mirror of
https://github.com/zeldaret/oot.git
synced 2025-08-08 15:30:14 +00:00
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:
parent
81c269b417
commit
8fa6cb6ff9
1329 changed files with 8413 additions and 8374 deletions
|
@ -211,7 +211,7 @@ s32 EnDog_Orient(EnDog* this, GlobalContext* globalCtx) {
|
|||
f32 waypointDistSq;
|
||||
|
||||
waypointDistSq = Path_OrientAndGetDistSq(&this->actor, this->path, this->waypoint, &targetYaw);
|
||||
Math_SmoothScaleMaxMinS(&this->actor.posRot.rot.y, targetYaw, 10, 1000, 1);
|
||||
Math_SmoothStepToS(&this->actor.posRot.rot.y, targetYaw, 10, 1000, 1);
|
||||
|
||||
if ((waypointDistSq > 0.0f) && (waypointDistSq < 1000.0f)) {
|
||||
return EnDog_UpdateWaypoint(this, globalCtx);
|
||||
|
@ -298,7 +298,7 @@ void EnDog_FollowPath(EnDog* this, GlobalContext* globalCtx) {
|
|||
} else {
|
||||
speed = 4.0f;
|
||||
}
|
||||
Math_SmoothScaleMaxMinF(&this->actor.speedXZ, speed, 0.4f, 1.0f, 0.0f);
|
||||
Math_SmoothStepToF(&this->actor.speedXZ, speed, 0.4f, 1.0f, 0.0f);
|
||||
EnDog_Orient(this, globalCtx);
|
||||
this->actor.shape.rot = this->actor.posRot.rot;
|
||||
|
||||
|
@ -315,7 +315,7 @@ void EnDog_FollowPath(EnDog* this, GlobalContext* globalCtx) {
|
|||
frame = globalCtx->state.frames % 3;
|
||||
this->nextBehavior = behaviors[frame];
|
||||
// no clue why they're using the behavior id to calculate timer. possibly meant to use the unused array?
|
||||
this->behaviorTimer = Math_Rand_S16Offset(60, behaviors[frame]);
|
||||
this->behaviorTimer = Rand_S16Offset(60, behaviors[frame]);
|
||||
this->actionFunc = EnDog_ChooseMovement;
|
||||
}
|
||||
}
|
||||
|
@ -326,7 +326,7 @@ void EnDog_ChooseMovement(EnDog* this, GlobalContext* globalCtx) {
|
|||
}
|
||||
|
||||
if (DECR(this->behaviorTimer) == 0) {
|
||||
this->behaviorTimer = Math_Rand_S16Offset(200, 100);
|
||||
this->behaviorTimer = Rand_S16Offset(200, 100);
|
||||
if (globalCtx->state.frames % 2) {
|
||||
this->nextBehavior = DOG_WALK;
|
||||
} else {
|
||||
|
@ -338,7 +338,7 @@ void EnDog_ChooseMovement(EnDog* this, GlobalContext* globalCtx) {
|
|||
}
|
||||
this->actionFunc = EnDog_FollowPath;
|
||||
}
|
||||
Math_SmoothScaleMaxMinF(&this->actor.speedXZ, 0.0f, 0.4f, 1.0f, 0.0f);
|
||||
Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 0.4f, 1.0f, 0.0f);
|
||||
}
|
||||
|
||||
void EnDog_FollowLink(EnDog* this, GlobalContext* globalCtx) {
|
||||
|
@ -370,18 +370,18 @@ void EnDog_FollowLink(EnDog* this, GlobalContext* globalCtx) {
|
|||
speed = 1.0f;
|
||||
}
|
||||
|
||||
Math_SmoothScaleMaxF(&this->actor.speedXZ, speed, 0.6f, 1.0f);
|
||||
Math_ApproachF(&this->actor.speedXZ, speed, 0.6f, 1.0f);
|
||||
|
||||
if (!(this->actor.xzDistFromLink > 400.0f)) {
|
||||
Math_SmoothScaleMaxMinS(&this->actor.posRot.rot.y, this->actor.yawTowardsLink, 10, 1000, 1);
|
||||
Math_SmoothStepToS(&this->actor.posRot.rot.y, this->actor.yawTowardsLink, 10, 1000, 1);
|
||||
this->actor.shape.rot = this->actor.posRot.rot;
|
||||
}
|
||||
}
|
||||
|
||||
void EnDog_RunAway(EnDog* this, GlobalContext* globalCtx) {
|
||||
if (this->actor.xzDistFromLink < 200.0f) {
|
||||
Math_SmoothScaleMaxF(&this->actor.speedXZ, 4.0f, 0.6f, 1.0f);
|
||||
Math_SmoothScaleMaxMinS(&this->actor.posRot.rot.y, (this->actor.yawTowardsLink ^ 0x8000), 10, 1000, 1);
|
||||
Math_ApproachF(&this->actor.speedXZ, 4.0f, 0.6f, 1.0f);
|
||||
Math_SmoothStepToS(&this->actor.posRot.rot.y, (this->actor.yawTowardsLink ^ 0x8000), 10, 1000, 1);
|
||||
} else {
|
||||
this->actionFunc = EnDog_FaceLink;
|
||||
}
|
||||
|
@ -397,11 +397,11 @@ void EnDog_FaceLink(EnDog* this, GlobalContext* globalCtx) {
|
|||
if (200.0f <= this->actor.xzDistFromLink) {
|
||||
this->nextBehavior = DOG_WALK;
|
||||
|
||||
Math_SmoothScaleMaxF(&this->actor.speedXZ, 1.0f, 0.6f, 1.0f);
|
||||
Math_ApproachF(&this->actor.speedXZ, 1.0f, 0.6f, 1.0f);
|
||||
|
||||
rotTowardLink = this->actor.yawTowardsLink;
|
||||
prevRotY = this->actor.posRot.rot.y;
|
||||
Math_SmoothScaleMaxMinS(&this->actor.posRot.rot.y, rotTowardLink, 10, 1000, 1);
|
||||
Math_SmoothStepToS(&this->actor.posRot.rot.y, rotTowardLink, 10, 1000, 1);
|
||||
|
||||
absAngleDiff = this->actor.posRot.rot.y;
|
||||
absAngleDiff -= prevRotY;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue