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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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@ -236,7 +236,7 @@ void ArmsHook_Shoot(ArmsHook* this, GlobalContext* globalCtx) {
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} else {
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Math_Vec3f_Diff(&bodyDistDiffVec, &newPos, &player->actor.velocity);
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player->actor.posRot.rot.x =
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atan2s(sqrtf(SQ(bodyDistDiffVec.x) + SQ(bodyDistDiffVec.z)), -bodyDistDiffVec.y);
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Math_Atan2S(sqrtf(SQ(bodyDistDiffVec.x) + SQ(bodyDistDiffVec.z)), -bodyDistDiffVec.y);
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}
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if (phi_f16 < 50.0f) {
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@ -254,7 +254,7 @@ void ArmsHook_Shoot(ArmsHook* this, GlobalContext* globalCtx) {
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Actor_MoveForward(&this->actor);
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Math_Vec3f_Diff(&this->actor.posRot.pos, &this->actor.pos4, &prevFrameDiff);
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Math_Vec3f_Sum(&this->unk_1E8, &prevFrameDiff, &this->unk_1E8);
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this->actor.shape.rot.x = atan2s(this->actor.speedXZ, -this->actor.velocity.y);
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this->actor.shape.rot.x = Math_Atan2S(this->actor.speedXZ, -this->actor.velocity.y);
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sp60.x = this->unk_1F4.x - (this->unk_1E8.x - this->unk_1F4.x);
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sp60.y = this->unk_1F4.y - (this->unk_1E8.y - this->unk_1F4.y);
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sp60.z = this->unk_1F4.z - (this->unk_1E8.z - this->unk_1F4.z);
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@ -332,8 +332,8 @@ void ArmsHook_Draw(Actor* thisx, GlobalContext* globalCtx) {
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Math_Vec3f_Diff(&player->unk_3C8, &this->actor.posRot.pos, &sp78);
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sp58 = SQ(sp78.x) + SQ(sp78.z);
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sp5C = sqrtf(sp58);
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Matrix_RotateY(Math_atan2f(sp78.x, sp78.z), MTXMODE_APPLY);
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Matrix_RotateX(Math_atan2f(-sp78.y, sp5C), MTXMODE_APPLY);
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Matrix_RotateY(Math_FAtan2F(sp78.x, sp78.z), MTXMODE_APPLY);
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Matrix_RotateX(Math_FAtan2F(-sp78.y, sp5C), MTXMODE_APPLY);
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Matrix_Scale(0.015f, 0.015f, sqrtf(SQ(sp78.y) + sp58) * 0.01f, MTXMODE_APPLY);
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_arms_hook.c", 910),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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