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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:
parent
81c269b417
commit
8fa6cb6ff9
1329 changed files with 8413 additions and 8374 deletions
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@ -239,8 +239,8 @@ s32 func_80AA652C(EnMb* this, GlobalContext* globalCtx) {
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phi_a2 = 0x4000;
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}
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}
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cosAngle = Math_Coss(phi_a2);
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sinAngle = Math_Sins(phi_a2);
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cosAngle = Math_CosS(phi_a2);
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sinAngle = Math_SinS(phi_a2);
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cosAngle = ABS(cosAngle);
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sinAngle = ABS(sinAngle);
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xDist = this->actor.posRot.pos.x - player->actor.posRot.pos.x;
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@ -293,7 +293,7 @@ void func_80AA66A0(EnMb* this, GlobalContext* globalCtx) {
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void func_80AA6830(EnMb* this) {
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SkelAnime_ChangeAnimTransitionRepeat(&this->skelAnime, &D_060041A8, -4.0f);
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this->actor.speedXZ = 0.0f;
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this->unk_32A = Math_Rand_S16Offset(30, 50);
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this->unk_32A = Rand_S16Offset(30, 50);
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this->unk_320 = 6;
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EnMb_SetupAction(this, func_80AA7134);
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}
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@ -301,7 +301,7 @@ void func_80AA6830(EnMb* this) {
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void func_80AA6898(EnMb* this) {
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SkelAnime_ChangeAnimDefaultRepeat(&this->skelAnime, &D_0600EBE4);
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this->actor.speedXZ = 0.0f;
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this->unk_32A = Math_Rand_S16Offset(30, 50);
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this->unk_32A = Rand_S16Offset(30, 50);
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this->unk_320 = 6;
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EnMb_SetupAction(this, func_80AA8DD8);
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}
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@ -309,7 +309,7 @@ void func_80AA6898(EnMb* this) {
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void func_80AA68FC(EnMb* this, GlobalContext* globalCtx) {
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SkelAnime_ChangeAnimTransitionRepeat(&this->skelAnime, &D_060041A8, -4.0f);
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this->actor.speedXZ = 0.0f;
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this->unk_32A = Math_Rand_S16Offset(40, 80);
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this->unk_32A = Rand_S16Offset(40, 80);
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this->unk_320 = 6;
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func_80AA6444(this, globalCtx);
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EnMb_SetupAction(this, func_80AA71AC);
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@ -318,7 +318,7 @@ void func_80AA68FC(EnMb* this, GlobalContext* globalCtx) {
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void func_80AA6974(EnMb* this) {
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06009FC0, 0.0f, 0.0f, SkelAnime_GetFrameCount(&D_06009FC0), 0, -4.0f);
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this->actor.speedXZ = 0.59999996f;
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this->unk_32A = Math_Rand_S16Offset(50, 70);
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this->unk_32A = Rand_S16Offset(50, 70);
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this->unk_332 = 1;
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this->unk_320 = 9;
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EnMb_SetupAction(this, func_80AA87D8);
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@ -329,7 +329,7 @@ void func_80AA6A18(EnMb* this) {
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frameCount = SkelAnime_GetFrameCount(&D_06009FC0);
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this->actor.speedXZ = 0.59999996f;
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this->unk_32A = Math_Rand_S16Offset(50, 70);
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this->unk_32A = Rand_S16Offset(50, 70);
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this->unk_332 = 1;
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this->unk_320 = 9;
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SkelAnime_ChangeAnim(&this->skelAnime, &D_06009FC0, 0.0f, 0.0f, frameCount, 1, -4.0f);
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@ -520,13 +520,13 @@ void func_80AA71AC(EnMb* this, GlobalContext* globalCtx) {
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SkelAnime_FrameUpdateMatrix(&this->skelAnime);
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if (this->unk_32A == 0) {
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this->unk_330 = Math_Vec3f_Yaw(&this->actor.posRot.pos, &this->waypointPos);
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if (Math_SmoothScaleMaxMinS(&this->actor.shape.rot.y, this->unk_330, 1, 0x3E8, 0) == 0) {
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if (Math_SmoothStepToS(&this->actor.shape.rot.y, this->unk_330, 1, 0x3E8, 0) == 0) {
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this->actor.posRot.rot.y = this->actor.shape.rot.y;
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func_80AA6A18(this);
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}
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} else {
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this->unk_32A--;
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Math_SmoothScaleMaxMinS(&this->actor.shape.rot.y, this->actor.initPosRot.rot.y, 1, 0x3E8, 0);
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.initPosRot.rot.y, 1, 0x3E8, 0);
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}
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yDist = this->actor.yDistFromLink;
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yDistAbs = ABS(yDist);
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@ -544,7 +544,7 @@ void func_80AA71AC(EnMb* this, GlobalContext* globalCtx) {
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void func_80AA7310(EnMb* this, GlobalContext* globalCtx) {
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s32 pad;
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Math_SmoothScaleMaxMinF(&this->actor.speedXZ, 0.0f, 0.5f, 1.0f, 0.0f);
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Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 0.5f, 1.0f, 0.0f);
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if (this->actor.speedXZ > 1.0f) {
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func_80033260(globalCtx, &this->actor, &this->actor.posRot.pos, 5.0f, 3, 4.0f, 0x64, 0xF, 0);
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}
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@ -588,7 +588,7 @@ void func_80AA74BC(EnMb* this, GlobalContext* globalCtx) {
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func_8002F71C(globalCtx, &this->actor, 4.0f, this->actor.posRot.rot.y, 4.0f);
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}
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if (this->actor.bgCheckFlags & 1) {
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Math_SmoothScaleMaxMinF(&this->actor.speedXZ, 0.0f, 1.0f, 1.5f, 0.0f);
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Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 1.0f, 1.5f, 0.0f);
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if (1.0f < this->actor.speedXZ) {
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func_80033260(globalCtx, &this->actor, &this->actor.posRot.pos, 5.0f, 3, 4.0f, 0x64, 0xF, 0);
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}
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@ -650,7 +650,7 @@ void func_80AA77D0(EnMb* this, GlobalContext* globalCtx) {
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if (this->unk_32E != 0) {
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this->unk_32E--;
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Math_SmoothScaleMaxMinS(&this->actor.posRot.rot.y, this->actor.yawTowardsLink, 1, 3000, 0);
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Math_SmoothStepToS(&this->actor.posRot.rot.y, this->actor.yawTowardsLink, 1, 3000, 0);
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} else {
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this->actor.speedXZ = 10.0f;
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this->attackParams = 1;
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@ -676,7 +676,7 @@ void func_80AA7938(EnMb* this, GlobalContext* globalCtx) {
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s16 sp54[] = { 20, 40, 0 };
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s16 sp4C[] = { -2500, 0, 3500 };
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Math_SmoothScaleMaxMinS(&this->actor.shape.rot.y, sp4C[this->attackParams - 1] + this->actor.posRot.rot.y, 1, 0x2EE,
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Math_SmoothStepToS(&this->actor.shape.rot.y, sp4C[this->attackParams - 1] + this->actor.posRot.rot.y, 1, 0x2EE,
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0);
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if (this->collider2.base.atFlags & 2) {
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@ -743,7 +743,7 @@ void func_80AA7CAC(EnMb* this, GlobalContext* globalCtx) {
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}
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if (this->unk_32E != 0) {
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this->unk_32E--;
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Math_SmoothScaleMaxMinS(&this->actor.shape.rot.y, this->actor.posRot.rot.y, 1, 0x1F40, 0);
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.posRot.rot.y, 1, 0x1F40, 0);
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sp48 = 0;
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} else {
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this->actor.speedXZ = 10.0f;
