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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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@ -119,9 +119,9 @@ void EnBom_Move(EnBom* this, GlobalContext* globalCtx) {
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}
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if (!(this->actor.bgCheckFlags & 1)) {
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Math_ApproxF(&this->actor.speedXZ, 0.0f, 0.08f);
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Math_StepToF(&this->actor.speedXZ, 0.0f, 0.08f);
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} else {
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Math_ApproxF(&this->actor.speedXZ, 0.0f, 1.0f);
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Math_StepToF(&this->actor.speedXZ, 0.0f, 1.0f);
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if ((this->actor.bgCheckFlags & 2) && (this->actor.velocity.y < -3.0f)) {
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func_8002F850(globalCtx, &this->actor);
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this->actor.velocity.y *= -0.3f;
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@ -263,9 +263,9 @@ void EnBom_Update(Actor* thisx, GlobalContext* globalCtx) {
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}
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if ((this->timer < 100) && ((this->timer & (this->flashSpeedScale + 1)) != 0)) {
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Math_SmoothScaleMaxMinF(&this->flashIntensity, 140.0f, 1.0f, 140.0f / this->flashSpeedScale, 0.0f);
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Math_SmoothStepToF(&this->flashIntensity, 140.0f, 1.0f, 140.0f / this->flashSpeedScale, 0.0f);
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} else {
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Math_SmoothScaleMaxMinF(&this->flashIntensity, 0.0f, 1.0f, 140.0f / this->flashSpeedScale, 0.0f);
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Math_SmoothStepToF(&this->flashIntensity, 0.0f, 1.0f, 140.0f / this->flashSpeedScale, 0.0f);
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}
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if (this->timer < 3) {
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