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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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@ -63,9 +63,9 @@ void BgDodoago_SpawnSparkles(Vec3f* vec, GlobalContext* globalCtx) {
s32 i;
for (i = 4; i > 0; i--) {
pos.x = Math_Rand_CenteredFloat(20.0f) + vec->x;
pos.y = Math_Rand_CenteredFloat(10.0f) + vec->y;
pos.z = Math_Rand_CenteredFloat(20.0f) + vec->z;
pos.x = Rand_CenteredFloat(20.0f) + vec->x;
pos.y = Rand_CenteredFloat(10.0f) + vec->y;
pos.z = Rand_CenteredFloat(20.0f) + vec->z;
EffectSsKiraKira_SpawnSmall(globalCtx, &pos, &velocity, &acceleration, &primColor, &envColor);
}
}
@ -210,10 +210,10 @@ void func_80871FB8(BgDodoago* this, GlobalContext* globalCtx) {
currentPos.z = this->dyna.actor.posRot.pos.z + 100.0f;
BgDodoago_SpawnSparkles(&currentPos, globalCtx);
Math_ApproxS(&this->unk_164, 0x64, 3);
Math_StepToS(&this->unk_164, 0x64, 3);
func_800AA000(500.0f, 0x78, 0x14, 0xA);
if (Math_SmoothScaleMaxMinS(&this->dyna.actor.shape.rot.x, 0x1333, 0x6E - this->unk_164, 0x3E8, 0x32) == 0) {
if (Math_SmoothStepToS(&this->dyna.actor.shape.rot.x, 0x1333, 0x6E - this->unk_164, 0x3E8, 0x32) == 0) {
BgDodoago_SetupAction(this, func_8087227C);
Audio_PlaySoundGeneral(NA_SE_EV_STONE_BOUND, &this->dyna.actor.projectedPos, 4, &D_801333E0, &D_801333E0,
&D_801333E8);