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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
This commit is contained in:
petrie911 2020-12-26 04:44:53 -06:00 committed by GitHub
parent 81c269b417
commit 8fa6cb6ff9
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GPG key ID: 4AEE18F83AFDEB23
1329 changed files with 8413 additions and 8374 deletions

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