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Consistent naming for Math_ functions (#542)
* Darkmeiro decompilation Bg_Gnd_Darkmeiro decompiled, matched, and documented. * give this a shot * fix conflict * one more try * could be useful * whoops * ZAP2 stuff * ZAP why * ZAP again * maths * Factoriali -> Factorial * soon, soon * renames * rand * docs * merged * formatting * little more cleanup * asm crept back in * changes to MathF * smooth criminal * functions.h
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1329 changed files with 8413 additions and 8374 deletions
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@ -558,7 +558,7 @@ f32 Camera_GetWaterSurface(Camera* camera, Vec3f* chkPos, s32* envProp) {
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* Calculates the angle between points `from` and `to`
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*/
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s16 Camera_XZAngle(Vec3f* to, Vec3f* from) {
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return DEGF_TO_BINANG(RADF_TO_DEGF(Math_atan2f(from->x - to->x, from->z - to->z)));
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return DEGF_TO_BINANG(RADF_TO_DEGF(Math_FAtan2F(from->x - to->x, from->z - to->z)));
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}
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s16 func_80044ADC(Camera* camera, s16 yaw, s16 arg2) {
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@ -580,8 +580,8 @@ s16 func_80044ADC(Camera* camera, s16 yaw, s16 arg2) {
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f32 phi_f16;
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f32 playerHeight;
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sinYaw = Math_Sins(yaw);
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cosYaw = Math_Coss(yaw);
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sinYaw = Math_SinS(yaw);
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cosYaw = Math_CosS(yaw);
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playerHeight = Player_GetHeight(camera->player);
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temp_f2 = PCT(OREG(19)) * playerHeight;
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sp30 = PCT(OREG(17)) * playerHeight;
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@ -623,8 +623,8 @@ s16 func_80044ADC(Camera* camera, s16 yaw, s16 arg2) {
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}
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phi_f16 = PCT(OREG(20)) * (D_8015CE50 - camera->playerGroundY);
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phi_f18 = (1.0f - PCT(OREG(20))) * (D_8015CE54 - camera->playerGroundY);
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temp_s0 = DEGF_TO_BINANG(RADF_TO_DEGF(Math_atan2f(phi_f16, sp30)));
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temp_s1 = DEGF_TO_BINANG(RADF_TO_DEGF(Math_atan2f(phi_f18, sp2C)));
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temp_s0 = DEGF_TO_BINANG(RADF_TO_DEGF(Math_FAtan2F(phi_f16, sp30)));
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temp_s1 = DEGF_TO_BINANG(RADF_TO_DEGF(Math_FAtan2F(phi_f18, sp2C)));
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return temp_s0 + temp_s1;
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}
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@ -653,13 +653,13 @@ Vec3f* Camera_CalcUpFromPitchYawRoll(Vec3f* dest, s16 pitch, s16 yaw, s16 roll)
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f32 temp_f8_2;
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f32 temp_f8_3;
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sinPitch = Math_Sins(pitch);
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cosPitch = Math_Coss(pitch);
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sinYaw = Math_Sins(yaw);
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cosYaw = Math_Coss(yaw);
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sinPitch = Math_SinS(pitch);
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cosPitch = Math_CosS(pitch);
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sinYaw = Math_SinS(yaw);
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cosYaw = Math_CosS(yaw);
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negSinPitch = -sinPitch;
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sinNegRoll = Math_Sins(-roll);
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cosNegRoll = Math_Coss(-roll);
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sinNegRoll = Math_SinS(-roll);
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cosNegRoll = Math_CosS(-roll);
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negSinPitchSinYaw = negSinPitch * sinYaw;
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temp_f14 = 1.0f - cosNegRoll;
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cosPitchSinYaw = cosPitch * sinYaw;
