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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

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