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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
This commit is contained in:
Dragorn421 2022-03-13 19:46:46 +01:00 committed by GitHub
parent aab5bc9211
commit 61b864a89c
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GPG key ID: 4AEE18F83AFDEB23
45 changed files with 120 additions and 128 deletions

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@ -210,7 +210,7 @@ void EnFr_OrientUnderwater(EnFr* this) {
this->actor.world.pos.z = this->posLogSpot.z + vec2.z;
this->actor.world.pos.y = sLogSpotToFromWater[this->actor.params].yDist + this->posLogSpot.y;
this->actor.world.rot.y = this->actor.shape.rot.y =
(s16)(sLogSpotToFromWater[this->actor.params].yaw * ((f32)0x8000 / M_PI)) + 0x8000;
RADF_TO_BINANG(sLogSpotToFromWater[this->actor.params].yaw) + 0x8000;
this->actor.speedXZ = 0.0f;
this->actor.velocity.y = 0.0f;
this->actor.gravity = 0.0f;
@ -445,7 +445,7 @@ void EnFr_OrientOnLogSpot(EnFr* this, GlobalContext* globalCtx) {
void EnFr_ChooseJumpFromLogSpot(EnFr* this, GlobalContext* globalCtx) {
if (sEnFrPointers.flags == 12) {
this->actor.world.rot.y = ((f32)0x8000 / M_PI) * sLogSpotToFromWater[this->actor.params].yaw;
this->actor.world.rot.y = RADF_TO_BINANG(sLogSpotToFromWater[this->actor.params].yaw);
Animation_Change(&this->skelAnime, &object_fr_Anim_0007BC, 1.0f, 0.0f,
Animation_GetLastFrame(&object_fr_Anim_0007BC), ANIMMODE_ONCE, 0.0f);
this->actionFunc = EnFr_JumpingBackIntoWater;