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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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@ -78,10 +78,10 @@ void func_80A90E28(EnKakasi3* this) {
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this->skelAnime.animPlaybackSpeed = 0.0f;
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this->unk_1AA = this->unk_1AE = 0x0;
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Math_SmoothDownscaleMaxF(&this->skelAnime.animCurrentFrame, 0.5f, 1.0f);
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Math_SmoothScaleMaxMinS(&this->actor.shape.rot.x, this->rot.x, 5, 0x2710, 0);
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Math_SmoothScaleMaxMinS(&this->actor.shape.rot.y, this->rot.y, 5, 0x2710, 0);
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Math_SmoothScaleMaxMinS(&this->actor.shape.rot.z, this->rot.z, 5, 0x2710, 0);
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Math_ApproachZeroF(&this->skelAnime.animCurrentFrame, 0.5f, 1.0f);
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Math_SmoothStepToS(&this->actor.shape.rot.x, this->rot.x, 5, 0x2710, 0);
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->rot.y, 5, 0x2710, 0);
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Math_SmoothStepToS(&this->actor.shape.rot.z, this->rot.z, 5, 0x2710, 0);
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}
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void func_80A90EBC(EnKakasi3* this, GlobalContext* globalCtx, s32 arg) {
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@ -91,11 +91,11 @@ void func_80A90EBC(EnKakasi3* this, GlobalContext* globalCtx, s32 arg) {
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phi_v0 = globalCtx->msgCtx.unk_E410[0];
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if (arg != 0) {
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if (this->unk_19C[3] == 0) {
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this->unk_19C[3] = (s16)Math_Rand_ZeroFloat(10.99f) + 30;
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this->unk_1A6 = (s16)Math_Rand_ZeroFloat(4.99f);
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this->unk_19C[3] = (s16)Rand_ZeroFloat(10.99f) + 30;
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this->unk_1A6 = (s16)Rand_ZeroFloat(4.99f);
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}
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this->unk_19A = (s16)Math_Rand_ZeroFloat(2.99f) + 5;
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this->unk_19A = (s16)Rand_ZeroFloat(2.99f) + 5;
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phi_v0 = this->unk_1A6;
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}
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switch (phi_v0) {
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@ -138,9 +138,9 @@ void func_80A90EBC(EnKakasi3* this, GlobalContext* globalCtx, s32 arg) {
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this->actor.velocity.y = 3.0f;
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Audio_PlayActorSound2(&this->actor, NA_SE_IT_KAKASHI_JUMP);
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}
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Math_SmoothScaleMaxF(&this->skelAnime.animPlaybackSpeed, this->unk_1B8, 0.1f, 0.2f);
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Math_SmoothScaleMaxMinS(&this->actor.shape.rot.x, this->unk_1AA, 0x5, 0x3E8, 0);
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Math_SmoothScaleMaxMinS(&this->actor.shape.rot.z, this->unk_1AE, 0x5, 0x3E8, 0);
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Math_ApproachF(&this->skelAnime.animPlaybackSpeed, this->unk_1B8, 0.1f, 0.2f);
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Math_SmoothStepToS(&this->actor.shape.rot.x, this->unk_1AA, 0x5, 0x3E8, 0);
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Math_SmoothStepToS(&this->actor.shape.rot.z, this->unk_1AE, 0x5, 0x3E8, 0);
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if (this->unk_1AA != 0x0 && fabsf(this->actor.shape.rot.x - this->unk_1AA) < 50.0f) {
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this->unk_1AA *= -1.0f;
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