1
0
Fork 0
mirror of https://github.com/zeldaret/oot.git synced 2025-08-10 17:00:19 +00:00

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
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
1329 changed files with 8413 additions and 8374 deletions

View file

@ -115,7 +115,7 @@ void func_80984BE0(DemoIm* this) {
s16* unk_25C = &this->unk_25C;
if (DECR(*unk_25E) == 0) {
*unk_25E = Math_Rand_S16Offset(0x3C, 0x3C);
*unk_25E = Rand_S16Offset(0x3C, 0x3C);
}
*unk_25C = *unk_25E;
@ -175,11 +175,11 @@ void func_80984DB8(DemoIm* this) {
Vec3s* vec1 = &this->unk_2D4.unk_08;
Vec3s* vec2 = &this->unk_2D4.unk_0E;
Math_SmoothScaleMaxMinS(&vec1->x, 0, 20, 6200, 100);
Math_SmoothScaleMaxMinS(&vec1->y, 0, 20, 6200, 100);
Math_SmoothStepToS(&vec1->x, 0, 20, 6200, 100);
Math_SmoothStepToS(&vec1->y, 0, 20, 6200, 100);
Math_SmoothScaleMaxMinS(&vec2->x, 0, 20, 6200, 100);
Math_SmoothScaleMaxMinS(&vec2->y, 0, 20, 6200, 100);
Math_SmoothStepToS(&vec2->x, 0, 20, 6200, 100);
Math_SmoothStepToS(&vec2->y, 0, 20, 6200, 100);
}
void func_80984E58(DemoIm* this, GlobalContext* globalCtx) {
@ -730,9 +730,9 @@ void func_809865F8(DemoIm* this, GlobalContext* globalCtx, s32 arg2) {
if (this->unk_27C == 0) {
Vec3f* thisPos = &this->actor.posRot.pos;
s16 shapeRotY = this->actor.shape.rot.y;
f32 spawnPosX = thisPos->x + (Math_Sins(shapeRotY) * 30.0f);
f32 spawnPosX = thisPos->x + (Math_SinS(shapeRotY) * 30.0f);
f32 spawnPosY = thisPos->y;
f32 spawnPosZ = thisPos->z + (Math_Coss(shapeRotY) * 30.0f);
f32 spawnPosZ = thisPos->z + (Math_CosS(shapeRotY) * 30.0f);
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_ARROW, spawnPosX, spawnPosY, spawnPosZ, 0xFA0,
this->actor.shape.rot.y, 0, 0xFFF6);