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