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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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@ -65,7 +65,7 @@ void EnLight_Init(Actor* thisx, GlobalContext* globalCtx) {
this->lightNode = LightContext_InsertLight(globalCtx, &globalCtx->lightCtx, &this->lightInfo);
Actor_SetScale(&this->actor, D_80A9E840[this->actor.params & 0xF].scale * 0.0001f);
this->timer = (s32)(Math_Rand_ZeroOne() * 255.0f);
this->timer = (s32)(Rand_ZeroOne() * 255.0f);
if ((this->actor.params & 0x400) != 0) {
this->actor.update = EnLight_UpdateSwitch;
@ -97,7 +97,7 @@ void EnLight_Update(Actor* thisx, GlobalContext* globalCtx) {
EnLight* this = THIS;
flameParams = &D_80A9E840[this->actor.params & 0xF];
intensity = (Math_Rand_ZeroOne() * 0.5f) + 0.5f;
intensity = (Rand_ZeroOne() * 0.5f) + 0.5f;
radius = (this->actor.params < 0) ? 100 : 300;
Lights_PointSetColorAndRadius(&this->lightInfo, (flameParams->primColor.r * intensity),
(flameParams->primColor.g * intensity), (flameParams->primColor.b * intensity),
@ -120,13 +120,13 @@ void EnLight_UpdateSwitch(Actor* thisx, GlobalContext* globalCtx) {
if ((this->actor.params & 0x800) != 0) {
if (Flags_GetSwitch(globalCtx, (this->actor.params & 0x3F0) >> 4)) {
Math_ApproxF(&scale, 1.0f, 0.05f);
Math_StepToF(&scale, 1.0f, 0.05f);
} else {
if (scale < 0.1f) {
Actor_SetScale(&this->actor, 0.0f);
return;
}
Math_ApproxF(&scale, 0.0f, 0.05f);
Math_StepToF(&scale, 0.0f, 0.05f);
}
} else {
if (Flags_GetSwitch(globalCtx, (this->actor.params & 0x3F0) >> 4)) {
@ -134,14 +134,14 @@ void EnLight_UpdateSwitch(Actor* thisx, GlobalContext* globalCtx) {
Actor_SetScale(&this->actor, 0.0f);
return;
}
Math_ApproxF(&scale, 0.0f, 0.05f);
Math_StepToF(&scale, 0.0f, 0.05f);
} else {
Math_ApproxF(&scale, 1.0f, 0.05f);
Math_StepToF(&scale, 1.0f, 0.05f);
}
}
Actor_SetScale(&this->actor, ((f32)flameParams->scale * 0.0001) * scale);
intensity = (Math_Rand_ZeroOne() * 0.5f) + 0.5f;
intensity = (Rand_ZeroOne() * 0.5f) + 0.5f;
Lights_PointSetColorAndRadius(&this->lightInfo, (flameParams->primColor.r * intensity),
(flameParams->primColor.g * intensity), (flameParams->primColor.b * intensity),
300.0f * scale);