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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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@ -166,7 +166,7 @@ void func_80A90578(EnKakasi2* this, GlobalContext* globalCtx) {
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}
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this->actor.shape.rot.y += 0x800;
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Math_SmoothDownscaleMaxF(&this->actor.shape.unk_08, 0.5f, 500.0f);
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Math_ApproachZeroF(&this->actor.shape.unk_08, 0.5f, 500.0f);
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if (this->actor.shape.unk_08 > -100.0f) {
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this->actionFunc = func_80A9062C;
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@ -183,9 +183,9 @@ void func_80A9062C(EnKakasi2* this, GlobalContext* globalCtx) {
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void func_80A906C4(EnKakasi2* this, GlobalContext* globalCtx) {
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if (this->skelAnime.animCurrentFrame != 0) {
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Math_SmoothDownscaleMaxF(&this->skelAnime.animCurrentFrame, 0.5f, 1.0f);
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Math_ApproachZeroF(&this->skelAnime.animCurrentFrame, 0.5f, 1.0f);
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}
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Math_SmoothScaleMaxMinS(&this->actor.shape.rot.y, this->unk_198, 5, 0xBB8, 0);
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->unk_198, 5, 0xBB8, 0);
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SkelAnime_FrameUpdateMatrix(&this->skelAnime);
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}
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