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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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@ -127,22 +127,22 @@ void EnDh_SpawnDebris(GlobalContext* globalCtx, EnDh* this, Vec3f* spawnPos, f32
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f32 spreadAngle;
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f32 scaleMod;
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spreadAngle = (Math_Rand_ZeroOne() - 0.5f) * 6.28f;
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spreadAngle = (Rand_ZeroOne() - 0.5f) * 6.28f;
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pos.y = this->actor.groundY;
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pos.x = (func_800CA720(spreadAngle) * spread) + spawnPos->x;
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pos.z = (func_800CA774(spreadAngle) * spread) + spawnPos->z;
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accel.x = (Math_Rand_ZeroOne() - 0.5f) * accelXZ;
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accel.z = (Math_Rand_ZeroOne() - 0.5f) * accelXZ;
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vel.y += (Math_Rand_ZeroOne() - 0.5f) * 4.0f;
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scaleMod = (Math_Rand_ZeroOne() * 5.0f) + 12.0f;
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pos.x = (Math_SinF(spreadAngle) * spread) + spawnPos->x;
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pos.z = (Math_CosF(spreadAngle) * spread) + spawnPos->z;
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accel.x = (Rand_ZeroOne() - 0.5f) * accelXZ;
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accel.z = (Rand_ZeroOne() - 0.5f) * accelXZ;
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vel.y += (Rand_ZeroOne() - 0.5f) * 4.0f;
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scaleMod = (Rand_ZeroOne() * 5.0f) + 12.0f;
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EffectSsHahen_Spawn(globalCtx, &pos, &vel, &accel, arg4, scaleMod * scale, -1, 10, NULL);
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}
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void EnDh_SetupWait(EnDh* this) {
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SkelAnime_ChangeAnimDefaultRepeat(&this->skelAnime, &D_06003A8C);
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this->curAction = DH_WAIT;
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this->actor.posRot.pos.x = Math_Rand_CenteredFloat(600.0f) + this->actor.initPosRot.pos.x;
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this->actor.posRot.pos.z = Math_Rand_CenteredFloat(600.0f) + this->actor.initPosRot.pos.z;
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this->actor.posRot.pos.x = Rand_CenteredFloat(600.0f) + this->actor.initPosRot.pos.x;
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this->actor.posRot.pos.z = Rand_CenteredFloat(600.0f) + this->actor.initPosRot.pos.z;
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this->actor.shape.unk_08 = -15000.0f;
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this->dirtWaveSpread = this->actor.speedXZ = 0.0f;
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this->actor.posRot.rot.y = this->actor.shape.rot.y;
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@ -169,9 +169,9 @@ void EnDh_Wait(EnDh* this, GlobalContext* globalCtx) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_HIDE);
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case 1:
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this->dirtWavePhase += 0x3A7;
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Math_SmoothScaleMaxMinF(&this->dirtWaveSpread, 300.0f, 1.0f, 5.0f, 0.0f);
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this->dirtWaveHeight = Math_Sins(this->dirtWavePhase) * 55.0f;
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this->dirtWaveAlpha = (s16)(Math_Sins(this->dirtWavePhase) * 255.0f);
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Math_SmoothStepToF(&this->dirtWaveSpread, 300.0f, 1.0f, 5.0f, 0.0f);
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this->dirtWaveHeight = Math_SinS(this->dirtWavePhase) * 55.0f;
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this->dirtWaveAlpha = (s16)(Math_SinS(this->dirtWavePhase) * 255.0f);
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EnDh_SpawnDebris(globalCtx, this, &this->actor.posRot.pos, this->dirtWaveSpread, 4, 2.05f, 1.2f);
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if (this->actor.shape.unk_08 == 0.0f) {
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this->drawDirtWave = false;
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@ -184,7 +184,7 @@ void EnDh_Wait(EnDh* this, GlobalContext* globalCtx) {
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EnDh_SetupWalk(this);
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break;
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}
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Math_SmoothScaleMaxMinS(&this->actor.shape.rot.y, this->actor.yawTowardsLink, 1, 0x7D0, 0);
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsLink, 1, 0x7D0, 0);
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SkelAnime_FrameUpdateMatrix(&this->skelAnime);
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if (this->actor.params != ENDH_START_ATTACK_BOMB) {
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func_8008EEAC(globalCtx, &this->actor);
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@ -202,7 +202,7 @@ void EnDh_SetupWalk(EnDh* this) {
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}
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void EnDh_Walk(EnDh* this, GlobalContext* globalCtx) {
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Math_SmoothScaleMaxMinS(&this->actor.shape.rot.y, this->actor.yawTowardsLink, 1, 0xFA, 0);
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsLink, 1, 0xFA, 0);
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this->actor.posRot.rot.y = this->actor.shape.rot.y;
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SkelAnime_FrameUpdateMatrix(&this->skelAnime);
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if (((s32)this->skelAnime.animCurrentFrame % 8) == 0) {
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@ -235,7 +235,7 @@ void EnDh_Retreat(EnDh* this, GlobalContext* globalCtx) {
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this->retreat = false;
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EnDh_SetupBurrow(this);
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} else {
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Math_SmoothScaleMaxMinS(&this->actor.shape.rot.y, (s16)(this->actor.yawTowardsLink + 0x8000), 1, 0xBB8, 0);
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Math_SmoothStepToS(&this->actor.shape.rot.y, (s16)(this->actor.yawTowardsLink + 0x8000), 1, 0xBB8, 0);
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}
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this->actor.posRot.rot.y = this->actor.shape.rot.y;
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SkelAnime_FrameUpdateMatrix(&this->skelAnime);
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@ -266,7 +266,7 @@ void EnDh_Attack(EnDh* this, GlobalContext* globalCtx) {
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this->actionState++;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_BITE);
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case 0:
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Math_SmoothScaleMaxMinS(&this->actor.shape.rot.y, this->actor.yawTowardsLink, 1, 0x5DC, 0);
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsLink, 1, 0x5DC, 0);
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break;
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case 2:
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if (this->skelAnime.animCurrentFrame >= 4.0f) {
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@ -328,9 +328,9 @@ void EnDh_Burrow(EnDh* this, GlobalContext* globalCtx) {
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this->collider1.body.toucher.damage = 4;
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case 1:
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this->dirtWavePhase += 0x47E;
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Math_SmoothScaleMaxMinF(&this->dirtWaveSpread, 300.0f, 1.0f, 8.0f, 0.0f);
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this->dirtWaveHeight = Math_Sins(this->dirtWavePhase) * 55.0f;
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this->dirtWaveAlpha = (s16)(Math_Sins(this->dirtWavePhase) * 255.0f);
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Math_SmoothStepToF(&this->dirtWaveSpread, 300.0f, 1.0f, 8.0f, 0.0f);
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this->dirtWaveHeight = Math_SinS(this->dirtWavePhase) * 55.0f;
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this->dirtWaveAlpha = (s16)(Math_SinS(this->dirtWavePhase) * 255.0f);
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EnDh_SpawnDebris(globalCtx, this, &this->actor.posRot.pos, this->dirtWaveSpread, 4, 2.05f, 1.2f);
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this->collider1.dim.radius = this->dirtWaveSpread * 0.6f;
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if (SkelAnime_FrameUpdateMatrix(&this->skelAnime)) {
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