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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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@ -112,7 +112,7 @@ void EnDha_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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void func_809EC9C8(EnDha* this) {
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SkelAnime_ChangeAnimDefaultRepeat(&this->skelAnime, &D_060015B0);
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this->unk_1C0 = 0;
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this->unk_1C8 = ((Math_Rand_ZeroOne() * 10.0f) + 5.0f);
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this->unk_1C8 = ((Rand_ZeroOne() * 10.0f) + 5.0f);
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this->actor.speedXZ = 0.0f;
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this->actor.posRot.rot.y = this->actor.shape.rot.y;
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this->actor.initPosRot.rot.z = 1;
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@ -131,8 +131,8 @@ void func_809ECA50(EnDha* this, GlobalContext* globalCtx) {
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s16 result;
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s32 resultAbs;
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playerPos.x += Math_Sins(player->actor.shape.rot.y) * -5.0f;
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playerPos.z += Math_Coss(player->actor.shape.rot.y) * -5.0f;
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playerPos.x += Math_SinS(player->actor.shape.rot.y) * -5.0f;
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playerPos.z += Math_CosS(player->actor.shape.rot.y) * -5.0f;
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if (LINK_IS_CHILD) {
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playerPos.y += 38.0f;
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} else {
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@ -152,7 +152,7 @@ void func_809ECA50(EnDha* this, GlobalContext* globalCtx) {
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}
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} else {
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this->unk_1CA += 0x1194;
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this->unk_1D0.y = Math_Sins(this->unk_1CA) * 1820.0f;
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this->unk_1D0.y = Math_SinS(this->unk_1CA) * 1820.0f;
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if (!(player->stateFlags2 & 0x80)) {
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this->unk_1CC = 0;
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func_809ECF60(this);
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@ -177,9 +177,9 @@ void func_809ECA50(EnDha* this, GlobalContext* globalCtx) {
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}
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}
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this->actor.shape.rot.y = Math_Vec3f_Yaw(&this->actor.posRot.pos, &playerPos);
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Math_SmoothScaleMaxMinF(&this->unk_1DC.x, playerPos.x, 1.0f, 16.0f, 0.0f);
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Math_SmoothScaleMaxMinF(&this->unk_1DC.y, playerPos.y, 1.0f, 16.0f, 0.0f);
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Math_SmoothScaleMaxMinF(&this->unk_1DC.z, playerPos.z, 1.0f, 16.0f, 0.0f);
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Math_SmoothStepToF(&this->unk_1DC.x, playerPos.x, 1.0f, 16.0f, 0.0f);
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Math_SmoothStepToF(&this->unk_1DC.y, playerPos.y, 1.0f, 16.0f, 0.0f);
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Math_SmoothStepToF(&this->unk_1DC.z, playerPos.z, 1.0f, 16.0f, 0.0f);
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func_80035844(&this->unk_1F4, &this->unk_1DC, &test, 0);
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Matrix_Translate(this->unk_1DC.x, this->unk_1DC.y, this->unk_1DC.z, MTXMODE_NEW);
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Matrix_RotateRPY(test.x, test.y, 0, MTXMODE_APPLY);
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@ -206,8 +206,8 @@ void func_809ECA50(EnDha* this, GlobalContext* globalCtx) {
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player->unk_850 = 200;
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}
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this->actor.initPosRot.rot.z = 1;
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Math_SmoothScaleMaxMinS(&this->unk_1D0.x, 0, 1, 0x3E8, 0);
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Math_SmoothScaleMaxMinS(&this->unk_1CE, -0x4000, 1, 0x3E8, 0);
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Math_SmoothStepToS(&this->unk_1D0.x, 0, 1, 0x3E8, 0);
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Math_SmoothStepToS(&this->unk_1CE, -0x4000, 1, 0x3E8, 0);
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SkelAnime_FrameUpdateMatrix(&this->skelAnime);
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}
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}
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@ -225,9 +225,9 @@ void func_809ECF8C(EnDha* this, GlobalContext* globalCtx) {
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player->actor.parent = NULL;
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player->unk_850 = 200;
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}
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Math_SmoothScaleMaxMinS(&this->unk_1D0.x, 0, 1, 2000, 0);
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Math_SmoothScaleMaxMinS(&this->unk_1D0.y, 0, 1, 600, 0);
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Math_SmoothScaleMaxMinS(&this->unk_1CE, -0x4000, 1, 2000, 0);
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Math_SmoothStepToS(&this->unk_1D0.x, 0, 1, 2000, 0);
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Math_SmoothStepToS(&this->unk_1D0.y, 0, 1, 600, 0);
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Math_SmoothStepToS(&this->unk_1CE, -0x4000, 1, 2000, 0);
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SkelAnime_FrameUpdateMatrix(&this->skelAnime);
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this->unk_1C8--;
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if (this->unk_1C8 == 0) {
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@ -260,8 +260,8 @@ void EnDha_Die(EnDha* this, GlobalContext* globalCtx) {
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player->actor.parent = NULL;
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player->unk_850 = 200;
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}
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Math_SmoothScaleMaxMinS(&this->unk_1D0.x, 0, 1, 0x7D0, 0);
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result = Math_SmoothScaleMaxMinS(&this->unk_1CE, -0x4000, 1, 0x7D0, 0);
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Math_SmoothStepToS(&this->unk_1D0.x, 0, 1, 0x7D0, 0);
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result = Math_SmoothStepToS(&this->unk_1CE, -0x4000, 1, 0x7D0, 0);
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SkelAnime_FrameUpdateMatrix(&this->skelAnime);
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if (result == 0) {
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vector = this->actor.posRot.pos;
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