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