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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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1329 changed files with 8413 additions and 8374 deletions

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@ -220,8 +220,8 @@ void func_80A591C0(EnHoll* this, GlobalContext* globalCtx) {
}
if (absY < 95.0f) {
this->actor.room = globalCtx->transitionActorList[transitionActorIdx].sides[1].room;
Math_SmoothScaleMaxMinF(&player->actor.posRot.pos.x, this->actor.posRot.pos.x, 1.0f, 50.0f, 10.0f);
Math_SmoothScaleMaxMinF(&player->actor.posRot.pos.z, this->actor.posRot.pos.z, 1.0f, 50.0f, 10.0f);
Math_SmoothStepToF(&player->actor.posRot.pos.x, this->actor.posRot.pos.x, 1.0f, 50.0f, 10.0f);
Math_SmoothStepToF(&player->actor.posRot.pos.z, this->actor.posRot.pos.z, 1.0f, 50.0f, 10.0f);
if (this->actor.room != globalCtx->roomCtx.curRoom.num &&
func_8009728C(globalCtx, &globalCtx->roomCtx, this->actor.room) != 0) {
EnHoll_SetupAction(this, EnHoll_NextAction);