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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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@ -57,10 +57,10 @@ void func_809DEE00(Vec3f* vec, s16 rotY) {
f32 xCalc;
f32 rotCalcTemp;
rotCalcTemp = Math_Coss(rotY);
xCalc = (Math_Sins(rotY) * vec->z) + (rotCalcTemp * vec->x);
rotCalcTemp = Math_Sins(rotY);
vec->z = (Math_Coss(rotY) * vec->z) + (-rotCalcTemp * vec->x);
rotCalcTemp = Math_CosS(rotY);
xCalc = (Math_SinS(rotY) * vec->z) + (rotCalcTemp * vec->x);
rotCalcTemp = Math_SinS(rotY);
vec->z = (Math_CosS(rotY) * vec->z) + (-rotCalcTemp * vec->x);
vec->x = xCalc;
}
@ -123,7 +123,7 @@ void EnCow_Init(Actor* thisx, GlobalContext* globalCtx) {
}
Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_EN_COW, this->actor.posRot.pos.x,
this->actor.posRot.pos.y, this->actor.posRot.pos.z, 0, this->actor.shape.rot.y, 0, 1);
this->unk_278 = Math_Rand_ZeroFloat(1000.0f) + 40.0f;
this->unk_278 = Rand_ZeroFloat(1000.0f) + 40.0f;
this->unk_27A = 0;
this->actor.unk_1F = 6;
DREG(53) = 0;
@ -137,7 +137,7 @@ void EnCow_Init(Actor* thisx, GlobalContext* globalCtx) {
this->actionFunc = func_809DFA84;
func_809DEF94(this);
this->actor.flags &= ~0x1;
this->unk_278 = ((u32)(Math_Rand_ZeroFloat(1000.0f)) & 0xFFFF) + 40.0f;
this->unk_278 = ((u32)(Rand_ZeroFloat(1000.0f)) & 0xFFFF) + 40.0f;
break;
}
this->actor.colChkInfo.mass = 0xFF;
@ -158,7 +158,7 @@ void func_809DF494(EnCow* this, GlobalContext* globalCtx) {
if (this->unk_278 > 0) {
this->unk_278 -= 1;
} else {
this->unk_278 = Math_Rand_ZeroFloat(500.0f) + 40.0f;
this->unk_278 = Rand_ZeroFloat(500.0f) + 40.0f;
SkelAnime_ChangeAnim(&this->skelAnime, &D_060001CC, 1.0f, this->skelAnime.animCurrentFrame,
SkelAnime_GetFrameCount(&D_060001CC), 2, 1.0f);
}
@ -177,13 +177,13 @@ void func_809DF494(EnCow* this, GlobalContext* globalCtx) {
// (1.0f / 100.0f) instead of 0.01f below is necessary so 0.01f doesn't get reused mistakenly
if (this->unk_27A < 0x20) {
this->actor.scale.x = ((Math_Sins(this->unk_27A << 0xA) * (1.0f / 100.0f)) + 1.0f) * 0.01f;
this->actor.scale.x = ((Math_SinS(this->unk_27A << 0xA) * (1.0f / 100.0f)) + 1.0f) * 0.01f;
} else {
this->actor.scale.x = 0.01f;
}
if (this->unk_27A >= 0x11) {
this->actor.scale.y = ((Math_Sins((this->unk_27A << 0xA) - 0x4000) * (1.0f / 100.0f)) + 1.0f) * 0.01f;
this->actor.scale.y = ((Math_SinS((this->unk_27A << 0xA) - 0x4000) * (1.0f / 100.0f)) + 1.0f) * 0.01f;
} else {
this->actor.scale.y = 0.01f;
}
@ -274,7 +274,7 @@ void func_809DFA84(EnCow* this, GlobalContext* globalCtx) {
if (this->unk_278 > 0) {
this->unk_278--;
} else {
this->unk_278 = Math_Rand_ZeroFloat(200.0f) + 40.0f;
this->unk_278 = Rand_ZeroFloat(200.0f) + 40.0f;
SkelAnime_ChangeAnim(&this->skelAnime, &D_06004348, 1.0f, this->skelAnime.animCurrentFrame,
SkelAnime_GetFrameCount(&D_06004348), 2, 1.0f);
}
@ -332,8 +332,8 @@ void EnCow_Update(Actor* thisx, GlobalContext* globalCtx) {
targetY = 0;
targetX = 0;
}
Math_SmoothScaleMaxMinS(&this->someRot.x, targetX, 0xA, 0xC8, 0xA);
Math_SmoothScaleMaxMinS(&this->someRot.y, targetY, 0xA, 0xC8, 0xA);
Math_SmoothStepToS(&this->someRot.x, targetX, 0xA, 0xC8, 0xA);
Math_SmoothStepToS(&this->someRot.y, targetY, 0xA, 0xC8, 0xA);
}
void func_809DFE98(Actor* thisx, GlobalContext* globalCtx) {