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