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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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81c269b417
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1329 changed files with 8413 additions and 8374 deletions
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@ -103,7 +103,7 @@ void func_809E03B4(EnCrow* this, GlobalContext* globalCtx) {
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f32 scale;
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Vec3f iceParticlePos;
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this->actor.speedXZ *= Math_Coss(this->actor.posRot.rot.x);
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this->actor.speedXZ *= Math_CosS(this->actor.posRot.rot.x);
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this->actor.velocity.y = 0.0f;
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SkelAnime_ChangeAnim(&this->skelAnime, &D_060000F0, 0.4f, 0.0f, 0.0f, 1, -3.0f);
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scale = this->actor.scale.x * 100.0f;
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@ -120,7 +120,7 @@ void func_809E03B4(EnCrow* this, GlobalContext* globalCtx) {
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iceParticlePos.y = ((i & 2 ? 7.0f : -7.0f) * scale) + this->actor.posRot.pos.y;
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iceParticlePos.z = ((i & 4 ? 7.0f : -7.0f) * scale) + this->actor.posRot.pos.z;
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EffectSsEnIce_SpawnFlyingVec3f(globalCtx, &this->actor, &iceParticlePos, 150, 150, 150, 250, 235, 245, 255,
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((Math_Rand_ZeroOne() * 0.15f) + 0.85f) * scale);
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((Rand_ZeroOne() * 0.15f) + 0.85f) * scale);
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}
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} else if (this->actor.colChkInfo.damageEffect == 2) {
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func_8003426C(&this->actor, 0x4000, 255, 0, 40);
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@ -186,7 +186,7 @@ void EnCrow_Wait(EnCrow* this, GlobalContext* globalCtx) {
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SkelAnime_FrameUpdateMatrix(&this->skelAnime);
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skelanimeUpdated = func_800A56C8(&this->skelAnime, 0.0f);
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this->actor.speedXZ = (Math_Rand_ZeroOne() * 1.5f) + 3.0f;
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this->actor.speedXZ = (Rand_ZeroOne() * 1.5f) + 3.0f;
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if (this->actor.bgCheckFlags & 8) {
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this->aimRotY = this->actor.wallPolyRot;
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@ -194,13 +194,13 @@ void EnCrow_Wait(EnCrow* this, GlobalContext* globalCtx) {
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this->aimRotY = func_8002DAC0(&this->actor, &this->actor.initPosRot);
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}
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if ((Math_SmoothScaleMaxMinS(&this->actor.shape.rot.y, this->aimRotY, 5, 0x300, 0x10) == 0) && (skelanimeUpdated) &&
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(Math_Rand_ZeroOne() < 0.1f)) {
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if ((Math_SmoothStepToS(&this->actor.shape.rot.y, this->aimRotY, 5, 0x300, 0x10) == 0) && (skelanimeUpdated) &&
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(Rand_ZeroOne() < 0.1f)) {
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var = func_8002DAC0(&this->actor, &this->actor.initPosRot) - this->actor.shape.rot.y;
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if (var > 0) {
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this->aimRotY += 0x1000 + (0x1000 * Math_Rand_ZeroOne());
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this->aimRotY += 0x1000 + (0x1000 * Rand_ZeroOne());
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} else {
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this->aimRotY -= 0x1000 + (0x1000 * Math_Rand_ZeroOne());
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this->aimRotY -= 0x1000 + (0x1000 * Rand_ZeroOne());
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}
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_KAICHO_CRY);
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}
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@ -208,23 +208,23 @@ void EnCrow_Wait(EnCrow* this, GlobalContext* globalCtx) {
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if (this->actor.waterY > -40.0f) {
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this->aimRotX = -0x1000;
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} else if (this->actor.posRot.pos.y < (this->actor.initPosRot.pos.y - 50.0f)) {
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this->aimRotX = -0x800 - (Math_Rand_ZeroOne() * 0x800);
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this->aimRotX = -0x800 - (Rand_ZeroOne() * 0x800);
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} else if (this->actor.posRot.pos.y > (this->actor.initPosRot.pos.y + 50.0f)) {
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this->aimRotX = 0x800 + (Math_Rand_ZeroOne() * 0x800);
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this->aimRotX = 0x800 + (Rand_ZeroOne() * 0x800);
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}
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if ((Math_SmoothScaleMaxMinS(&this->actor.shape.rot.x, this->aimRotX, 10, 0x100, 8) == 0) && (skelanimeUpdated) &&
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(Math_Rand_ZeroOne() < 0.1f)) {
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if ((Math_SmoothStepToS(&this->actor.shape.rot.x, this->aimRotX, 10, 0x100, 8) == 0) && (skelanimeUpdated) &&
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(Rand_ZeroOne() < 0.1f)) {
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if (this->actor.initPosRot.pos.y < this->actor.posRot.pos.y) {
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this->aimRotX -= (0x400 * Math_Rand_ZeroOne()) + 0x400;
