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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
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
1329 changed files with 8413 additions and 8374 deletions

View file

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