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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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@ -164,10 +164,10 @@ void EnJs_Update(Actor* thisx, GlobalContext* globalCtx) {
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if (this->actor.bgCheckFlags & 1) {
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if (func_80041F34(&globalCtx->colCtx, this->actor.floorPoly, this->actor.floorPolySource) == 1) {
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Math_SmoothScaleMaxF(&this->actor.shape.unk_08, sREG(80) + -2000.0f, 1.0f, (sREG(81) / 10.0f) + 50.0f);
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Math_ApproachF(&this->actor.shape.unk_08, sREG(80) + -2000.0f, 1.0f, (sREG(81) / 10.0f) + 50.0f);
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}
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} else {
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Math_SmoothDownscaleMaxF(&this->actor.shape.unk_08, 1.0f, (sREG(81) / 10.0f) + 50.0f);
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Math_ApproachZeroF(&this->actor.shape.unk_08, 1.0f, (sREG(81) / 10.0f) + 50.0f);
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}
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if (SkelAnime_FrameUpdateMatrix(&this->skelAnime)) {
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this->skelAnime.animCurrentFrame = 0.0f;
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@ -176,15 +176,15 @@ void EnJs_Update(Actor* thisx, GlobalContext* globalCtx) {
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if (this->unk_284 & 1) {
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func_80038290(globalCtx, &this->actor, &this->unk_278, &this->unk_27E, this->actor.posRot2.pos);
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} else {
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Math_SmoothScaleMaxMinS(&this->unk_278.x, 0, 6, 0x1838, 0x64);
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Math_SmoothScaleMaxMinS(&this->unk_278.y, 0, 6, 0x1838, 0x64);
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Math_SmoothScaleMaxMinS(&this->unk_27E.x, 0, 6, 0x1838, 0x64);
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Math_SmoothScaleMaxMinS(&this->unk_27E.y, 0, 6, 0x1838, 0x64);
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Math_SmoothStepToS(&this->unk_278.x, 0, 6, 0x1838, 0x64);
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Math_SmoothStepToS(&this->unk_278.y, 0, 6, 0x1838, 0x64);
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Math_SmoothStepToS(&this->unk_27E.x, 0, 6, 0x1838, 0x64);
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Math_SmoothStepToS(&this->unk_27E.y, 0, 6, 0x1838, 0x64);
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}
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this->unk_284 &= ~0x1;
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if (DECR(this->unk_288) == 0) {
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this->unk_288 = Math_Rand_S16Offset(0x3C, 0x3C);
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this->unk_288 = Rand_S16Offset(0x3C, 0x3C);
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}
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this->unk_286 = this->unk_288;
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