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