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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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@ -636,8 +636,8 @@ void func_80A543A0(EnHeishi2* this, GlobalContext* globalCtx) {
}
}
void func_80A544AC(EnHeishi2* this, GlobalContext* globalCtx) {
Math_SmoothScaleMaxMinS(&this->actor.shape.rot.z, -6100, 5, this->unk_2E4, 0);
Math_SmoothScaleMaxF(&this->unk_2E4, 3000.0f, 1.0f, 500.0f);
Math_SmoothStepToS(&this->actor.shape.rot.z, -6100, 5, this->unk_2E4, 0);
Math_ApproachF(&this->unk_2E4, 3000.0f, 1.0f, 500.0f);
this->actor.posRot.rot.z = this->actor.shape.rot.z;
if (this->actor.shape.rot.z < -6000) {
func_8010B680(globalCtx, 0x708F, NULL);
@ -657,14 +657,14 @@ void func_80A5455C(EnHeishi2* this, GlobalContext* globalCtx) {
func_8002DF54(globalCtx, NULL, 7);
func_80106CCC(globalCtx);
pos.x = Math_Rand_CenteredFloat(20.0f) + this->unk_274.x;
pos.y = Math_Rand_CenteredFloat(20.0f) + (this->unk_274.y - 40.0f);
pos.z = Math_Rand_CenteredFloat(20.0f) + (this->unk_274.z - 20.0f);
rotY = Math_Rand_CenteredFloat(7000.0f) + thisx->yawTowardsLink;
pos.x = Rand_CenteredFloat(20.0f) + this->unk_274.x;
pos.y = Rand_CenteredFloat(20.0f) + (this->unk_274.y - 40.0f);
pos.z = Rand_CenteredFloat(20.0f) + (this->unk_274.z - 20.0f);
rotY = Rand_CenteredFloat(7000.0f) + thisx->yawTowardsLink;
bomb = (EnBom*)Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_BOM, pos.x, pos.y, pos.z, 0, rotY, 0, 0);
if (bomb != NULL) {
bomb->actor.speedXZ = Math_Rand_CenteredFloat(5.0f) + 10.0f;
bomb->actor.velocity.y = Math_Rand_CenteredFloat(5.0f) + 10.0f;
bomb->actor.speedXZ = Rand_CenteredFloat(5.0f) + 10.0f;
bomb->actor.velocity.y = Rand_CenteredFloat(5.0f) + 10.0f;
}
// This is down!
@ -674,8 +674,8 @@ void func_80A5455C(EnHeishi2* this, GlobalContext* globalCtx) {
}
void func_80A546DC(EnHeishi2* this, GlobalContext* globalCtx) {
Math_SmoothScaleMaxMinS(&this->actor.shape.rot.z, 200, 5, this->unk_2E4, 0);
Math_SmoothScaleMaxF(&this->unk_2E4, 3000.0f, 1.0f, 500.0f);
Math_SmoothStepToS(&this->actor.shape.rot.z, 200, 5, this->unk_2E4, 0);
Math_ApproachF(&this->unk_2E4, 3000.0f, 1.0f, 500.0f);
this->actor.posRot.rot.z = this->actor.shape.rot.z;
if (this->actor.shape.rot.z > 0) {
Actor_Kill(&this->actor);