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