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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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@ -165,7 +165,7 @@ void EnKz_UpdateEyes(EnKz* this) {
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if (DECR(this->blinkTimer) == 0) {
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this->eyeIdx += 1;
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if (this->eyeIdx >= 3) {
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this->blinkTimer = Math_Rand_S16Offset(30, 30);
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this->blinkTimer = Rand_S16Offset(30, 30);
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this->eyeIdx = 0;
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}
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}
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@ -268,7 +268,7 @@ s32 EnKz_FollowPath(EnKz* this, GlobalContext* globalCtx) {
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pathDiffX = pointPos->x - this->actor.posRot.pos.x;
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pathDiffZ = pointPos->z - this->actor.posRot.pos.z;
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Math_SmoothScaleMaxMinS(&this->actor.posRot.rot.y, (Math_atan2f(pathDiffX, pathDiffZ) * 10430.3779296875f), 0xA,
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Math_SmoothStepToS(&this->actor.posRot.rot.y, (Math_FAtan2F(pathDiffX, pathDiffZ) * 10430.3779296875f), 0xA,
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0x3E8, 1);
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if ((SQ(pathDiffX) + SQ(pathDiffZ)) < 10.0f) {
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@ -457,8 +457,8 @@ s32 EnKz_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
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EnKz* this = THIS;
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if (limbIndex == 8 || limbIndex == 9 || limbIndex == 10) {
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rot->y += Math_Sins(this->unk_2A6[limbIndex]) * 200.0f;
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rot->z += Math_Coss(this->unk_2BE[limbIndex]) * 200.0f;
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rot->y += Math_SinS(this->unk_2A6[limbIndex]) * 200.0f;
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rot->z += Math_CosS(this->unk_2BE[limbIndex]) * 200.0f;
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}
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if (limbIndex) {}
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return 0;
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