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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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81c269b417
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1329 changed files with 8413 additions and 8374 deletions
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@ -263,7 +263,7 @@ void EnHorseNormal_FollowPath(EnHorseNormal* this, GlobalContext* globalCtx) {
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pointPos += this->waypoint;
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dx = pointPos->x - this->actor.posRot.pos.x;
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dz = pointPos->z - this->actor.posRot.pos.z;
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Math_SmoothScaleMaxMinS(&this->actor.posRot.rot.y, Math_atan2f(dx, dz) * (0x8000 / M_PI), 0xA, 0x7D0, 1);
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Math_SmoothStepToS(&this->actor.posRot.rot.y, Math_FAtan2F(dx, dz) * (0x8000 / M_PI), 0xA, 0x7D0, 1);
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this->actor.shape.rot.y = this->actor.posRot.rot.y;
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if (SQ(dx) + SQ(dz) < 600.0f) {
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this->waypoint++;
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@ -344,8 +344,8 @@ void EnHorseNormal_Wander(EnHorseNormal* this, GlobalContext* globalCtx) {
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this->unk_218 = 0.0f;
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break;
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case 1:
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if (Math_Rand_ZeroOne() < 0.1f) {
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this->unk_218 = 2.0f * Math_Rand_ZeroOne() - 1.0f;
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if (Rand_ZeroOne() < 0.1f) {
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this->unk_218 = 2.0f * Rand_ZeroOne() - 1.0f;
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}
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this->actor.speedXZ += this->unk_218;
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if (this->actor.speedXZ <= 0.0f) {
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@ -363,10 +363,10 @@ void EnHorseNormal_Wander(EnHorseNormal* this, GlobalContext* globalCtx) {
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this->actor.speedXZ = 8.0f;
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phi_t0 = 6;
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}
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if (Math_Rand_ZeroOne() < 0.1f ||
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if (Rand_ZeroOne() < 0.1f ||
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(this->unk_21E == 0 && (this->actor.bgCheckFlags & 8 || this->bodyCollider.base.maskA & 2 ||
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this->headCollider.base.maskA & 2))) {
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this->unk_21E += (Math_Rand_ZeroOne() * 30.0f) - 15.0f;
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this->unk_21E += (Rand_ZeroOne() * 30.0f) - 15.0f;
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if (this->unk_21E > 50) {
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this->unk_21E = 50;
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} else if (this->unk_21E < -50) {
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@ -378,7 +378,7 @@ void EnHorseNormal_Wander(EnHorseNormal* this, GlobalContext* globalCtx) {
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this->unk_21C = -300;
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} else if (this->unk_21C > 300) {
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this->unk_21C = 300;
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} else if (Math_Rand_ZeroOne() < 0.25f && fabsf(this->unk_21C) < 100.0f) {
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} else if (Rand_ZeroOne() < 0.25f && fabsf(this->unk_21C) < 100.0f) {
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this->unk_21C = 0;
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this->unk_21E = 0;
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}
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@ -407,11 +407,11 @@ void EnHorseNormal_Wander(EnHorseNormal* this, GlobalContext* globalCtx) {
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} else {
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switch (D_80A6D510[this->animationIdx]) {
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case 0:
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if (Math_Rand_ZeroOne() < 0.25f) {
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if (Rand_ZeroOne() < 0.25f) {
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this->unk_218 = 1.0f;
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phi_t0 = 4;
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} else {
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phi_t0 = D_80A6D4F4[(s32)(Math_Rand_ZeroOne() * 2)];
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phi_t0 = D_80A6D4F4[(s32)(Rand_ZeroOne() * 2)];
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this->actor.speedXZ = 0.0f;
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this->unk_218 = 0.0f;
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}
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@ -456,7 +456,7 @@ void func_80A6C4CC(EnHorseNormal* this) {
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void EnHorseNormal_Wait(EnHorseNormal* this, GlobalContext* globalCtx) {
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if (SkelAnime_FrameUpdateMatrix(&this->skin.skelAnime)) {
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f32 rand = Math_Rand_ZeroOne();
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f32 rand = Rand_ZeroOne();
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if (rand < 0.4f) {
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this->animationIdx = 0;
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@ -489,7 +489,7 @@ void EnHorseNormal_WaitClone(EnHorseNormal* this, GlobalContext* globalCtx) {
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func_80A6BD7C(this);
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if (SkelAnime_FrameUpdateMatrix(&this->skin.skelAnime)) {
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f32 rand = Math_Rand_ZeroOne();
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f32 rand = Rand_ZeroOne();
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if (rand < 0.4f) {
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this->animationIdx = 0;
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@ -520,11 +520,11 @@ void func_80A6C8E0(EnHorseNormal* this, GlobalContext* globalCtx) {
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Vec3f sp28;
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s32 sp24;
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sp28.x = (Math_Sins(this->actor.shape.rot.y) * 30.0f) + this->actor.posRot.pos.x;
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sp28.x = (Math_SinS(this->actor.shape.rot.y) * 30.0f) + this->actor.posRot.pos.x;
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sp28.y = this->actor.posRot.pos.y + 60.0f;
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sp28.z = (Math_Coss(this->actor.shape.rot.y) * 30.0f) + this->actor.posRot.pos.z;
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sp28.z = (Math_CosS(this->actor.shape.rot.y) * 30.0f) + this->actor.posRot.pos.z;
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this->unk_220 = func_8003C940(&globalCtx->colCtx, &sp38, &sp24, &sp28);
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this->actor.shape.rot.x = Math_atan2f(this->actor.posRot.pos.y - this->unk_220, 30.0f) * (0x8000 / M_PI);
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this->actor.shape.rot.x = Math_FAtan2F(this->actor.posRot.pos.y - this->unk_220, 30.0f) * (0x8000 / M_PI);
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}
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static EnHorseNormalActionFunc sActionFuncs[] = {
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