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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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81c269b417
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1329 changed files with 8413 additions and 8374 deletions
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@ -72,7 +72,7 @@ void func_809C1CAC(EnBird* this, s16 params) {
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f32 playbackSpeed = this->unk_19C ? 0.0f : 1.0f;
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AnimationHeader* anim = &D_0600006C;
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this->unk_198 = Math_Rand_S16Offset(5, 0x23);
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this->unk_198 = Rand_S16Offset(5, 0x23);
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SkelAnime_ChangeAnim(&this->skelAnime, anim, playbackSpeed, 0.0f, frameCount, 0, 0.0f);
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EnBird_SetupAction(this, func_809C1D60);
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}
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@ -81,7 +81,7 @@ void func_809C1D60(EnBird* this, GlobalContext* globalCtx) {
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f32 fVar2 = sinf(this->unk_1B4);
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this->actor.shape.unk_08 = this->actor.shape.unk_08 + fVar2 * this->unk_1A0;
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Math_SmoothScaleMaxMinF(&this->actor.speedXZ, 0.0f, 0.1f, 0.5f, 0.0f);
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Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 0.1f, 0.5f, 0.0f);
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if (this->unk_19C != 0) {
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this->skelAnime.animPlaybackSpeed = this->actor.speedXZ + this->actor.speedXZ;
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@ -96,17 +96,17 @@ void func_809C1D60(EnBird* this, GlobalContext* globalCtx) {
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}
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void func_809C1E00(EnBird* this, s16 params) {
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this->unk_198 = Math_Rand_S16Offset(0x14, 0x2D);
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this->unk_198 = Rand_S16Offset(0x14, 0x2D);
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EnBird_SetupAction(this, func_809C1E40);
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}
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void func_809C1E40(EnBird* this, GlobalContext* globalCtx) {
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f32 fVar4 = sinf(this->unk_1B4);
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this->actor.shape.unk_08 += fVar4 * this->unk_1A0;
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Math_SmoothScaleMaxMinF(&this->actor.speedXZ, this->unk_1A8, 0.1f, this->unk_1AC, 0.0f);
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Math_SmoothStepToF(&this->actor.speedXZ, this->unk_1A8, 0.1f, this->unk_1AC, 0.0f);
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if (this->unk_1B0 < Math_Vec3f_DistXZ(&this->actor.posRot.pos, &this->actor.initPosRot.pos) || this->unk_198 < 4) {
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func_80077B58(&this->actor.posRot.rot.y, Math_Vec3f_Yaw(&this->actor.posRot.pos, &this->actor.initPosRot.pos),
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Math_StepToAngleS(&this->actor.posRot.rot.y, Math_Vec3f_Yaw(&this->actor.posRot.pos, &this->actor.initPosRot.pos),
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this->unk_1C0);
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} else {
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fVar4 = sinf(this->unk_1B4);
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