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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:
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81c269b417
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8fa6cb6ff9
1329 changed files with 8413 additions and 8374 deletions
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@ -153,7 +153,7 @@ void EnNiw_Init(Actor* thisx, GlobalContext* globalCtx) {
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Math_Vec3f_Copy(&this->unk_2B8, &this->actor.posRot.pos);
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this->unk_304 = 10.0f;
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Actor_SetScale(&this->actor, 0.01f);
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this->unk_2A4 = (s16)Math_Rand_ZeroFloat(3.99f) + 5;
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this->unk_2A4 = (s16)Rand_ZeroFloat(3.99f) + 5;
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if (this->unk_2A4 < 0) {
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this->unk_2A4 = 1;
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@ -242,7 +242,7 @@ void func_80AB5BF8(EnNiw* this, GlobalContext* globalCtx, s16 arg2) {
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this->unk_26C[0] = 0.0f;
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if (arg2 == 0) {
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this->timer1 = Math_Rand_ZeroFloat(30.0f);
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this->timer1 = Rand_ZeroFloat(30.0f);
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}
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}
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}
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@ -293,28 +293,28 @@ void func_80AB5BF8(EnNiw* this, GlobalContext* globalCtx, s16 arg2) {
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}
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}
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if (this->unk_2E0 != this->unk_26C[9]) {
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Math_SmoothScaleMaxF(&this->unk_2E0, this->unk_26C[9], 0.5f, 4000.0f);
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Math_ApproachF(&this->unk_2E0, this->unk_26C[9], 0.5f, 4000.0f);
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}
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if (this->unk_2DC != this->unk_26C[0]) {
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Math_SmoothScaleMaxF(&this->unk_2DC, this->unk_26C[0], 0.5f, 4000.0f);
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Math_ApproachF(&this->unk_2DC, this->unk_26C[0], 0.5f, 4000.0f);
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}
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if (this->unk_2C4 != this->unk_26C[2]) {
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Math_SmoothScaleMaxF(&this->unk_2C4, this->unk_26C[2], 0.8f, 7000.0f);
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Math_ApproachF(&this->unk_2C4, this->unk_26C[2], 0.8f, 7000.0f);
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}
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if (this->unk_2C8 != this->unk_26C[7]) {
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Math_SmoothScaleMaxF(&this->unk_2C8, this->unk_26C[7], 0.8f, 7000.0f);
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Math_ApproachF(&this->unk_2C8, this->unk_26C[7], 0.8f, 7000.0f);
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}
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if (this->unk_2CC != this->unk_26C[8]) {
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Math_SmoothScaleMaxF(&this->unk_2CC, this->unk_26C[8], 0.8f, 7000.0f);
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Math_ApproachF(&this->unk_2CC, this->unk_26C[8], 0.8f, 7000.0f);
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}
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if (this->unk_2D0 != this->unk_26C[1]) {
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Math_SmoothScaleMaxF(&this->unk_2D0, this->unk_26C[1], 0.8f, 7000.0f);
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Math_ApproachF(&this->unk_2D0, this->unk_26C[1], 0.8f, 7000.0f);
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}
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if (this->unk_2D4 != this->unk_26C[5]) {
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Math_SmoothScaleMaxF(&this->unk_2D4, this->unk_26C[5], 0.8f, 7000.0f);
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Math_ApproachF(&this->unk_2D4, this->unk_26C[5], 0.8f, 7000.0f);
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}
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if (this->unk_2D8 != this->unk_26C[6]) {
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Math_SmoothScaleMaxF(&this->unk_2D8, this->unk_26C[6], 0.8f, 7000.0f);
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Math_ApproachF(&this->unk_2D8, this->unk_26C[6], 0.8f, 7000.0f);
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}
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}
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@ -330,9 +330,9 @@ void EnNiw_SpawnAttackCucco(EnNiw* this, GlobalContext* globalCtx) {
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viewX = globalCtx->view.lookAt.x - globalCtx->view.eye.x;
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viewY = globalCtx->view.lookAt.y - globalCtx->view.eye.y;
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viewZ = globalCtx->view.lookAt.z - globalCtx->view.eye.z;
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attackCuccoPos.x = ((Math_Rand_ZeroOne() - 0.5f) * viewX) + globalCtx->view.eye.x;
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attackCuccoPos.y = Math_Rand_CenteredFloat(0.3f) + ((globalCtx->view.eye.y + 50.0f) + (viewY * 0.5f));
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attackCuccoPos.z = ((Math_Rand_ZeroOne() - 0.5f) * viewZ) + globalCtx->view.eye.z;
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attackCuccoPos.x = ((Rand_ZeroOne() - 0.5f) * viewX) + globalCtx->view.eye.x;
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attackCuccoPos.y = Rand_CenteredFloat(0.3f) + ((globalCtx->view.eye.y + 50.0f) + (viewY * 0.5f));
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attackCuccoPos.z = ((Rand_ZeroOne() - 0.5f) * viewZ) + globalCtx->view.eye.z;