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@ -884,8 +884,8 @@ f32 Camera_CalcSlopeYAdj(Vec3f* floorNorm, s16 playerYRot, s16 eyeAtYaw, f32 adj
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OLib_Vec3fToVecSphGeo(&floorNormSph, floorNorm);
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tmp = Math_Coss(floorNormSph.pitch) * Math_Coss(playerYRot - floorNormSph.yaw);
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return (fabsf(tmp) * adjAmt) * Math_Coss(playerYRot - eyeAtYaw);
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tmp = Math_CosS(floorNormSph.pitch) * Math_CosS(playerYRot - floorNormSph.yaw);
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return (fabsf(tmp) * adjAmt) * Math_CosS(playerYRot - eyeAtYaw);
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}
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/**
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@ -940,7 +940,7 @@ s32 func_800458D4(Camera* camera, VecSph* eyeAtDir, f32 arg2, f32* arg3, s16 arg
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}
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deltaY = playerPosRot->pos.y - *arg3;
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eyeAtAngle = Math_atan2f(deltaY, OLib_Vec3fDistXZ(&camera->at, &camera->eye));
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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 (1) {}
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@ -975,12 +975,12 @@ s32 func_80045B08(Camera* camera, VecSph* eyeAtDir, f32 yExtra, s16 arg3) {
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posOffsetTarget.x = 0.0f;
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posOffsetTarget.z = 0.0f;
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temp_ret = Math_Sins(arg3);
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temp_ret = Math_SinS(arg3);
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if (temp_ret < 0.0f) {
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phi_f2 = Math_Coss(playerPosRot->rot.y - eyeAtDir->yaw);
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phi_f2 = Math_CosS(playerPosRot->rot.y - eyeAtDir->yaw);
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} else {
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phi_f2 = -Math_Coss(playerPosRot->rot.y - eyeAtDir->yaw);
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phi_f2 = -Math_CosS(playerPosRot->rot.y - eyeAtDir->yaw);
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}
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posOffsetTarget.y -= temp_ret * phi_f2 * OREG(9);
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@ -1031,8 +1031,8 @@ s32 Camera_CalcAtForParallel(Camera* camera, VecSph* arg1, f32 arg2, f32* arg3,
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phi_f20 = playerPosRot->pos.y - *arg3;
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sp54 = OLib_Vec3fDistXZ(at, &camera->eye);
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phi_f16 = sp54;
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Math_atan2f(phi_f20, sp54);
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temp_f2 = Math_tanf(DEG_TO_RAD(camera->fov * 0.4f)) * phi_f16;
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Math_FAtan2F(phi_f20, sp54);
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temp_f2 = Math_FTanF(DEG_TO_RAD(camera->fov * 0.4f)) * phi_f16;
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if (temp_f2 < phi_f20) {
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*arg3 += phi_f20 - temp_f2;
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phi_f20 = temp_f2;
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@ -1043,7 +1043,7 @@ s32 Camera_CalcAtForParallel(Camera* camera, VecSph* arg1, f32 arg2, f32* arg3,
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posOffsetTarget.y -= phi_f20;
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} else {
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phi_f20 = playerPosRot->pos.y - *arg3;
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temp_f2 = Math_atan2f(phi_f20, OLib_Vec3fDistXZ(at, eye));
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temp_f2 = Math_FAtan2F(phi_f20, OLib_Vec3fDistXZ(at, eye));
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if (DEG_TO_RAD(OREG(32)) < temp_f2) {
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phi_f16 = 1 - sinf(temp_f2 - DEG_TO_RAD(OREG(32)));
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} else if (temp_f2 < DEG_TO_RAD(OREG(33))) {
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@ -1133,8 +1133,8 @@ s32 Camera_CalcAtForLockOn(Camera* camera, VecSph* eyeAtDir, Vec3f* targetPos, f
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yPosDelta = playerPosRot->pos.y - *yPosOffset;
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eyeAtDist = OLib_Vec3fDistXZ(at, &camera->eye);
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phi_f16 = eyeAtDist;
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Math_atan2f(yPosDelta, eyeAtDist);
