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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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@ -244,7 +244,7 @@ void func_8001D480(EnAObj* this, s16 params) {
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}
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void func_8001D4A8(EnAObj* this, GlobalContext* globalCtx) {
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Math_SmoothScaleMaxMinF(&this->dyna.actor.speedXZ, 1.0f, 1.0f, 0.5f, 0.0f);
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Math_SmoothStepToF(&this->dyna.actor.speedXZ, 1.0f, 1.0f, 0.5f, 0.0f);
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this->dyna.actor.shape.rot.x = this->dyna.actor.shape.rot.x + (this->dyna.actor.posRot.rot.x >> 1);
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this->dyna.actor.shape.rot.z = this->dyna.actor.shape.rot.z + (this->dyna.actor.posRot.rot.z >> 1);
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@ -282,7 +282,7 @@ void func_8001D608(EnAObj* this, GlobalContext* globalCtx) {
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? -2.5f
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: ((this->dyna.actor.speedXZ > 2.5f) ? 2.5f : this->dyna.actor.speedXZ);
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Math_SmoothScaleMaxMinF(&this->dyna.actor.speedXZ, 0.0f, 1.0f, 1.0f, 0.0f);
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Math_SmoothStepToF(&this->dyna.actor.speedXZ, 0.0f, 1.0f, 1.0f, 0.0f);
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if (this->dyna.actor.speedXZ != 0.0f) {
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Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
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