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Match ObjMure2_SetPosShrubCircle (#721)

* Match ObjMure2_SetPosShrubCircle

* reloc

Co-authored-by: zelda2774 <zelda2774@invalid>
This commit is contained in:
zelda2774 2021-03-17 19:52:14 +01:00 committed by GitHub
parent 867b5a87ba
commit 7f55e088e5
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GPG key ID: 4AEE18F83AFDEB23
4 changed files with 14 additions and 120 deletions

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@ -46,26 +46,20 @@ static f32 sDistSquared1[] = { SQ(1600.0f), SQ(1600.0f), SQ(1600.0f) };
static f32 sDistSquared2[] = { SQ(1705.0f), SQ(1705.0f), SQ(1705.0f) };
/*static*/ s16 D_80B9A818[] = { 9, 12, 8 };
static s16 D_80B9A818[] = { 9, 12, 8 };
static s16 sActorSpawnIDs[] = { ACTOR_EN_KUSA, ACTOR_EN_KUSA, ACTOR_EN_ISHI };
#ifdef NON_MATCHING
// Very close to matching, just regalloc and a stack diff
void ObjMure2_SetPosShrubCircle(Vec3f* vec, ObjMure2* this) {
Vec3f* vecPtr = vec;
s32 i;
Math_Vec3f_Copy(vecPtr, &this->actor.world.pos);
for (i = 1, vecPtr++; i < D_80B9A818[this->actor.params & 3]; vecPtr++, i++) {
Math_Vec3f_Copy(vecPtr, &this->actor.world.pos);
vecPtr->x += (80.0f * Math_SinS((i - 1) * 0x2000));
vecPtr->z += (80.0f * Math_CosS((i - 1) * 0x2000));
Math_Vec3f_Copy(vec, &this->actor.world.pos);
for (i = 1; i < D_80B9A818[this->actor.params & 3]; i++) {
Math_Vec3f_Copy(vec + i, &this->actor.world.pos);
(vec + i)->x += (80.0f * Math_SinS((i - 1) * 0x2000));
(vec + i)->z += (80.0f * Math_CosS((i - 1) * 0x2000));
}
}
#else
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Obj_Mure2/ObjMure2_SetPosShrubCircle.s")
#endif
static Mure2sScatteredShrubInfo sScatteredShrubInfo[] = {
{ 40, 0x0666 }, { 40, 0x2CCC }, { 40, 0x5999 }, { 40, 0x8666 }, { 20, 0xC000 }, { 80, 0x1333 },
@ -73,28 +67,22 @@ static Mure2sScatteredShrubInfo sScatteredShrubInfo[] = {
};
void ObjMure2_SetPosShrubScattered(Vec3f* vec, ObjMure2* this) {
Vec3f* vecPtr;
s32 i;
Vec3f* actorPos = &this->actor.world.pos; // Required to match
ObjMure2* this2 = this; // Required to match
for (vecPtr = vec, i = 0; i < D_80B9A818[this2->actor.params & 3]; vecPtr++, i++) {
Math_Vec3f_Copy(vecPtr, actorPos);
if (1) {}
vecPtr->x += (sScatteredShrubInfo[i].radius * Math_CosS(sScatteredShrubInfo[i].angle));
vecPtr->z -= (sScatteredShrubInfo[i].radius * Math_SinS(sScatteredShrubInfo[i].angle));
for (i = 0; i < D_80B9A818[this->actor.params & 3]; i++) {
Math_Vec3f_Copy(vec + i, &this->actor.world.pos);
(vec + i)->x += (sScatteredShrubInfo[i].radius * Math_CosS(sScatteredShrubInfo[i].angle));
(vec + i)->z -= (sScatteredShrubInfo[i].radius * Math_SinS(sScatteredShrubInfo[i].angle));
}
}
void ObjMure2_SetPosRockCircle(Vec3f* vec, ObjMure2* this) {
Vec3f* vecPtr = vec;
s32 i;
for (i = 0; i < D_80B9A818[this->actor.params & 3]; vecPtr++, i++) {
Math_Vec3f_Copy(vecPtr, &this->actor.world.pos);
vecPtr->x += (80.0f * Math_SinS(i * 0x2000));
vecPtr->z += (80.0f * Math_CosS(i * 0x2000));
for (i = 0; i < D_80B9A818[this->actor.params & 3]; i++) {
Math_Vec3f_Copy(vec + i, &this->actor.world.pos);
(vec + i)->x += (80.0f * Math_SinS(i * 0x2000));
(vec + i)->z += (80.0f * Math_CosS(i * 0x2000));
}
}