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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
This commit is contained in:
petrie911 2020-12-26 04:44:53 -06:00 committed by GitHub
parent 81c269b417
commit 8fa6cb6ff9
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GPG key ID: 4AEE18F83AFDEB23
1329 changed files with 8413 additions and 8374 deletions

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@ -250,10 +250,10 @@ void EnFu_Update(Actor* thisx, GlobalContext* globalCtx) {
}
this->actionFunc(this, globalCtx);
if ((this->behaviorFlags & FU_RESET_LOOK_ANGLE)) {
Math_SmoothScaleMaxMinS(&this->lookAngleOffset.x, 0, 6, 6200, 100);
Math_SmoothScaleMaxMinS(&this->lookAngleOffset.y, 0, 6, 6200, 100);
Math_SmoothScaleMaxMinS(&this->unk_2A2.x, 0, 6, 6200, 100);
Math_SmoothScaleMaxMinS(&this->unk_2A2.y, 0, 6, 6200, 100);
Math_SmoothStepToS(&this->lookAngleOffset.x, 0, 6, 6200, 100);
Math_SmoothStepToS(&this->lookAngleOffset.y, 0, 6, 6200, 100);
Math_SmoothStepToS(&this->unk_2A2.x, 0, 6, 6200, 100);
Math_SmoothStepToS(&this->unk_2A2.y, 0, 6, 6200, 100);
this->behaviorFlags &= ~FU_RESET_LOOK_ANGLE;
} else {
func_80038290(globalCtx, &this->actor, &this->lookAngleOffset, &this->unk_2A2, this->actor.posRot2.pos);
@ -281,8 +281,8 @@ s32 EnFu_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
}
if (limbIndex == 8) {
rot->y += (Math_Sins((globalCtx->state.frames * (limbIndex * 50 + 0x814))) * 200.0f);
rot->z += (Math_Coss((globalCtx->state.frames * (limbIndex * 50 + 0x940))) * 200.0f);
rot->y += (Math_SinS((globalCtx->state.frames * (limbIndex * 50 + 0x814))) * 200.0f);
rot->z += (Math_CosS((globalCtx->state.frames * (limbIndex * 50 + 0x940))) * 200.0f);
}
return 0;
}