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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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@ -58,7 +58,7 @@ void EnHata_Init(Actor* thisx, GlobalContext* globalCtx) {
this->invScale = 6;
this->maxStep = 1000;
this->minStep = 1;
this->unk_278 = Math_Rand_ZeroOne() * 65535.0f;
this->unk_278 = Rand_ZeroOne() * 65535.0f;
}
void EnHata_Destroy(Actor* thisx, GlobalContext* globalCtx) {
@ -86,19 +86,19 @@ void EnHata_Update(Actor* thisx, GlobalContext* globalCtx2) {
if (globalCtx->envCtx.unk_B0 < 0.0f) {
globalCtx->envCtx.unk_B0 = 0.0f;
}
if (Math_Rand_ZeroOne() > 0.5f) {
if (Rand_ZeroOne() > 0.5f) {
this->unk_278 += 6000;
} else {
this->unk_278 += 3000;
}
sin = Math_Sins(this->unk_278) * 80.0f;
sin = Math_SinS(this->unk_278) * 80.0f;
pitch = -Math_Vec3f_Pitch(&sp48, &sp3C);
pitch = ((s32)((0x3A98 - pitch) * (1.0f - (globalCtx->envCtx.unk_B0 / (255.0f - sin))))) + pitch;
Math_SmoothScaleMaxMinS(&this->limbs[4].y, pitch, this->invScale, this->maxStep, this->minStep);
Math_SmoothStepToS(&this->limbs[4].y, pitch, this->invScale, this->maxStep, this->minStep);
this->limbs[13].y = this->limbs[4].y;
this->limbs[4].z = -Math_Vec3f_Yaw(&sp48, &sp3C);
this->limbs[13].z = this->limbs[4].z;
this->skelAnime.animPlaybackSpeed = (Math_Rand_ZeroFloat(1.25f) + 2.75f) * (globalCtx->envCtx.unk_B0 / 255.0f);
this->skelAnime.animPlaybackSpeed = (Rand_ZeroFloat(1.25f) + 2.75f) * (globalCtx->envCtx.unk_B0 / 255.0f);
}
s32 EnHata_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {