1
0
Fork 0
mirror of https://github.com/zeldaret/oot.git synced 2025-08-08 15:30:14 +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

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