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temp_f0_2 = Math_tanf(DEG_TO_RAD(camera->fov * 0.4f)) * phi_f16;
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Math_FAtan2F(yPosDelta, eyeAtDist);
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temp_f0_2 = Math_FTanF(DEG_TO_RAD(camera->fov * 0.4f)) * phi_f16;
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if (temp_f0_2 < yPosDelta) {
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*yPosOffset = *yPosOffset + (yPosDelta - temp_f0_2);
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yPosDelta = temp_f0_2;
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@ -1145,7 +1145,7 @@ s32 Camera_CalcAtForLockOn(Camera* camera, VecSph* eyeAtDir, Vec3f* targetPos, f
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tmpPos0.y = tmpPos0.y - yPosDelta;
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} else {
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yPosDelta = playerPosRot->pos.y - *yPosOffset;
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temp_f0_2 = Math_atan2f(yPosDelta, OLib_Vec3fDistXZ(at, &camera->eye));
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temp_f0_2 = Math_FAtan2F(yPosDelta, OLib_Vec3fDistXZ(at, &camera->eye));
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if (temp_f0_2 > DEG_TO_RAD(OREG(32))) {
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phi_f16 = 1.0f - sinf(temp_f0_2 - DEG_TO_RAD(OREG(32)));
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@ -1227,7 +1227,7 @@ f32 Camera_LERPClampDist(Camera* camera, f32 dist, f32 min, f32 max) {
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}
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camera->rUpdateRateInv = Camera_LERPCeilF(rUpdateRateInvTarget, camera->rUpdateRateInv, PCT(OREG(25)), 0.1f);
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return Camera_LERPCeilF(distTarget, camera->dist, 1.f / camera->rUpdateRateInv, 0.2f);
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return Camera_LERPCeilF(distTarget, camera->dist, 1.0f / camera->rUpdateRateInv, 0.2f);
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}
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f32 Camera_ClampDist(Camera* camera, f32 dist, f32 minDist, f32 maxDist, s16 timer) {
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@ -1261,7 +1261,7 @@ s16 Camera_CalcDefaultPitch(Camera* camera, s16 arg1, s16 arg2, s16 arg3) {
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s16 sp1C;
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phi_v1 = ABS(arg1);
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phi_v0 = arg3 > 0 ? (s16)(Math_Coss(arg3) * arg3) : arg3;
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phi_v0 = arg3 > 0 ? (s16)(Math_CosS(arg3) * arg3) : arg3;
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sp1C = arg2 - phi_v0;
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if (ABS(sp1C) < phi_v1) {
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@ -1380,7 +1380,7 @@ void func_80046E20(Camera* camera, VecSph* eyeAdjustment, f32 minDist, f32 arg3,
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anim->atEyePoly = NULL;
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if (temp_f0 < OREG(21)) {
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sp40.yaw = eyeAdjustment->yaw;
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sp40.pitch = Math_Sins(atEyeColChk.sphNorm.pitch + 0x3FFF) * 16380.0f;
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sp40.pitch = Math_SinS(atEyeColChk.sphNorm.pitch + 0x3FFF) * 16380.0f;
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sp40.r = (OREG(21) - temp_f0) * PCT(OREG(22));
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Camera_Vec3fVecSphGeoAdd(eye, eye, &sp40);
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}
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@ -1537,7 +1537,7 @@ s32 Camera_Normal1(Camera* camera) {
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}
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spA0 = ((anim->swing.unk_18 != 0) && (norm1->yOffset > -40.0f))
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? (sp9C = Math_Sins(anim->swing.unk_14), ((-40.0f * sp9C) + (norm1->yOffset * (1.0f - sp9C))))
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? (sp9C = Math_SinS(anim->swing.unk_14), ((-40.0f * sp9C) + (norm1->yOffset * (1.0f - sp9C))))
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: norm1->yOffset;
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if (norm1->interfaceFlags & 0x80) {
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@ -1614,7 +1614,7 @@ s32 Camera_Normal1(Camera* camera) {
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// crit wiggle
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if (gSaveContext.health <= 16 && ((camera->globalCtx->state.frames % 256) == 0)) {
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wiggleAdj = Math_Rand_ZeroOne() * 10000.0f;
