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Angle cleanup - RADF_TO_BINANG
(#1155)
* Run formatter * Touch up angle macros (parentheses and hex constants) * Use `RADF_TO_BINANG` more
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45 changed files with 120 additions and 128 deletions
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@ -852,14 +852,14 @@ void func_8008F87C(GlobalContext* globalCtx, Player* this, SkelAnime* skelAnime,
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sp50 = Math_FAtan2F(sp58, sp60);
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temp1 = (M_PI - (Math_FAtan2F(sp5C, sp58) + ((M_PI / 2) - sp50))) * (0x8000 / M_PI);
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temp1 = RADF_TO_BINANG(M_PI - (Math_FAtan2F(sp5C, sp58) + ((M_PI / 2) - sp50)));
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temp1 = temp1 - skelAnime->jointTable[shinLimbIndex].z;
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if ((s16)(ABS(skelAnime->jointTable[shinLimbIndex].x) + ABS(skelAnime->jointTable[shinLimbIndex].y)) < 0) {
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temp1 += 0x8000;
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}
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temp2 = (sp50 - sp54) * (0x8000 / M_PI);
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temp2 = RADF_TO_BINANG(sp50 - sp54);
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rot->z -= temp2;
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skelAnime->jointTable[thighLimbIndex].z = skelAnime->jointTable[thighLimbIndex].z - temp2;
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