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this->aimRotX -= (0x400 * Rand_ZeroOne()) + 0x400;
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} else {
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this->aimRotX += (0x400 * Math_Rand_ZeroOne()) + 0x400;
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this->aimRotX += (0x400 * Rand_ZeroOne()) + 0x400;
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}
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this->aimRotX = CLAMP(this->aimRotX, -0x1000, 0x1000);
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}
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if (this->actor.bgCheckFlags & 1) {
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Math_ApproxUpdateScaledS(&this->actor.shape.rot.x, -0x100, 0x400);
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Math_ScaledStepToS(&this->actor.shape.rot.x, -0x100, 0x400);
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}
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if (this->timer != 0) {
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@ -257,13 +257,13 @@ void func_809E0C8C(EnCrow* this, GlobalContext* globalCtx) {
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if (target > 0x3000) {
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target = 0x3000;
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}
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Math_SmoothScaleMaxS(&this->actor.shape.rot.x, target, 2, 0x400);
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Math_ApproachS(&this->actor.shape.rot.x, target, 2, 0x400);
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} else {
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Math_SmoothScaleMaxS(&this->actor.shape.rot.x, -0x1000, 2, 0x100);
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Math_ApproachS(&this->actor.shape.rot.x, -0x1000, 2, 0x100);
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}
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if ((yaw != 0) || (this->actor.xzDistFromLink > 80.0f)) {
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Math_SmoothScaleMaxS(&this->actor.shape.rot.y, this->actor.yawTowardsLink, 4, 0xC00);
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Math_ApproachS(&this->actor.shape.rot.y, this->actor.yawTowardsLink, 4, 0xC00);
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}
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if ((this->timer == 0) || (Player_GetMask(globalCtx) == PLAYER_MASK_SKULL) || (this->collider.base.atFlags & 2) ||
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@ -278,12 +278,12 @@ void func_809E0C8C(EnCrow* this, GlobalContext* globalCtx) {
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}
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void func_809E0E2C(EnCrow* this, GlobalContext* globalCtx) {
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Math_ApproxF(&this->actor.speedXZ, 0.0f, 0.5f);
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Math_StepToF(&this->actor.speedXZ, 0.0f, 0.5f);
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this->actor.dmgEffectTimer = 40;
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if (!(this->actor.flags & 0x8000)) {
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if (this->actor.dmgEffectParams & 0x4000) {
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Math_ApproxUpdateScaledS(&this->actor.shape.rot.x, 0x4000, 0x200);
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Math_ScaledStepToS(&this->actor.shape.rot.x, 0x4000, 0x200);
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this->actor.shape.rot.z += 0x1780;
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}
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if ((this->actor.bgCheckFlags & 1) || (this->actor.groundY == -32000.0f)) {
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@ -303,7 +303,7 @@ void EnCrow_Die(EnCrow* this, GlobalContext* globalCtx) {
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step = 0.002f;
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}
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if (Math_ApproxF(&this->actor.scale, 0.0f, step)) {
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if (Math_StepToF(&this->actor.scale, 0.0f, step)) {
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if (this->actor.params == 0) {
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sDeathCount++;
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Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.posRot, 0);
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@ -325,8 +325,8 @@ void func_809E1004(EnCrow* this, GlobalContext* globalCtx) {
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this->aimRotY = this->actor.yawTowardsLink + 0x8000;
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}
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Math_SmoothScaleMaxS(&this->actor.shape.rot.y, this->aimRotY, 3, 0xC00);
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Math_SmoothScaleMaxS(&this->actor.shape.rot.x, this->aimRotX, 5, 0x100);
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Math_ApproachS(&this->actor.shape.rot.y, this->aimRotY, 3, 0xC00);
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Math_ApproachS(&this->actor.shape.rot.x, this->aimRotX, 5, 0x100);
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if (this->timer != 0) {
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this->timer--;
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@ -351,7 +351,7 @@ void func_809E10A8(EnCrow* this, GlobalContext* globalCtx) {
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} else {
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target = 0.01f;
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}
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if (Math_ApproxF(&this->actor.scale, target, target * 0.1f)) {
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if (Math_StepToF(&this->actor.scale, target, target * 0.1f)) {
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this->actor.flags |= 1;
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this->actor.flags &= ~0x10;
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this->actor.colChkInfo.health = 1;
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