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wiggleAdj = Rand_ZeroOne() * 10000.0f;
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camera->inputDir.y = wiggleAdj + camera->inputDir.y;
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}
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} else {
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@ -2420,9 +2420,9 @@ s32 Camera_Jump2(Camera* camera) {
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}
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// Check the floor at the top of the climb
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bgChkPos.x = playerPosRot->pos.x + (Math_Sins(playerPosRot->rot.y) * 25.0f);
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bgChkPos.x = playerPosRot->pos.x + (Math_SinS(playerPosRot->rot.y) * 25.0f);
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bgChkPos.y = playerPosRot->pos.y + (playerHeight * 2.2f);
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bgChkPos.z = playerPosRot->pos.z + (Math_Coss(playerPosRot->rot.y) * 25.0f);
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bgChkPos.z = playerPosRot->pos.z + (Math_CosS(playerPosRot->rot.y) * 25.0f);
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sp90 = Camera_GetFloorYNorm(camera, &floorNorm, &bgChkPos, &bgId);
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if ((sp90 != BGCHECK_Y_MIN) && (playerPosRot->pos.y < sp90)) {
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@ -4211,13 +4211,13 @@ s32 Camera_Subj3(Camera* camera) {
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func_80044340(camera, at, eye);
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}
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} else {
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sp58 = Math_Sins(-sp60.rot.x);
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temp_f0_3 = Math_Coss(-sp60.rot.x);
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sp58 = Math_SinS(-sp60.rot.x);
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temp_f0_3 = Math_CosS(-sp60.rot.x);
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sp98.x = subj3->atOffset.x;
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sp98.y = (subj3->atOffset.y * temp_f0_3) - (subj3->atOffset.z * sp58);
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sp98.z = (subj3->atOffset.y * sp58) + (subj3->atOffset.z * temp_f0_3);
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sp58 = Math_Sins(BINANG_ROT180(sp60.rot.y));
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temp_f0_3 = Math_Coss(BINANG_ROT180(sp60.rot.y));
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sp58 = Math_SinS(BINANG_ROT180(sp60.rot.y));
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temp_f0_3 = Math_CosS(BINANG_ROT180(sp60.rot.y));
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subj3->atOffset.x = (sp98.z * sp58) + (sp98.x * temp_f0_3);
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subj3->atOffset.y = sp98.y;
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subj3->atOffset.z = (sp98.z * temp_f0_3) - (sp98.x * sp58);
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@ -4341,7 +4341,7 @@ s32 Camera_Subj4(Camera* camera) {
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sp64.pitch = 0x238C;
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Camera_Vec3fVecSphGeoAdd(&sp98, eyeNext, &sp64);
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anim->unk_2C += 0xBB8;
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temp_f16 = Math_Coss(anim->unk_2C);
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temp_f16 = Math_CosS(anim->unk_2C);
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eye->x += (sp98.x - eye->x) * fabsf(temp_f16);
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eye->y += (sp98.y - eye->y) * fabsf(temp_f16);
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eye->z += (sp98.z - eye->z) * fabsf(temp_f16);
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@ -4360,9 +4360,9 @@ s32 Camera_Subj4(Camera* camera) {
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camera->player->actor.shape.rot.y = sp64.yaw;
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temp_f16 = ((240.0f * temp_f16) * (anim->unk_24 * 0.416667f));
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temp_a0 = temp_f16 + anim->unk_30;
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at->x = eye->x + (Math_Sins(temp_a0) * 10.0f);
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at->x = eye->x + (Math_SinS(temp_a0) * 10.0f);
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at->y = eye->y;
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at->z = eye->z + (Math_Coss(temp_a0) * 10.0f);
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at->z = eye->z + (Math_CosS(temp_a0) * 10.0f);
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camera->roll = Camera_LERPCeilS(0, camera->roll, 0.5f, 0xA);
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return 1;
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}
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@ -4975,7 +4975,7 @@ s32 Camera_Unique7(Camera* camera) {
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// 0x7D0 ~ 10.98 degres.
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unk08->unk_00.x = Camera_LERPFloorS(playerPosEyeOffset.yaw, unk08->unk_00.x, 0.4f, 0x7D0);
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playerPosEyeOffset.pitch =
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-BGCAM_ROT(sceneCamData).x * Math_Coss(playerPosEyeOffset.yaw - BGCAM_ROT(sceneCamData).y);
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-BGCAM_ROT(sceneCamData).x * Math_CosS(playerPosEyeOffset.yaw - BGCAM_ROT(sceneCamData).y);
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Camera_Vec3fVecSphGeoAdd(at, eye, &playerPosEyeOffset);
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camera->unk_14C |= 0x400;
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return true;
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@ -5630,9 +5630,9 @@ s32 Camera_Demo3(Camera* camera) {
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anim->initialAt.y = camera->playerGroundY;
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}
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angle = camPlayerPosRot->rot.y;
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sp68.x = anim->initialAt.x + (Math_Sins(angle) * 40.0f);
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sp68.x = anim->initialAt.x + (Math_SinS(angle) * 40.0f);
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sp68.y = anim->initialAt.y + 40.0f;
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sp68.z = anim->initialAt.z + (Math_Coss(angle) * 40.0f);
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sp68.z = anim->initialAt.z + (Math_CosS(angle) * 40.0f);
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if (camera->globalCtx->state.frames & 1) {
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angle -= 0x3FFF;
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anim->yawDir = 1;
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@ -5640,9 +5640,9 @@ s32 Camera_Demo3(Camera* camera) {
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angle += 0x3FFF;
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anim->yawDir = -1;
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}
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sp74.x = sp68.x + (D_8011D658[1].r * Math_Sins(angle));
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sp74.x = sp68.x + (D_8011D658[1].r * Math_SinS(angle));
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sp74.y = anim->initialAt.y + 5.0f;
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sp74.z = sp68.z + (D_8011D658[1].r * Math_Coss(angle));
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sp74.z = sp68.z + (D_8011D658[1].r * Math_CosS(angle));
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if (Camera_BGCheck(camera, &sp68, &sp74)) {
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anim->yawDir = -anim->yawDir;
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}
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@ -5838,8 +5838,8 @@ s32 Camera_Demo5(Camera* camera) {
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// camera is targeting a(the) player actor
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if (eyePlayerGeo.r > 30.0f) {
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D_8011D6AC[1].timerInit = camera->timer - 1;
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D_8011D6AC[1].atTargetInit.z = Math_Rand_ZeroOne() * 10.0f;
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D_8011D6AC[1].eyeTargetInit.x = Math_Rand_ZeroOne() * 10.0f;
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D_8011D6AC[1].atTargetInit.z = Rand_ZeroOne() * 10.0f;
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D_8011D6AC[1].eyeTargetInit.x = Rand_ZeroOne() * 10.0f;
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ONEPOINTDEMO->keyFrames = D_8011D6AC;
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ONEPOINTDEMO->keyFrameCnt = ARRAY_COUNT(D_8011D6AC);
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if (camera->parentCamIdx != 0) {
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@ -5848,7 +5848,7 @@ s32 Camera_Demo5(Camera* camera) {
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camera->timer += D_8011D6AC[2].timerInit;
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}
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} else {
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D_8011D724[1].eyeTargetInit.x = Math_Rand_ZeroOne() * 10.0f;
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D_8011D724[1].eyeTargetInit.x = Rand_ZeroOne() * 10.0f;
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D_8011D724[1].timerInit = camera->timer - 1;