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@ -779,11 +779,11 @@ void func_80AA7CAC(EnMb* this, GlobalContext* globalCtx) {
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}
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}
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if ((player->stateFlags2 & 0x80) && (&this->actor == player->actor.parent)) {
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player->actor.posRot.pos.x = this->actor.posRot.pos.x + (Math_Coss(this->actor.shape.rot.y) * 10.0f) +
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(Math_Sins(this->actor.shape.rot.y) * 89.0f);
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player->actor.posRot.pos.x = this->actor.posRot.pos.x + (Math_CosS(this->actor.shape.rot.y) * 10.0f) +
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(Math_SinS(this->actor.shape.rot.y) * 89.0f);
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sp4C = 1;
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player->actor.posRot.pos.z = this->actor.posRot.pos.z + (Math_Sins(this->actor.shape.rot.y) * 10.0f) +
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(Math_Coss(this->actor.shape.rot.y) * 89.0f);
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player->actor.posRot.pos.z = this->actor.posRot.pos.z + (Math_SinS(this->actor.shape.rot.y) * 10.0f) +
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(Math_CosS(this->actor.shape.rot.y) * 89.0f);
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player->unk_850 = 0;
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player->actor.speedXZ = 0.0f;
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player->actor.velocity.y = 0.0f;
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@ -845,11 +845,11 @@ void func_80AA800C(EnMb* this, GlobalContext* globalCtx) {
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}
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}
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if ((player->stateFlags2 & 0x80) && (&this->actor == player->actor.parent)) {
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player->actor.posRot.pos.x = this->actor.posRot.pos.x + (Math_Coss(this->actor.shape.rot.y) * 10.0f) +
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(Math_Sins(this->actor.shape.rot.y) * 89.0f);
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player->actor.posRot.pos.x = this->actor.posRot.pos.x + (Math_CosS(this->actor.shape.rot.y) * 10.0f) +
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(Math_SinS(this->actor.shape.rot.y) * 89.0f);
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sp54 = 1;
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player->actor.posRot.pos.z = this->actor.posRot.pos.z + (Math_Sins(this->actor.shape.rot.y) * 10.0f) +
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(Math_Coss(this->actor.shape.rot.y) * 89.0f);
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player->actor.posRot.pos.z = this->actor.posRot.pos.z + (Math_SinS(this->actor.shape.rot.y) * 10.0f) +
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(Math_CosS(this->actor.shape.rot.y) * 89.0f);
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player->unk_850 = 0;
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player->actor.speedXZ = 0.0f;
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player->actor.velocity.y = 0.0f;
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@ -924,18 +924,18 @@ void func_80AA8514(EnMb* this, GlobalContext* globalCtx) {
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s32 effectsPerFrame;
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effPosition = this->actor.posRot.pos;
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effPosition.x += Math_Sins(this->actor.shape.rot.y) * -70.0f;
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effPosition.z += Math_Coss(this->actor.shape.rot.y) * -70.0f;
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Math_SmoothScaleMaxMinF(&this->actor.speedXZ, 0.0f, 1.0f, 0.5f, 0.0f);
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effPosition.x += Math_SinS(this->actor.shape.rot.y) * -70.0f;
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effPosition.z += Math_CosS(this->actor.shape.rot.y) * -70.0f;
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Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 1.0f, 0.5f, 0.0f);
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temp = effPosition;
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if (SkelAnime_FrameUpdateMatrix(&this->skelAnime) != 0) {
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if (this->unk_32A > 0) {
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effZeroVector = D_80AA9D78;
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this->unk_32A--;
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for (effectsPerFrame = 4; effectsPerFrame >= 0; effectsPerFrame--) {
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effPosition.x = Math_Rand_CenteredFloat(240.0f) + temp.x;
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effPosition.y = Math_Rand_CenteredFloat(15.0f) + (temp.y + 20.0f);
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effPosition.z = Math_Rand_CenteredFloat(240.0f) + temp.z;
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effPosition.x = Rand_CenteredFloat(240.0f) + temp.x;
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effPosition.y = Rand_CenteredFloat(15.0f) + (temp.y + 20.0f);
