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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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@ -172,7 +172,7 @@ void EnDaiku_Init(Actor* thisx, GlobalContext* globalCtx) {
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this->stateFlags |= ENDAIKU_STATEFLAG_1 | ENDAIKU_STATEFLAG_2;
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}
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this->skelAnime.animCurrentFrame = (s32)(Math_Rand_ZeroOne() * this->skelAnime.animFrameCount);
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this->skelAnime.animCurrentFrame = (s32)(Rand_ZeroOne() * this->skelAnime.animFrameCount);
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this->actionFunc = EnDaiku_TentIdle;
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}
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}
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@ -391,7 +391,7 @@ void EnDaiku_InitEscape(EnDaiku* this, GlobalContext* globalCtx) {
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pointPos = (Vec3s*)SEGMENTED_TO_VIRTUAL(path->points) + this->waypoint;
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dx = pointPos->x - this->actor.posRot.pos.x;
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dz = pointPos->z - this->actor.posRot.pos.z;
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this->rotYtowardsPath = Math_atan2f(dx, dz) * (0x8000 / M_PI);
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this->rotYtowardsPath = Math_FAtan2F(dx, dz) * (0x8000 / M_PI);
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dxz = sqrtf(SQ(dx) + SQ(dz));
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if (dxz > 10.0f) {
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exitLoop = true;
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@ -409,7 +409,7 @@ void EnDaiku_InitEscape(EnDaiku* this, GlobalContext* globalCtx) {
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void EnDaiku_EscapeRotate(EnDaiku* this, GlobalContext* globalCtx) {
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s16 diff;
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diff = Math_SmoothScaleMaxMinS(&this->actor.shape.rot.y, this->rotYtowardsPath, 1, 0x1388, 0);
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diff = Math_SmoothStepToS(&this->actor.shape.rot.y, this->rotYtowardsPath, 1, 0x1388, 0);
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SkelAnime_FrameUpdateMatrix(&this->skelAnime);
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if (diff == 0) {
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this->actionFunc = EnDaiku_EscapeRun;
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@ -458,9 +458,9 @@ void EnDaiku_UpdateSubCamera(EnDaiku* this, GlobalContext* globalCtx) {
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this->subCamAtTarget.y = this->actor.posRot.pos.y + 60.0f;
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this->subCamAtTarget.z = this->actor.posRot.pos.z;
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Math_SmoothScaleMaxMinF(&this->subCamAt.x, this->subCamAtTarget.x, 1.0f, 1000.0f, 0.0f);
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Math_SmoothScaleMaxMinF(&this->subCamAt.y, this->subCamAtTarget.y, 1.0f, 1000.0f, 0.0f);
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Math_SmoothScaleMaxMinF(&this->subCamAt.z, this->subCamAtTarget.z, 1.0f, 1000.0f, 0.0f);
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Math_SmoothStepToF(&this->subCamAt.x, this->subCamAtTarget.x, 1.0f, 1000.0f, 0.0f);
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Math_SmoothStepToF(&this->subCamAt.y, this->subCamAtTarget.y, 1.0f, 1000.0f, 0.0f);
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Math_SmoothStepToF(&this->subCamAt.z, this->subCamAtTarget.z, 1.0f, 1000.0f, 0.0f);
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Gameplay_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye);
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}
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@ -479,7 +479,7 @@ void EnDaiku_EscapeSuccess(EnDaiku* this, GlobalContext* globalCtx) {
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Matrix_MultVec3f(&D_809E4148, &vec);
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gerudoGuard =
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_GE3, this->initPos.x + vec.x, this->initPos.y + vec.y,
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this->initPos.z + vec.z, 0, Math_atan2f(-vec.x, -vec.z) * (0x8000 / M_PI), 0, 2);
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this->initPos.z + vec.z, 0, Math_FAtan2F(-vec.x, -vec.z) * (0x8000 / M_PI), 0, 2);
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if (gerudoGuard == NULL) {
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Actor_Kill(&this->actor);
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@ -506,7 +506,7 @@ void EnDaiku_EscapeRun(EnDaiku* this, GlobalContext* globalCtx) {
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pointPos = (Vec3s*)SEGMENTED_TO_VIRTUAL(path->points) + this->waypoint;
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dx = pointPos->x - this->actor.posRot.pos.x;
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dz = pointPos->z - this->actor.posRot.pos.z;
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ry = Math_atan2f(dx, dz) * (0x8000 / M_PI);
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ry = Math_FAtan2F(dx, dz) * (0x8000 / M_PI);
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dxz = sqrtf(SQ(dx) + SQ(dz));
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if (dxz <= 20.88f) {
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this->waypoint++;
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@ -519,9 +519,9 @@ void EnDaiku_EscapeRun(EnDaiku* this, GlobalContext* globalCtx) {
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}
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}
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Math_SmoothScaleMaxMinS(&this->actor.shape.rot.y, ry, 1, 0xFA0, 0);
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Math_SmoothStepToS(&this->actor.shape.rot.y, ry, 1, 0xFA0, 0);
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this->actor.posRot.rot.y = this->actor.shape.rot.y;
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Math_SmoothScaleMaxMinF(&this->actor.speedXZ, this->runSpeed, 0.6f, dxz, 0.0f);
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Math_SmoothStepToF(&this->actor.speedXZ, this->runSpeed, 0.6f, dxz, 0.0f);
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Actor_MoveForward(&this->actor);
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func_8002E4B4(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
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