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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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@ -113,7 +113,7 @@ void EnDs_BrewOddPotion3(EnDs* this, GlobalContext* globalCtx) {
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func_8010B720(globalCtx, 0x504D);
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}
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Math_ApproxF(&this->unk_1E4, 0, 0.03f);
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Math_StepToF(&this->unk_1E4, 0, 0.03f);
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func_800773A8(globalCtx, this->unk_1E4 * (2.0f - this->unk_1E4), 0.0f, 0.1f, 1.0f);
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}
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@ -135,7 +135,7 @@ void EnDs_BrewOddPotion1(EnDs* this, GlobalContext* globalCtx) {
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this->brewTimer = 20;
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}
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Math_ApproxF(&this->unk_1E4, 1.0f, 0.01f);
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Math_StepToF(&this->unk_1E4, 1.0f, 0.01f);
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func_800773A8(globalCtx, this->unk_1E4 * (2.0f - this->unk_1E4), 0.0f, 0.1f, 1.0f);
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}
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@ -247,10 +247,10 @@ void EnDs_Update(Actor* thisx, GlobalContext* globalCtx) {
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if (this->unk_1E8 & 1) {
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func_80038290(globalCtx, this, &this->unk_1D8, &this->unk_1DE, this->actor.posRot2.pos);
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} else {
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Math_SmoothScaleMaxMinS(&this->unk_1D8.x, 0, 6, 0x1838, 100);
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Math_SmoothScaleMaxMinS(&this->unk_1D8.y, 0, 6, 0x1838, 100);
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Math_SmoothScaleMaxMinS(&this->unk_1DE.x, 0, 6, 0x1838, 100);
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Math_SmoothScaleMaxMinS(&this->unk_1DE.y, 0, 6, 0x1838, 100);
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Math_SmoothStepToS(&this->unk_1D8.x, 0, 6, 0x1838, 100);
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Math_SmoothStepToS(&this->unk_1D8.y, 0, 6, 0x1838, 100);
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Math_SmoothStepToS(&this->unk_1DE.x, 0, 6, 0x1838, 100);
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Math_SmoothStepToS(&this->unk_1DE.y, 0, 6, 0x1838, 100);
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}
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}
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