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ONEPOINTDEMO->keyFrames = D_8011D724;
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ONEPOINTDEMO->keyFrameCnt = ARRAY_COUNT(D_8011D724);
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@ -5906,7 +5906,7 @@ s32 Camera_Demo5(Camera* camera) {
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} else {
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D_8011D8DC[0].atTargetInit.z = eyeTargetDist * 0.6f;
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D_8011D8DC[0].eyeTargetInit.z = eyeTargetDist + 50.0f;
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D_8011D8DC[0].eyeTargetInit.x = Math_Rand_ZeroOne() * 10.0f;
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D_8011D8DC[0].eyeTargetInit.x = Rand_ZeroOne() * 10.0f;
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if (BINANG_SUB(eyePlayerGeo.yaw, playerTargetGeo.yaw) > 0) {
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D_8011D8DC[0].atTargetInit.x = -D_8011D8DC[0].atTargetInit.x;
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D_8011D8DC[0].eyeTargetInit.x = -D_8011D8DC[0].eyeTargetInit.x;
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@ -5937,14 +5937,14 @@ s32 Camera_Demo5(Camera* camera) {
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D_8011D954[0].atTargetInit.y = D_8011D954[0].eyeTargetInit.y = D_8011D954[1].atTargetInit.y =
|
||||
camera->target->shape.rot.y == sp4A ? 180.0f : 0.0f;
|
||||
sp90 = (BINANG_SUB(playerTargetGeo.yaw, sp4A) < 0 ? 20.0f : -20.0f) * Math_Rand_ZeroOne();
|
||||
sp90 = (BINANG_SUB(playerTargetGeo.yaw, sp4A) < 0 ? 20.0f : -20.0f) * Rand_ZeroOne();
|
||||
D_8011D954[0].eyeTargetInit.y = D_8011D954->eyeTargetInit.y + sp90;
|
||||
temp_v0 = Math_Rand_ZeroOne() * (sp90 * -0.2f);
|
||||
temp_v0 = Rand_ZeroOne() * (sp90 * -0.2f);
|
||||
D_8011D954[1].rollTargetInit = temp_v0;
|
||||
D_8011D954[0].rollTargetInit = temp_v0;
|
||||
func_8002EEE4(&targetPosRot2, camera->target);
|
||||
targetPosRot2.pos.x += 50.0f * Math_Sins(BINANG_ROT180(sp4A));
|
||||
targetPosRot2.pos.z += 50.0f * Math_Coss(BINANG_ROT180(sp4A));
|
||||
targetPosRot2.pos.x += 50.0f * Math_SinS(BINANG_ROT180(sp4A));
|
||||
targetPosRot2.pos.z += 50.0f * Math_CosS(BINANG_ROT180(sp4A));
|
||||
if (Camera_BGCheck(camera, &playerPosRot2.pos, &targetPosRot2.pos)) {
|
||||
D_8011D954[1].actionFlags = 0xC1;
|
||||
D_8011D954[2].actionFlags = 0x8F;
|
||||
|
@ -5964,7 +5964,7 @@ s32 Camera_Demo5(Camera* camera) {
|
|||
D_8011D9F4[0].atTargetInit.z = playerTargetGeo.r * 0.25f;
|
||||
}
|
||||
if (playerTargetGeo.r < 400.0f) {
|
||||
D_8011D9F4[0].eyeTargetInit.x = Math_Rand_ZeroOne() * 25.0f;
|
||||
D_8011D9F4[0].eyeTargetInit.x = Rand_ZeroOne() * 25.0f;
|
||||
}
|
||||
Player_GetHeight(camera->player);
|
||||
D_8011D9F4[0].timerInit = camera->timer;
|
||||
|
@ -6347,9 +6347,9 @@ s32 Camera_Special4(Camera* camera) {
|
|||
|
||||
// 0x3E8 ~ 5.49 degrees
|
||||
sp3A = BINANG_ROT180(curTargetPosRot.rot.y) + 0x3E8;
|
||||
camera->eye.x = camera->eyeNext.x = (Math_Sins(sp3A) * 780.0f) + camera->at.x;
|
||||
camera->eye.x = camera->eyeNext.x = (Math_SinS(sp3A) * 780.0f) + camera->at.x;
|
||||
camera->eyeNext.y = camera->at.y;
|
||||
camera->eye.z = camera->eyeNext.z = (Math_Coss(sp3A) * 780.0f) + camera->at.z;
|
||||
camera->eye.z = camera->eyeNext.z = (Math_CosS(sp3A) * 780.0f) + camera->at.z;
|
||||
camera->eye.y = curTargetPosRot.pos.y;
|
||||
camera->eye.y = Camera_GetFloorY(camera, &camera->eye) + 20.0f;
|
||||
(*timer)--;
|
||||
|
@ -6425,7 +6425,7 @@ s32 Camera_Special5(Camera* camera) {
|
|||
OLib_Vec3fToVecSphGeo(&sp6C, &sp7C.norm);
|
||||
spA4 = BINANG_SUB(playerPosRot->rot.y, sp6C.yaw);
|
||||
sp74.r = spec5->eyeDist;
|
||||
temp_f0_2 = Math_Rand_ZeroOne();
|
||||
temp_f0_2 = Rand_ZeroOne();
|
||||
sp74.yaw =
|
||||
BINANG_ROT180(playerPosRot->rot.y) + (s16)(spA4 < 0 ? -(s16)(0x1553 + (s16)(temp_f0_2 * 2730.0f))
|
||||
: (s16)(0x1553 + (s16)(temp_f0_2 * 2730.0f)));
|
||||
|
@ -7285,12 +7285,12 @@ void func_80058E8C(Camera* camera) {
|
|||
}
|
||||
D_8011DB08 += DEGF_TO_BINANG(phi_f0);
|
||||
D_8011DB0C += DEGF_TO_BINANG(phi_f2);
|
||||
Math_Coss(D_8011DB08);
|
||||
Math_Sins(D_8011DB08);
|
||||
Math_Sins(D_8011DB0C);
|
||||
Math_CosS(D_8011DB08);
|
||||
Math_SinS(D_8011DB08);
|
||||
Math_SinS(D_8011DB0C);
|
||||
func_800AA76C(&camera->globalCtx->view, 0.0f, 0.0f, 0.0f);
|
||||
func_800AA78C(&camera->globalCtx->view, Math_Sins(D_8011DB0C) * (sp40 * phi_f20) + 1.0f,
|
||||
Math_Coss(D_8011DB0C) * (sp3C * phi_f20) + 1.0f, Math_Coss(D_8011DB08) * (sp38 * phi_f20) + 1.0f);
|
||||
func_800AA78C(&camera->globalCtx->view, Math_SinS(D_8011DB0C) * (sp40 * phi_f20) + 1.0f,
|
||||
Math_CosS(D_8011DB0C) * (sp3C * phi_f20) + 1.0f, Math_CosS(D_8011DB08) * (sp38 * phi_f20) + 1.0f);
|
||||
func_800AA7AC(&camera->globalCtx->view, sp34 * sp60);
|
||||
camera->unk_14C |= 0x40;
|
||||
} else if (camera->unk_14C & 0x40) {
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue