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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
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
1329 changed files with 8413 additions and 8374 deletions

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@ -137,7 +137,7 @@ void EnBox_Init(Actor* thisx, GlobalContext* globalCtx) {
} else if ((this->type == ENBOX_TYPE_SWITCH_FLAG_FALL_BIG || this->type == ENBOX_TYPE_SWITCH_FLAG_FALL_SMALL) &&
!Flags_GetSwitch(globalCtx2, this->switchFlag)) {
func_8003EBF8(globalCtx2, &globalCtx2->colCtx.dyna, this->dyna.dynaPolyId);
if (Math_Rand_ZeroOne() < 0.5f) {
if (Rand_ZeroOne() < 0.5f) {
this->movementFlags |= ENBOX_MOVE_FALL_ANGLE_SIDE;
}
this->unk_1A8 = -12;
@ -204,16 +204,16 @@ void EnBox_Destroy(Actor* thisx, GlobalContext* globalCtx) {
}
void EnBox_RandomDustKinematic(EnBox* this, Vec3f* pos, Vec3f* velocity, Vec3f* accel) {
f32 randomRadius = Math_Rand_ZeroOne() * 25.0f;
s16 randomAngle = Math_Rand_ZeroOne() * 0x10000;
f32 randomRadius = Rand_ZeroOne() * 25.0f;
s16 randomAngle = Rand_ZeroOne() * 0x10000;
*pos = this->dyna.actor.posRot.pos;
pos->x += Math_Sins(randomAngle) * randomRadius;
pos->z += Math_Coss(randomAngle) * randomRadius;
pos->x += Math_SinS(randomAngle) * randomRadius;
pos->z += Math_CosS(randomAngle) * randomRadius;
velocity->y = 1.0f;
velocity->x = Math_Sins(randomAngle);
velocity->z = Math_Coss(randomAngle);
velocity->x = Math_SinS(randomAngle);
velocity->z = Math_CosS(randomAngle);
accel->x = 0.0f;
accel->y = 0.0f;
@ -455,13 +455,13 @@ void EnBox_Open(EnBox* this, GlobalContext* globalCtx) {
if (this->unk_1F4 < 120) {
this->unk_1F4++;
} else {
Math_ApproxF(&this->unk_1B0, 0.0f, 0.05f);
Math_StepToF(&this->unk_1B0, 0.0f, 0.05f);
}
} else {
if (this->unk_1F4 > -120) {
this->unk_1F4--;
} else {
Math_ApproxF(&this->unk_1B0, 0.0f, 0.05f);
Math_StepToF(&this->unk_1B0, 0.0f, 0.05f);
}
}
} else {
@ -496,24 +496,24 @@ void EnBox_SpawnIceSmoke(EnBox* this, GlobalContext* globalCtx) {
this->iceSmokeTimer++;
func_8002F974(&this->dyna.actor, NA_SE_EN_MIMICK_BREATH - SFX_FLAG);
if (Math_Rand_ZeroOne() < 0.3f) {
f0 = 2.0f * Math_Rand_ZeroOne() - 1.0f;
if (Rand_ZeroOne() < 0.3f) {
f0 = 2.0f * Rand_ZeroOne() - 1.0f;
pos = this->dyna.actor.posRot.pos;
if (this->type == ENBOX_TYPE_SMALL || this->type == ENBOX_TYPE_6 || this->type == ENBOX_TYPE_ROOM_CLEAR_SMALL ||
this->type == ENBOX_TYPE_SWITCH_FLAG_FALL_SMALL) {
pos.x += f0 * 10.0f * Math_Sins(this->dyna.actor.posRot.rot.y + 0x4000);
pos.z += f0 * 10.0f * Math_Coss(this->dyna.actor.posRot.rot.y + 0x4000);
f0 = 2.0f * Math_Rand_ZeroOne() - 1.0f;
vel.x = f0 * 0.8f * Math_Sins(this->dyna.actor.posRot.rot.y);
pos.x += f0 * 10.0f * Math_SinS(this->dyna.actor.posRot.rot.y + 0x4000);
pos.z += f0 * 10.0f * Math_CosS(this->dyna.actor.posRot.rot.y + 0x4000);
f0 = 2.0f * Rand_ZeroOne() - 1.0f;
vel.x = f0 * 0.8f * Math_SinS(this->dyna.actor.posRot.rot.y);
vel.y = 1.8f;
vel.z = f0 * 0.8f * Math_Coss(this->dyna.actor.posRot.rot.y);
vel.z = f0 * 0.8f * Math_CosS(this->dyna.actor.posRot.rot.y);
} else {
pos.x += f0 * 20.0f * Math_Sins(this->dyna.actor.posRot.rot.y + 0x4000);
pos.z += f0 * 20.0f * Math_Coss(this->dyna.actor.posRot.rot.y + 0x4000);
f0 = 2.0f * Math_Rand_ZeroOne() - 1.0f;
vel.x = f0 * 1.6f * Math_Sins(this->dyna.actor.posRot.rot.y);
pos.x += f0 * 20.0f * Math_SinS(this->dyna.actor.posRot.rot.y + 0x4000);
pos.z += f0 * 20.0f * Math_CosS(this->dyna.actor.posRot.rot.y + 0x4000);
f0 = 2.0f * Rand_ZeroOne() - 1.0f;
vel.x = f0 * 1.6f * Math_SinS(this->dyna.actor.posRot.rot.y);
vel.y = 1.8f;
vel.z = f0 * 1.6f * Math_Coss(this->dyna.actor.posRot.rot.y);
vel.z = f0 * 1.6f * Math_CosS(this->dyna.actor.posRot.rot.y);
}
EffectSsIceSmoke_Spawn(globalCtx, &pos, &vel, &accel, 150);
}