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attackCucco = Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_EN_ATTACK_NIW,
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attackCuccoPos.x, attackCuccoPos.y, attackCuccoPos.z, 0, 0, 0, 0);
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@ -378,8 +378,8 @@ void func_80AB6100(EnNiw* this, GlobalContext* globalCtx, s32 arg2) {
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}
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}
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targetRotY = this->unk_2E4 + factor;
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Math_SmoothScaleMaxMinS(&this->actor.posRot.rot.y, targetRotY, 3, this->unk_2FC, 0);
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Math_SmoothScaleMaxF(&this->unk_2FC, 3000.0f, 1.0f, 500.0f);
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Math_SmoothStepToS(&this->actor.posRot.rot.y, targetRotY, 3, this->unk_2FC, 0);
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Math_ApproachF(&this->unk_2FC, 3000.0f, 1.0f, 500.0f);
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func_80AB5BF8(this, globalCtx, 5);
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}
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@ -401,8 +401,8 @@ void EnNiw_ResetAction(EnNiw* this, GlobalContext* globalCtx) {
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void func_80AB6324(EnNiw* this, GlobalContext* globalCtx) {
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if (this->unk_308 != 0) {
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this->actor.velocity.y = Math_Rand_ZeroFloat(2.0f) + 4.0f;
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this->actor.speedXZ = Math_Rand_ZeroFloat(2.0f) + 3.0f;
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this->actor.velocity.y = Rand_ZeroFloat(2.0f) + 4.0f;
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this->actor.speedXZ = Rand_ZeroFloat(2.0f) + 3.0f;
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this->actionFunc = func_80AB63A8;
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}
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func_80AB5BF8(this, globalCtx, 1);
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@ -448,8 +448,8 @@ void func_80AB6450(EnNiw* this, GlobalContext* globalCtx) {
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void func_80AB6570(EnNiw* this, GlobalContext* globalCtx) {
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s32 pad[2];
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f32 posY = Math_Rand_CenteredFloat(100.0f);
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f32 posZ = Math_Rand_CenteredFloat(100.0f);
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f32 posY = Rand_CenteredFloat(100.0f);
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f32 posZ = Rand_CenteredFloat(100.0f);
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s16 tmp;
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if (this->actor.params != 0xA) {
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@ -471,7 +471,7 @@ void func_80AB6570(EnNiw* this, GlobalContext* globalCtx) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_CHICKEN_CRY_M);
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this->sfxTimer3 = 100;
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}
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this->unk_2A0 = Math_Rand_ZeroFloat(1.99f);
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this->unk_2A0 = Rand_ZeroFloat(1.99f);
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this->actor.speedXZ = 4.0f;
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this->unk_300 = 0.0f;
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this->unk_2FC = 0.0f;
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@ -483,19 +483,19 @@ void func_80AB6570(EnNiw* this, GlobalContext* globalCtx) {
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tmp = 0;
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if (this->timer5 != 0) {
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if (Math_Rand_ZeroFloat(3.99f) < 1.0f) {
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if (Rand_ZeroFloat(3.99f) < 1.0f) {
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this->unk_2E6++;
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this->unk_2E6 &= 1;
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}
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Math_SmoothScaleMaxF(&this->unk_26C[9], D_80AB8604[this->unk_2E6], 0.5f, 4000.0f);
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Math_ApproachF(&this->unk_26C[9], D_80AB8604[this->unk_2E6], 0.5f, 4000.0f);
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}
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if (this->timer5 == 0 && this->timer4 == 0) {
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this->unk_29E++;
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if (this->unk_29E >= 8) {
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this->timer5 = Math_Rand_ZeroFloat(30.0f);
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this->unk_29E = Math_Rand_ZeroFloat(3.99f);
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this->timer5 = Rand_ZeroFloat(30.0f);
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this->unk_29E = Rand_ZeroFloat(3.99f);
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if (this->actor.params != 0xA && this->actor.params != 8) {
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if (posY < 0.0f) {
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posY -= 100.0f;
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@ -508,8 +508,8 @@ void func_80AB6570(EnNiw* this, GlobalContext* globalCtx) {
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posZ += 100.0f;
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}
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} else {
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posY = Math_Rand_CenteredFloat(30.0f);
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posZ = Math_Rand_CenteredFloat(30.0f);
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posY = Rand_CenteredFloat(30.0f);
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posZ = Rand_CenteredFloat(30.0f);
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if (posY < 0.0f) {
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posY -= 20.0f;
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} else {
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@ -537,11 +537,11 @@ void func_80AB6570(EnNiw* this, GlobalContext* globalCtx) {
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}
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if (this->timer4 != 0) {
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Math_SmoothDownscaleMaxF(&this->unk_26C[9], 0.5f, 4000.0f);
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Math_ApproachZeroF(&this->unk_26C[9], 0.5f, 4000.0f);
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tmp = 1;
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Math_SmoothScaleMaxF(&this->actor.posRot.pos.x, this->unk_2B8, 1.0f, this->unk_2FC);
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Math_SmoothScaleMaxF(&this->actor.posRot.pos.z, this->unk_2C0, 1.0f, this->unk_2FC);
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Math_SmoothScaleMaxF(&this->unk_2FC, 3.0f, 1.0f, 0.3f);
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Math_ApproachF(&this->actor.posRot.pos.x, this->unk_2B8, 1.0f, this->unk_2FC);
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Math_ApproachF(&this->actor.posRot.pos.z, this->unk_2C0, 1.0f, this->unk_2FC);
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Math_ApproachF(&this->unk_2FC, 3.0f, 1.0f, 0.3f);
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posY = this->unk_2B8 - this->actor.posRot.pos.x;
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posZ = this->unk_2C0 - this->actor.posRot.pos.z;
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@ -556,9 +556,9 @@ void func_80AB6570(EnNiw* this, GlobalContext* globalCtx) {
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this->unk_29E = 7;
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}
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Math_SmoothScaleMaxMinS(&this->actor.posRot.rot.y, Math_atan2f(posY, posZ) * (0x8000 / M_PI), 3, this->unk_300,
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Math_SmoothStepToS(&this->actor.posRot.rot.y, Math_FAtan2F(posY, posZ) * (0x8000 / M_PI), 3, this->unk_300,
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0);
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Math_SmoothScaleMaxF(&this->unk_300, 10000.0f, 1.0f, 1000.0f);
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Math_ApproachF(&this->unk_300, 10000.0f, 1.0f, 1000.0f);
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}
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func_80AB5BF8(this, globalCtx, tmp);
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@ -585,7 +585,7 @@ void func_80AB6A38(EnNiw* this, GlobalContext* globalCtx) {
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pointPos += this->waypoint;
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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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this->unk_2E4 = Math_atan2f(pathDiffX, pathDiffZ) * (0x8000 / M_PI);
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this->unk_2E4 = Math_FAtan2F(pathDiffX, pathDiffZ) * (0x8000 / M_PI);
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func_80AB6100(this, globalCtx, 2);
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if (fabsf(pathDiffX) < 30.0f && fabsf(pathDiffZ) < 30.0f) {
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@ -605,9 +605,9 @@ void func_80AB6BF8(EnNiw* this, GlobalContext* globalCtx) {
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this->timer4 = 10;
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}
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this->actor.shape.rot.x = Math_Rand_CenteredFloat(5000.0f);
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this->actor.shape.rot.y = Math_Rand_CenteredFloat(5000.0f);
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this->actor.shape.rot.z = Math_Rand_CenteredFloat(5000.0f);
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this->actor.shape.rot.x = Rand_CenteredFloat(5000.0f);
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this->actor.shape.rot.y = Rand_CenteredFloat(5000.0f);
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this->actor.shape.rot.z = Rand_CenteredFloat(5000.0f);
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if (Actor_HasNoParent(&this->actor, globalCtx)) {
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if (this->actor.params == 0xD) {
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@ -788,7 +788,7 @@ void func_80AB7204(EnNiw* this, GlobalContext* globalCtx) {
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if (this->timer7 < 2) {
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if (this->timer7 == 1) {
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this->actor.speedXZ = 3.0f;
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this->unk_2A0 = Math_Rand_ZeroFloat(1.99f);
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this->unk_2A0 = Rand_ZeroFloat(1.99f);
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this->timer1 = this->timer2 = this->timer3 = this->timer4 = 0;
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} else {
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func_80AB6100(this, globalCtx, 1);
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@ -798,7 +798,7 @@ void func_80AB7204(EnNiw* this, GlobalContext* globalCtx) {
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void func_80AB7290(EnNiw* this, GlobalContext* globalCtx) {
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SkelAnime_ChangeAnim(&this->skelAnime, &D_060000E8, 1.0f, 0.0f, SkelAnime_GetFrameCount(&D_060000E8), 0, -10.0f);
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this->unk_2A0 = Math_Rand_ZeroFloat(1.99f);
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this->unk_2A0 = Rand_ZeroFloat(1.99f);
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this->actor.speedXZ = 4.0f;
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this->actionFunc = func_80AB7328;
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}
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@ -818,7 +818,7 @@ void func_80AB7328(EnNiw* this, GlobalContext* globalCtx) {
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}
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this->actionFunc = EnNiw_ResetAction;
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} else {
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this->unk_2E4 = Math_atan2f(this->actor.posRot.pos.x - player->actor.posRot.pos.x,
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this->unk_2E4 = Math_FAtan2F(this->actor.posRot.pos.x - player->actor.posRot.pos.x,
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this->actor.posRot.pos.z - player->actor.posRot.pos.z) *
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(0x8000 / M_PI);
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func_80AB6100(this, globalCtx, 0);
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@ -828,7 +828,7 @@ void func_80AB7328(EnNiw* this, GlobalContext* globalCtx) {
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void func_80AB7420(EnNiw* this, GlobalContext* globalCtx) {
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if (this->actor.bgCheckFlags & 1) {
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this->unk_2A4 = (s16)Math_Rand_ZeroFloat(3.99f) + 5;
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this->unk_2A4 = (s16)Rand_ZeroFloat(3.99f) + 5;
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this->actionFunc = EnNiw_ResetAction;
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}
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}
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@ -884,21 +884,21 @@ void EnNiw_Update(Actor* thisx, GlobalContext* globalCtx) {
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}
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for (i = 0; i < featherCount; i++) {
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pos.x = Math_Rand_CenteredFloat(10.0f) + thisx->posRot.pos.x;
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pos.y = Math_Rand_CenteredFloat(10.0f) + (thisx->posRot.pos.y + this->unk_304);
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pos.z = Math_Rand_CenteredFloat(10.0f) + thisx->posRot.pos.z;
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scale = Math_Rand_ZeroFloat(6.0f) + 6.0f;
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pos.x = Rand_CenteredFloat(10.0f) + thisx->posRot.pos.x;
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pos.y = Rand_CenteredFloat(10.0f) + (thisx->posRot.pos.y + this->unk_304);
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pos.z = Rand_CenteredFloat(10.0f) + thisx->posRot.pos.z;
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scale = Rand_ZeroFloat(6.0f) + 6.0f;
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if (this->unk_2A6 == 2 && this->unk_304 != 0) {
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pos.y += 10;
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}
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if (this->unk_304 == 0) {
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scale = Math_Rand_ZeroFloat(2.0f) + 2;
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scale = Rand_ZeroFloat(2.0f) + 2;
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}
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vel.x = Math_Rand_CenteredFloat(3.0f);
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vel.y = (Math_Rand_ZeroFloat(2.0f) * 0.5f) + 2.0f;
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vel.z = Math_Rand_CenteredFloat(3.0f);
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vel.x = Rand_CenteredFloat(3.0f);
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vel.y = (Rand_ZeroFloat(2.0f) * 0.5f) + 2.0f;
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vel.z = Rand_CenteredFloat(3.0f);
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accel.x = 0.0f;
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accel.y = -0.15f;
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accel.z = 0.0f;
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@ -1136,8 +1136,8 @@ void EnNiw_FeatherSpawn(EnNiw* this, Vec3f* pos, Vec3f* vel, Vec3f* accel, f32 s
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feather->accel = *accel;
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feather->timer = 0;
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feather->scale = scale / 1000.0f;
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feather->life = (s16)Math_Rand_ZeroFloat(20.0f) + 40;
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feather->unk_2A = Math_Rand_ZeroFloat(1000.0f);
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feather->life = (s16)Rand_ZeroFloat(20.0f) + 40;
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feather->unk_2A = Rand_ZeroFloat(1000.0f);
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break;
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}
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}
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@ -1158,13 +1158,13 @@ void EnNiw_FeatherUpdate(EnNiw* this, GlobalContext* globalCtx) {
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feather->vel.z += feather->accel.z;
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if (feather->type == 1) {
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feather->unk_2A++;
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Math_SmoothScaleMaxF(&feather->vel.x, 0.0f, 1.0f, 0.05f);
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Math_SmoothScaleMaxF(&feather->vel.z, 0.0f, 1.0f, 0.05f);
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Math_ApproachF(&feather->vel.x, 0.0f, 1.0f, 0.05f);
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Math_ApproachF(&feather->vel.z, 0.0f, 1.0f, 0.05f);
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if (feather->vel.y < -0.5f) {
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feather->vel.y = -0.5f;
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}
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feather->unk_30 = Math_Sins(feather->unk_2A * 0xBB8) * M_PI * 0.2f;
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feather->unk_30 = Math_SinS(feather->unk_2A * 0xBB8) * M_PI * 0.2f;
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if (feather->life < feather->timer) {
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feather->type = 0;
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