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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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@ -173,7 +173,7 @@ void func_80AE269C(EnRd* this) {
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}
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this->unk_31B = 0;
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this->unk_30C = (Math_Rand_ZeroOne() * 10.0f) + 5.0f;
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this->unk_30C = (Rand_ZeroOne() * 10.0f) + 5.0f;
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this->actor.speedXZ = 0.0f;
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this->actor.posRot.rot.y = this->actor.shape.rot.y;
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EnRd_SetupAction(this, func_80AE2744);
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@ -181,11 +181,11 @@ void func_80AE269C(EnRd* this) {
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void func_80AE2744(EnRd* this, GlobalContext* globalCtx) {
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SkelAnime_FrameUpdateMatrix(&this->skelAnime);
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Math_SmoothScaleMaxMinS(&this->unk_30E, 0, 1, 0x64, 0);
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Math_SmoothScaleMaxMinS(&this->unk_310, 0, 1, 0x64, 0);
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Math_SmoothStepToS(&this->unk_30E, 0, 1, 0x64, 0);
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Math_SmoothStepToS(&this->unk_310, 0, 1, 0x64, 0);
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if ((this->actor.params == 2) && (0.0f == this->skelAnime.animCurrentFrame)) {
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if (Math_Rand_ZeroOne() >= 0.5f) {
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if (Rand_ZeroOne() >= 0.5f) {
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SkelAnime_ChangeAnimDefaultRepeat(&this->skelAnime, &D_06005D98);
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} else {
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SkelAnime_ChangeAnimDefaultRepeat(&this->skelAnime, &D_060057AC);
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@ -193,7 +193,7 @@ void func_80AE2744(EnRd* this, GlobalContext* globalCtx) {
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} else {
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this->unk_30C--;
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if (this->unk_30C == 0) {
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this->unk_30C = (Math_Rand_ZeroOne() * 10.0f) + 10.0f;
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this->unk_30C = (Rand_ZeroOne() * 10.0f) + 10.0f;
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this->skelAnime.animCurrentFrame = 0.0f;
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}
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}
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@ -244,8 +244,8 @@ void func_80AE2970(EnRd* this) {
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// Rising out of coffin
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void func_80AE2A10(EnRd* this, GlobalContext* globalCtx) {
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if (this->actor.shape.rot.x != -0x4000) {
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Math_SmoothScaleMaxMinS(&this->actor.shape.rot.x, 0, 1, 0x7D0, 0);
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if (Math_SmoothScaleMaxMinF(&this->actor.posRot.pos.y, this->actor.initPosRot.pos.y, 0.3f, 2.0f, 0.3f) ==
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Math_SmoothStepToS(&this->actor.shape.rot.x, 0, 1, 0x7D0, 0);
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if (Math_SmoothStepToF(&this->actor.posRot.pos.y, this->actor.initPosRot.pos.y, 0.3f, 2.0f, 0.3f) ==
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0.0f) {
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this->actor.gravity = -3.5f;
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func_80AE269C(this);
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@ -254,13 +254,13 @@ void func_80AE2A10(EnRd* this, GlobalContext* globalCtx) {
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if (this->actor.posRot.pos.y == this->actor.initPosRot.pos.y) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_REDEAD_CRY);
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}
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if (Math_SmoothScaleMaxMinF(&this->actor.posRot.pos.y, this->actor.initPosRot.pos.y + 50.0f, 0.3f, 2.0f,
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if (Math_SmoothStepToF(&this->actor.posRot.pos.y, this->actor.initPosRot.pos.y + 50.0f, 0.3f, 2.0f,
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0.3f) == 0.0f) {
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if (this->unk_30C != 0) {
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this->unk_30C--;
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Math_SmoothScaleMaxMinF(&this->actor.speedXZ, 6.0f, 0.3f, 1.0f, 0.3f);
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} else if (Math_SmoothScaleMaxMinF(&this->actor.speedXZ, 0.0f, 0.3f, 1.0f, 0.3f) == 0.0f) {
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Math_SmoothScaleMaxMinS(&this->actor.shape.rot.x, 0, 1, 0x7D0, 0);
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Math_SmoothStepToF(&this->actor.speedXZ, 6.0f, 0.3f, 1.0f, 0.3f);
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} else if (Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 0.3f, 1.0f, 0.3f) == 0.0f) {
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Math_SmoothStepToS(&this->actor.shape.rot.x, 0, 1, 0x7D0, 0);
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}
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}
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}
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@ -282,9 +282,9 @@ void func_80AE2C1C(EnRd* this, GlobalContext* globalCtx) {
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s16 sp32 = this->actor.yawTowardsLink - this->actor.shape.rot.y - this->unk_30E - this->unk_310;
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this->skelAnime.animPlaybackSpeed = this->actor.speedXZ;
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Math_SmoothScaleMaxMinS(&this->actor.shape.rot.y, this->actor.yawTowardsLink, 1, 0xFA, 0);
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Math_SmoothScaleMaxMinS(&this->unk_30E, 0, 1, 0x64, 0);
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Math_SmoothScaleMaxMinS(&this->unk_310, 0, 1, 0x64, 0);
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsLink, 1, 0xFA, 0);
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Math_SmoothStepToS(&this->unk_30E, 0, 1, 0x64, 0);
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Math_SmoothStepToS(&this->unk_310, 0, 1, 0x64, 0);
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this->actor.posRot.rot.y = this->actor.shape.rot.y;
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SkelAnime_FrameUpdateMatrix(&this->skelAnime);
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@ -345,10 +345,10 @@ void func_80AE2FD0(EnRd* this, GlobalContext* globalCtx) {
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s16 targetY = func_8002DAC0(&this->actor, &this->actor.initPosRot.pos);
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if (func_8002DB6C(&this->actor, &this->actor.initPosRot.pos) >= 5.0f) {
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Math_SmoothScaleMaxMinS(&this->actor.shape.rot.y, targetY, 1, 0x1C2, 0);
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Math_SmoothStepToS(&this->actor.shape.rot.y, targetY, 1, 0x1C2, 0);
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} else {
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this->actor.speedXZ = 0.0f;
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if (Math_SmoothScaleMaxMinS(&this->actor.shape.rot.y, this->actor.initPosRot.rot.y, 1, 0x1C2, 0) == 0) {
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if (Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.initPosRot.rot.y, 1, 0x1C2, 0) == 0) {
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if (this->actor.params != 2) {
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func_80AE269C(this);
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} else {
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@ -357,8 +357,8 @@ void func_80AE2FD0(EnRd* this, GlobalContext* globalCtx) {
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}
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}
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Math_SmoothScaleMaxMinS(&this->unk_30E, 0, 1, 0x64, 0);
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Math_SmoothScaleMaxMinS(&this->unk_310, 0, 1, 0x64, 0);
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Math_SmoothStepToS(&this->unk_30E, 0, 1, 0x64, 0);
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Math_SmoothStepToS(&this->unk_310, 0, 1, 0x64, 0);
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this->actor.posRot.rot.y = this->actor.shape.rot.y;
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SkelAnime_FrameUpdateMatrix(&this->skelAnime);
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@ -396,7 +396,7 @@ void func_80AE3260(EnRd* this, GlobalContext* globalCtx) {
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targetY = func_8002DAC0(&this->actor, &thisPos);
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Math_SmoothScaleMaxMinS(&this->actor.shape.rot.y, targetY, 1, 0xFA, 0);
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Math_SmoothStepToS(&this->actor.shape.rot.y, targetY, 1, 0xFA, 0);
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if (func_8002DB6C(&this->actor, &thisPos) >= 45.0f) {
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this->actor.speedXZ = 0.4f;
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@ -410,8 +410,8 @@ void func_80AE3260(EnRd* this, GlobalContext* globalCtx) {
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}
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}
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Math_SmoothScaleMaxMinS(&this->unk_30E, 0, 1, 0x64, 0);
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Math_SmoothScaleMaxMinS(&this->unk_310, 0, 1, 0x64, 0);
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Math_SmoothStepToS(&this->unk_30E, 0, 1, 0x64, 0);
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Math_SmoothStepToS(&this->unk_310, 0, 1, 0x64, 0);
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} else {
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func_80AE2B90(this, globalCtx);
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}
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@ -451,8 +451,8 @@ void func_80AE3454(EnRd* this, GlobalContext* globalCtx) {
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func_800AA000(this->actor.xzDistFromLink, 0xFF, 1, 0xC);
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this->unk_319 = 0x14;
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case 0:
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Math_SmoothScaleMaxMinS(&this->unk_30E, 0, 1, 0x5DC, 0);
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Math_SmoothScaleMaxMinS(&this->unk_310, 0, 1, 0x5DC, 0);
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Math_SmoothStepToS(&this->unk_30E, 0, 1, 0x5DC, 0);
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Math_SmoothStepToS(&this->unk_310, 0, 1, 0x5DC, 0);
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case 2:
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if (!(player->stateFlags2 & 0x80)) {
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SkelAnime_ChangeAnim(&this->skelAnime, &D_060046F8, 0.5f, 0.0f, SkelAnime_GetFrameCount(&D_060046F8), 3,
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@ -463,17 +463,17 @@ void func_80AE3454(EnRd* this, GlobalContext* globalCtx) {
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}
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if (LINK_IS_CHILD) {
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Math_SmoothScaleMaxMinF(&this->actor.shape.unk_08, -1500.0f, 1.0f, 150.0f, 0.0f);
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Math_SmoothStepToF(&this->actor.shape.unk_08, -1500.0f, 1.0f, 150.0f, 0.0f);
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}
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Math_SmoothScaleMaxMinF(&this->actor.posRot.pos.x,
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(Math_Sins(player->actor.shape.rot.y) * -25.0f) + player->actor.posRot.pos.x, 1.0f,
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Math_SmoothStepToF(&this->actor.posRot.pos.x,
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(Math_SinS(player->actor.shape.rot.y) * -25.0f) + player->actor.posRot.pos.x, 1.0f,
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10.0f, 0.0f);
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Math_SmoothScaleMaxMinF(&this->actor.posRot.pos.y, player->actor.posRot.pos.y, 1.0f, 10.0f, 0.0f);
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Math_SmoothScaleMaxMinF(&this->actor.posRot.pos.z,
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(Math_Coss(player->actor.shape.rot.y) * -25.0f) + player->actor.posRot.pos.z, 1.0f,
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Math_SmoothStepToF(&this->actor.posRot.pos.y, player->actor.posRot.pos.y, 1.0f, 10.0f, 0.0f);
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Math_SmoothStepToF(&this->actor.posRot.pos.z,
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(Math_CosS(player->actor.shape.rot.y) * -25.0f) + player->actor.posRot.pos.z, 1.0f,
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10.0f, 0.0f);
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Math_SmoothScaleMaxMinS(&this->actor.shape.rot.y, player->actor.shape.rot.y, 1, 0x1770, 0);
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Math_SmoothStepToS(&this->actor.shape.rot.y, player->actor.shape.rot.y, 1, 0x1770, 0);
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if (this->skelAnime.animCurrentFrame == 0.0f) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_REDEAD_ATTACK);
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@ -489,12 +489,12 @@ void func_80AE3454(EnRd* this, GlobalContext* globalCtx) {
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break;
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case 3:
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if (LINK_IS_CHILD) {
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Math_SmoothScaleMaxMinF(&this->actor.shape.unk_08, 0, 1.0f, 400.0f, 0.0f);
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Math_SmoothStepToF(&this->actor.shape.unk_08, 0, 1.0f, 400.0f, 0.0f);
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}
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break;
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case 4:
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if (LINK_IS_CHILD) {
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Math_SmoothScaleMaxMinF(&this->actor.shape.unk_08, 0, 1.0f, 400.0f, 0.0f);
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Math_SmoothStepToF(&this->actor.shape.unk_08, 0, 1.0f, 400.0f, 0.0f);
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}
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this->actor.unk_1F = 0;
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this->actor.flags |= 1;
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@ -578,8 +578,8 @@ void func_80AE3B18(EnRd* this, GlobalContext* globalCtx) {
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}
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this->actor.posRot.rot.y = this->actor.yawTowardsLink;
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Math_SmoothScaleMaxMinS(&this->unk_30E, 0, 1, 0x12C, 0);
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Math_SmoothScaleMaxMinS(&this->unk_310, 0, 1, 0x12C, 0);
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Math_SmoothStepToS(&this->unk_30E, 0, 1, 0x12C, 0);
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Math_SmoothStepToS(&this->unk_310, 0, 1, 0x12C, 0);
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if (SkelAnime_FrameUpdateMatrix(&this->skelAnime)) {
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this->actor.posRot.rot.y = this->actor.shape.rot.y;
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@ -610,8 +610,8 @@ void func_80AE3C98(EnRd* this, GlobalContext* globalCtx) {
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Actor_ChangeType(globalCtx, &globalCtx->actorCtx, &this->actor, ACTORTYPE_PROP);
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}
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Math_SmoothScaleMaxMinS(&this->unk_30E, 0, 1, 0x7D0, 0);
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Math_SmoothScaleMaxMinS(&this->unk_310, 0, 1, 0x7D0, 0);
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Math_SmoothStepToS(&this->unk_30E, 0, 1, 0x7D0, 0);
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Math_SmoothStepToS(&this->unk_310, 0, 1, 0x7D0, 0);
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if (SkelAnime_FrameUpdateMatrix(&this->skelAnime)) {
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if (this->unk_30C == 0) {
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