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effPosition.z = Rand_CenteredFloat(240.0f) + temp.z;
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EffectSsDeadDb_Spawn(globalCtx, &effPosition, &effZeroVector, &effZeroVector, 0xE6, 7, 0xFF, 0xFF, 0xFF,
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0xFF, 0, 0xFF, 0, 1, 9, 1);
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}
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@ -963,7 +963,7 @@ void func_80AA87D8(EnMb* this, GlobalContext* globalCtx) {
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yawDiff = (this->actor.yawTowardsLink - this->actor.shape.rot.y);
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yawDiff = ABS(yawDiff);
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Math_SmoothScaleMaxMinF(&this->actor.speedXZ, 0.59999996f, 0.1f, 1.0f, 0.0f);
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Math_SmoothStepToF(&this->actor.speedXZ, 0.59999996f, 0.1f, 1.0f, 0.0f);
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this->skelAnime.animPlaybackSpeed = this->actor.speedXZ;
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currentFrame = this->skelAnime.animCurrentFrame;
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SkelAnime_FrameUpdateMatrix(&this->skelAnime);
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@ -973,7 +973,7 @@ void func_80AA87D8(EnMb* this, GlobalContext* globalCtx) {
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playbackSpeedABS = ABS(this->skelAnime.animPlaybackSpeed);
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if ((this->unk_32E == 0) &&
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(Math_Vec3f_DistXZ(&this->actor.initPosRot.pos, &player->actor.posRot.pos) < this->unk_364)) {
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Math_SmoothScaleMaxMinS(&this->actor.posRot.rot.y, this->actor.yawTowardsLink, 1, 750, 0);
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Math_SmoothStepToS(&this->actor.posRot.rot.y, this->actor.yawTowardsLink, 1, 750, 0);
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this->actor.flags |= 1;
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if (this->actor.xzDistFromLink < 500.0f) {
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if (yawDiff < 0x1388) {
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@ -985,7 +985,7 @@ void func_80AA87D8(EnMb* this, GlobalContext* globalCtx) {
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if ((this->unk_360 < Math_Vec3f_DistXZ(&this->actor.posRot.pos, &this->actor.initPosRot.pos)) ||
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(this->soundTimer != 0)) {
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yaw = Math_Vec3f_Yaw(&this->actor.posRot.pos, &this->actor.initPosRot);
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Math_SmoothScaleMaxMinS(&this->actor.posRot.rot.y, yaw, 1, 750, 0);
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Math_SmoothStepToS(&this->actor.posRot.rot.y, yaw, 1, 750, 0);
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} else {
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}
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if (this->soundTimer != 0) {
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@ -999,9 +999,9 @@ void func_80AA87D8(EnMb* this, GlobalContext* globalCtx) {
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}
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this->unk_32A--;
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if (this->unk_32A == 0) {
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if (Math_Rand_ZeroOne() > 0.7f) {
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this->unk_32A = Math_Rand_S16Offset(50, 70);
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this->soundTimer = Math_Rand_S16Offset(15, 40);
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if (Rand_ZeroOne() > 0.7f) {
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this->unk_32A = Rand_S16Offset(50, 70);
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this->soundTimer = Rand_S16Offset(15, 40);
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} else {
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func_80AA6830(this);
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}
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@ -1025,14 +1025,14 @@ void func_80AA8AEC(EnMb* this, GlobalContext* globalCtx) {
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f32 playbackSpeedABS;
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if (Math_Vec3f_DistXZ(&this->waypointPos, &this->actor.posRot.pos) <= 8.0f ||
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Math_Rand_ZeroOne() < 0.1f && Math_Vec3f_DistXZ(&this->actor.initPosRot.pos, &this->actor.posRot.pos) <= 4.0f) {
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Rand_ZeroOne() < 0.1f && Math_Vec3f_DistXZ(&this->actor.initPosRot.pos, &this->actor.posRot.pos) <= 4.0f) {
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func_80AA68FC(this, globalCtx);
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} else {
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Math_SmoothScaleMaxMinF(&this->actor.speedXZ, 0.59999996f, 0.1f, 1.0f, 0.0f);
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Math_SmoothStepToF(&this->actor.speedXZ, 0.59999996f, 0.1f, 1.0f, 0.0f);
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this->skelAnime.animPlaybackSpeed = (this->actor.speedXZ + this->actor.speedXZ);
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}
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this->unk_330 = Math_Vec3f_Yaw(&this->actor.posRot.pos, &this->waypointPos);
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Math_SmoothScaleMaxMinS(&this->actor.posRot.rot.y, this->unk_330, 1, 0x5DC, 0);
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Math_SmoothStepToS(&this->actor.posRot.rot.y, this->unk_330, 1, 0x5DC, 0);
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yDistAbs = (this->actor.yDistFromLink >= 0.0f) ? this->actor.yDistFromLink : -this->actor.yDistFromLink;
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if (yDistAbs <= 20.0f && func_80AA652C(this, globalCtx) != 0) {
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yawDiff = (this->actor.shape.rot.y - this->actor.yawTowardsLink);
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@ -1052,7 +1052,7 @@ void func_80AA8AEC(EnMb* this, GlobalContext* globalCtx) {
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}
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if (this->soundTimer == 0) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_MORIBLIN_VOICE);
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this->soundTimer = Math_Rand_S16Offset(30, 70);
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this->soundTimer = Rand_S16Offset(30, 70);
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}
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currentFrame = this->skelAnime.animCurrentFrame;
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SkelAnime_FrameUpdateMatrix(&this->skelAnime);
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@ -1109,7 +1109,7 @@ void func_80AA8E88(EnMb* this) {
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}
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void func_80AA8F50(EnMb* this, GlobalContext* globalCtx) {
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Math_SmoothScaleMaxMinF(&this->actor.speedXZ, 0.0f, 1.0f, 0.5f, 0.0f);
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Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 1.0f, 0.5f, 0.0f);
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if (SkelAnime_FrameUpdateMatrix(&this->skelAnime) != 0) {
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if (this->actor.params < 0) {
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func_80AA6830(this);
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@ -1143,7 +1143,7 @@ void func_80AA8FC8(EnMb* this) {
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void func_80AA90A0(EnMb* this, GlobalContext* globalCtx) {
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Player* player = PLAYER;
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Math_SmoothScaleMaxMinF(&this->actor.speedXZ, 0.0f, 1.0f, 0.5f, 0.0f);
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Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 1.0f, 0.5f, 0.0f);
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if (player->stateFlags2 & 0x80) {
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if (&this->actor == player->actor.parent) {
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player->stateFlags2 &= ~0x80;
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@ -1162,9 +1162,9 @@ void func_80AA90A0(EnMb* this, GlobalContext* globalCtx) {
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this->actor.shape.unk_10 = 0.0f;
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this->unk_32A--;
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for (i = 4; i >= 0; i--) {
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effPos.x = Math_Rand_CenteredFloat(110.0f) + this->actor.posRot.pos.x;
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effPos.y = Math_Rand_CenteredFloat(15.0f) + (this->actor.posRot.pos.y + 20.0f);
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effPos.z = Math_Rand_CenteredFloat(110.0f) + this->actor.posRot.pos.z;
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effPos.x = Rand_CenteredFloat(110.0f) + this->actor.posRot.pos.x;
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effPos.y = Rand_CenteredFloat(15.0f) + (this->actor.posRot.pos.y + 20.0f);
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effPos.z = Rand_CenteredFloat(110.0f) + this->actor.posRot.pos.z;
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EffectSsDeadDb_Spawn(globalCtx, &effPos, &zeroVec, &zeroVec, 0x64, 7, 0xFF, 0xFF, 0xFF, 0xFF, 0, 0xFF,
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0, 1, 9, 1);
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@ -1273,8 +1273,8 @@ void EnMb_Update(Actor* thisx, GlobalContext* globalCtx) {
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Actor_SetHeight(thisx, thisx->scale.x * 4500.0f);
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Collider_CylinderUpdate(thisx, &this->collider1);
|
||||
if (thisx->colChkInfo.health <= 0) {
|
||||
this->collider1.dim.pos.x += (Math_Sins(thisx->shape.rot.y) * (-4400.0f * thisx->scale.y));
|
||||
this->collider1.dim.pos.z += (Math_Coss(thisx->shape.rot.y) * (-4400.0f * thisx->scale.y));
|
||||
this->collider1.dim.pos.x += (Math_SinS(thisx->shape.rot.y) * (-4400.0f * thisx->scale.y));
|
||||
this->collider1.dim.pos.z += (Math_CosS(thisx->shape.rot.y) * (-4400.0f * thisx->scale.y));
|
||||
}
|
||||
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider1.base);
|
||||
if (this->unk_320 >= 5) {
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue