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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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81c269b417
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1329 changed files with 8413 additions and 8374 deletions
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@ -125,7 +125,7 @@ void EnNb_UpdatePath(EnNb* this, GlobalContext* globalCtx) {
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this->finalPos.y = pointPos[1].y;
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this->finalPos.z = pointPos[1].z;
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this->pathYaw =
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(Math_atan2f(this->finalPos.x - this->initialPos.x, this->finalPos.z - this->initialPos.z) * 10430.378f);
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(Math_FAtan2F(this->finalPos.x - this->initialPos.x, this->finalPos.z - this->initialPos.z) * 10430.378f);
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// "En_Nb_Get_path_info Rail Data Get! = %d!!!!!!!!!!!!!!"
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osSyncPrintf("En_Nb_Get_path_info レールデータをゲットだぜ = %d!!!!!!!!!!!!!!\n", path);
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} else {
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@ -177,11 +177,11 @@ void func_80AB10C4(EnNb* this) {
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Vec3s* tempPtr2;
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tempPtr = &this->unk_300.unk_08;
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Math_SmoothScaleMaxMinS(&tempPtr->x, 0, 20, 6200, 100);
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Math_SmoothScaleMaxMinS(&tempPtr->y, 0, 20, 6200, 100);
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Math_SmoothStepToS(&tempPtr->x, 0, 20, 6200, 100);
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Math_SmoothStepToS(&tempPtr->y, 0, 20, 6200, 100);
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tempPtr2 = &this->unk_300.unk_0E;
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Math_SmoothScaleMaxMinS(&tempPtr2->x, 0, 20, 6200, 100);
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Math_SmoothScaleMaxMinS(&tempPtr2->y, 0, 20, 6200, 100);
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Math_SmoothStepToS(&tempPtr2->x, 0, 20, 6200, 100);
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Math_SmoothStepToS(&tempPtr2->y, 0, 20, 6200, 100);
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}
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void EnNb_UpdateEyes(EnNb* this) {
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@ -190,7 +190,7 @@ void EnNb_UpdateEyes(EnNb* this) {
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s16* eyeIdx = &this->eyeIdx;
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if (DECR(*blinkTimer) == 0) {
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*blinkTimer = Math_Rand_S16Offset(60, 60);
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*blinkTimer = Rand_S16Offset(60, 60);
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}
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*eyeIdx = *blinkTimer;
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@ -1164,12 +1164,12 @@ void func_80AB36DC(EnNb* this, GlobalContext* globalCtx) {
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if ((((u16)((u16)(kREG(17) + 25) - 4))) > moveTime) {
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s16 invScale = 4 - moveTime;
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if (invScale > 0) {
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Math_SmoothScaleMaxMinS(&this->actor.shape.rot.y, this->pathYaw, invScale, 6200, 100);
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->pathYaw, invScale, 6200, 100);
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}
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} else {
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s16 invScale = (u16)(kREG(17) + 25) - moveTime;
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if (invScale > 0) {
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Math_SmoothScaleMaxMinS(&this->actor.shape.rot.y, this->actor.initPosRot.rot.y, invScale, 6200, 100);
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.initPosRot.rot.y, invScale, 6200, 100);
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}
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}
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}
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