera_GetCamDirYaw(GET_ACTIVE_CAM(globalCtx)) + 0x8000)), MTXMODE_APPLY);
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Matrix_RotateZ(((sp88 * -10.0f) * sp80) * (M_PI / 180.0f), MTXMODE_APPLY);
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Matrix_RotateZ(DEG_TO_RAD((sp88 * -10.0f) * sp80), MTXMODE_APPLY);
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scale.x = scale.y = scale.z = this->scale * 0.001f;
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Matrix_Scale(scale.x, scale.y, scale.z, MTXMODE_APPLY);
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sp84 = sp80 * ((0.01f * -15.0f) * sp84) + 1.0f;
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@ -1095,8 +1095,8 @@ void EnFloormas_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dLis
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if (limbIndex == 2) {
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Matrix_Push();
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Matrix_Translate(1600.0f, -700.0f, -1700.0f, MTXMODE_APPLY);
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Matrix_RotateY(DEGTORAD(60.0f), MTXMODE_APPLY);
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Matrix_RotateZ(DEGTORAD(15.0f), MTXMODE_APPLY);
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Matrix_RotateY(DEG_TO_RAD(60.0f), MTXMODE_APPLY);
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Matrix_RotateZ(DEG_TO_RAD(15.0f), MTXMODE_APPLY);
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Matrix_Scale(2.0f, 2.0f, 2.0f, MTXMODE_APPLY);
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gSPMatrix((*gfx)++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_floormas.c", 2299), G_MTX_LOAD);
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gSPDisplayList((*gfx)++, gWallmasterFingerDL);
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@ -1102,7 +1102,7 @@ void func_80A3C498(Actor* thisx, GlobalContext* globalCtx, s32 flags) {
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void EnGirlA_Draw(Actor* thisx, GlobalContext* globalCtx) {
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EnGirlA* this = (EnGirlA*)thisx;
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Matrix_RotateY(((this->yRotation * 360.0f) / 65536.0f) * (M_PI / 180.0f), MTXMODE_APPLY);
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Matrix_RotateY(DEG_TO_RAD((this->yRotation * 360.0f) / 65536.0f), MTXMODE_APPLY);
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if (this->hiliteFunc != NULL) {
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this->hiliteFunc(thisx, globalCtx, 0);
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}
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@ -204,8 +204,8 @@ f32 func_80A4E754(EnGs* this, GlobalContext* globalCtx, f32* arg2, f32* arg3, u1
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if (arg9 == 0) {
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sp2C = Math_SmoothStepToF(arg2, *arg3, arg5, arg6, arg7);
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this->unk_1B4[0].x = 1.0f + (sinf((((*arg4 % arg8) * (1.0f / arg8)) * 360.0f) * (M_PI / 180.0f)) * *arg2);
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this->unk_1B4[0].y = 1.0f - (sinf((((*arg4 % arg8) * (1.0f / arg8)) * 360.0f) * (M_PI / 180.0f)) * *arg2);
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this->unk_1B4[0].x = 1.0f + (sinf(DEG_TO_RAD(((*arg4 % arg8) * (1.0f / arg8)) * 360.0f)) * *arg2);
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this->unk_1B4[0].y = 1.0f - (sinf(DEG_TO_RAD(((*arg4 % arg8) * (1.0f / arg8)) * 360.0f)) * *arg2);
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*arg4 += 1;
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}
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return sp2C;
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@ -473,8 +473,8 @@ void func_80A4F13C(EnGs* this, GlobalContext* globalCtx) {
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tmpf3 = Math_SmoothStepToF(&this->unk_1F8, this->unk_1FC, 0.8f, 0.02f, 0.001f);
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this->unk_1B4[0].x = this->unk_1F0 + 1.0f;
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this->unk_1B4[0].y = this->unk_1E8 + 1.0f;
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this->unk_1B4[0].x += sinf((((this->unk_200 % 10) * 0.1f) * 360.0f) * (M_PI / 180.0f)) * this->unk_1F8;
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this->unk_1B4[0].y += sinf((((this->unk_200 % 10) * 0.1f) * 360.0f) * (M_PI / 180.0f)) * this->unk_1F8;
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this->unk_1B4[0].x += sinf(DEG_TO_RAD(((this->unk_200 % 10) * 0.1f) * 360.0f)) * this->unk_1F8;
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this->unk_1B4[0].y += sinf(DEG_TO_RAD(((this->unk_200 % 10) * 0.1f) * 360.0f)) * this->unk_1F8;
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this->unk_200++;
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if ((tmpf1 == 0.0f) && (tmpf2 == 0.0f) && (tmpf3 == 0.0f)) {
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this->unk_19C = 0;
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@ -853,7 +853,7 @@ void EnHeishi2_Draw(Actor* thisx, GlobalContext* globalCtx) {
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if (linkObjBankIndex >= 0) {
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Matrix_Put(&this->mtxf_330);
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Matrix_Translate(-570.0f, 0.0f, 0.0f, MTXMODE_APPLY);
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Matrix_RotateZ(DEGTORAD(70.0), MTXMODE_APPLY);
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Matrix_RotateZ(DEG_TO_RAD(70.0), MTXMODE_APPLY);
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mtx = Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_heishi2.c", 1820) - 7;
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gSPSegment(POLY_OPA_DISP++, 0x06, globalCtx->objectCtx.status[linkObjBankIndex].segment);
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@ -999,7 +999,7 @@ void EnSw_Draw(Actor* thisx, GlobalContext* globalCtx) {
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Color_RGBA8 sp30 = { 184, 0, 228, 255 };
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if (((this->actor.params & 0xE000) >> 0xD) != 0) {
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Matrix_RotateX(DEGF_TO_RADF(-80), MTXMODE_APPLY);
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Matrix_RotateX(DEG_TO_RAD(-80), MTXMODE_APPLY);
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if (this->actor.colChkInfo.health != 0) {
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Matrix_Translate(0.0f, 0.0f, 200.0f, MTXMODE_APPLY);
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}
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@ -11,8 +11,6 @@
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#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4)
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#define TIMER_SCALE ((f32)OS_CLOCK_RATE / 10000000000)
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#define DEGREE_60_RAD (60.0f * M_PI / 180.0f)
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#define DEGREE_15_RAD (15.0f * M_PI / 180.0f)
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#define DAMAGE_EFFECT_BURN 2
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#define DAMAGE_EFFECT_STUN_WHITE 4
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@ -630,8 +628,8 @@ void EnWallMas_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList
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Matrix_Push();
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Matrix_Translate(1600.0f, -700.0f, -1700.0f, MTXMODE_APPLY);
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Matrix_RotateY(DEGREE_60_RAD, MTXMODE_APPLY);
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Matrix_RotateZ(DEGREE_15_RAD, MTXMODE_APPLY);
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Matrix_RotateY(DEG_TO_RAD(60), MTXMODE_APPLY);
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Matrix_RotateZ(DEG_TO_RAD(15), MTXMODE_APPLY);
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Matrix_Scale(2.0f, 2.0f, 2.0f, MTXMODE_APPLY);
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_wallmas.c", 1489), G_MTX_LOAD);
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@ -106,7 +106,7 @@ void EffectSsFireTail_Draw(GlobalContext* globalCtx, u32 index, EffectSs* this)
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temp2 = Math_SinS(yaw);
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||||
dist = Math_Vec3f_DistXZ(&scale, &this->vec) / (this->rReg10 * 0.1f);
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Matrix_RotateY(BINANG_TO_RAD((s16)(Camera_GetCamDirYaw(GET_ACTIVE_CAM(globalCtx)) + 0x8000)), MTXMODE_APPLY);
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Matrix_RotateZ(temp2 * this->rReg2 * dist * (M_PI / 180.0f), MTXMODE_APPLY);
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Matrix_RotateZ(DEG_TO_RAD(temp2 * this->rReg2 * dist), MTXMODE_APPLY);
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||||
temp2 = 1.0f - ((f32)(this->life + 1) / this->rLifespan);
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||||
temp2 = 1.0f - SQ(temp2);
|
||||
scale.x = scale.y = scale.z = temp2 * (this->rScale * 0.000010000001f);
|
||||
|
|
Loading…
Add table
Reference in a new issue