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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
This commit is contained in:
petrie911 2020-12-26 04:44:53 -06:00 committed by GitHub
parent 81c269b417
commit 8fa6cb6ff9
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GPG key ID: 4AEE18F83AFDEB23
1329 changed files with 8413 additions and 8374 deletions

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@ -37,14 +37,13 @@ void EffectShieldParticle_Init(void* thisx, void* initParamsx) {
this->timer = 0;
for (elem = &this->elements[0]; elem < &this->elements[this->numElements]; elem++) {
elem->initialSpeed =
(Math_Rand_ZeroOne() * (this->maxInitialSpeed * 0.5f)) + (this->maxInitialSpeed * 0.5f);
elem->initialSpeed = (Rand_ZeroOne() * (this->maxInitialSpeed * 0.5f)) + (this->maxInitialSpeed * 0.5f);
elem->endX = 0.0f;
elem->startXChange = 0.0f;
elem->startX = 0.0f;
elem->endXChange = elem->initialSpeed;
elem->yaw = Math_Rand_ZeroOne() * 65534.0f;
elem->pitch = Math_Rand_ZeroOne() * 65534.0f;
elem->yaw = Rand_ZeroOne() * 65534.0f;
elem->pitch = Rand_ZeroOne() * 65534.0f;
}
this->lightDecay = initParams->lightDecay;