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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
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GPG key ID: 4AEE18F83AFDEB23
1329 changed files with 8413 additions and 8374 deletions

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