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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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@ -148,11 +148,11 @@ void EnBx_Update(Actor* thisx, GlobalContext* globalCtx) {
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Vec3f pos;
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s16 yaw;
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yaw = (s32)Math_Rand_CenteredFloat(12288.0f);
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yaw = (s32)Rand_CenteredFloat(12288.0f);
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yaw = (yaw + (i * 0x4000)) + 0x2000;
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pos.x = Math_Rand_CenteredFloat(5.0f) + thisx->posRot.pos.x;
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pos.y = Math_Rand_CenteredFloat(30.0f) + thisx->posRot.pos.y + 170.0f;
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pos.z = Math_Rand_CenteredFloat(5.0f) + thisx->posRot.pos.z;
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pos.x = Rand_CenteredFloat(5.0f) + thisx->posRot.pos.x;
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pos.y = Rand_CenteredFloat(30.0f) + thisx->posRot.pos.y + 170.0f;
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pos.z = Rand_CenteredFloat(5.0f) + thisx->posRot.pos.z;
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EffectSsLightning_Spawn(globalCtx, &pos, &primColor, &envColor, 230, yaw, 6, 0);
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}
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}
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@ -192,11 +192,11 @@ void EnBx_Draw(Actor* thisx, GlobalContext* globalCtx) {
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}
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this->unk_14E -= 0xBB8;
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thisx->scale.z = thisx->scale.x = (Math_Coss(this->unk_14E) * 0.0075f) + 0.015f;
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thisx->scale.z = thisx->scale.x = (Math_CosS(this->unk_14E) * 0.0075f) + 0.015f;
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for (i = 3; i >= 0; i--) {
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s16 off = (0x2000 * i);
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this->unk_184[i].z = this->unk_184[i].x = (Math_Coss(this->unk_14E + off) * 0.0075f) + 0.015f;
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this->unk_184[i].z = this->unk_184[i].x = (Math_CosS(this->unk_14E + off) * 0.0075f) + 0.015f;
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this->unk_1B4[i].x = thisx->shape.rot.x;
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this->unk_1B4[i].y = thisx->shape.rot.y;
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this->unk_1B4[i].z = thisx->shape.rot.z;
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