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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
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
1329 changed files with 8413 additions and 8374 deletions

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@ -161,10 +161,10 @@ void func_80AE5054(EnReeba* this, GlobalContext* globalCtx) {
}
if (this->unk_278 == 0) {
Math_SmoothScaleMaxF(&this->actor.shape.unk_10, 12.0f, 1.0f, 1.0f);
Math_ApproachF(&this->actor.shape.unk_10, 12.0f, 1.0f, 1.0f);
if (this->actor.shape.unk_08 < 0.0f) {
Math_SmoothDownscaleMaxF(&this->actor.shape.unk_08, 1.0f, this->unk_288);
Math_SmoothScaleMaxF(&this->unk_288, 300.0f, 1.0f, 5.0f);
Math_ApproachZeroF(&this->actor.shape.unk_08, 1.0f, this->unk_288);
Math_ApproachF(&this->unk_288, 300.0f, 1.0f, 5.0f);
} else {
this->unk_288 = 0.0f;
this->actor.shape.unk_08 = 0.0f;
@ -192,7 +192,7 @@ void func_80AE5054(EnReeba* this, GlobalContext* globalCtx) {
this->actionfunc = func_80AE538C;
} else {
this->unk_272 = 130;
this->actor.speedXZ = Math_Rand_ZeroFloat(4.0f) + 6.0f;
this->actor.speedXZ = Rand_ZeroFloat(4.0f) + 6.0f;
this->actionfunc = func_80AE5270;
}
}
@ -205,7 +205,7 @@ void func_80AE5270(EnReeba* this, GlobalContext* globalCtx) {
SkelAnime_FrameUpdateMatrix(&this->skelanime);
if (this->actor.shape.unk_10 < 12.0f) {
Math_SmoothScaleMaxF(&this->actor.shape.unk_10, 12.0f, 3.0f, 1.0f);
Math_ApproachF(&this->actor.shape.unk_10, 12.0f, 3.0f, 1.0f);
}
surfaceType = func_80041D4C(&globalCtx->colCtx, this->actor.floorPoly, this->actor.floorPolySource);
@ -236,7 +236,7 @@ void func_80AE53AC(EnReeba* this, GlobalContext* globalCtx) {
SkelAnime_FrameUpdateMatrix(&this->skelanime);
if (this->actor.shape.unk_10 < 12.0f) {
Math_SmoothScaleMaxF(&this->actor.shape.unk_10, 12.0f, 3.0f, 1.0f);
Math_ApproachF(&this->actor.shape.unk_10, 12.0f, 3.0f, 1.0f);
}
surfaceType = func_80041D4C(&globalCtx->colCtx, this->actor.floorPoly, this->actor.floorPolySource);
@ -249,7 +249,7 @@ void func_80AE53AC(EnReeba* this, GlobalContext* globalCtx) {
this->unk_270 = 30;
}
speed = (this->actor.xzDistFromLink - 20.0f) / ((Math_Rand_ZeroOne() * 50.0f) + 150.0f);
speed = (this->actor.xzDistFromLink - 20.0f) / ((Rand_ZeroOne() * 50.0f) + 150.0f);
this->actor.speedXZ += speed * 1.8f;
if (this->actor.speedXZ >= 3.0f) {
this->actor.speedXZ = 3.0f;
@ -271,7 +271,7 @@ void func_80AE53AC(EnReeba* this, GlobalContext* globalCtx) {
}
void func_80AE561C(EnReeba* this, GlobalContext* globalCtx) {
Math_SmoothDownscaleMaxF(&this->actor.speedXZ, 1.0f, 0.3f);
Math_ApproachZeroF(&this->actor.speedXZ, 1.0f, 0.3f);
if (this->unk_272 == 0) {
if (this->isBig) {
@ -291,8 +291,8 @@ void func_80AE5688(EnReeba* this, GlobalContext* globalCtx) {
}
void func_80AE56E0(EnReeba* this, GlobalContext* globalCtx) {
Math_SmoothDownscaleMaxF(&this->actor.shape.unk_10, 1.0f, 0.3f);
Math_SmoothDownscaleMaxF(&this->actor.speedXZ, 0.1f, 0.3f);
Math_ApproachZeroF(&this->actor.shape.unk_10, 1.0f, 0.3f);
Math_ApproachZeroF(&this->actor.speedXZ, 0.1f, 0.3f);
SkelAnime_FrameUpdateMatrix(&this->skelanime);
if ((this->unk_284 + 10.0f) <= this->actor.shape.unk_08) {
@ -301,8 +301,8 @@ void func_80AE56E0(EnReeba* this, GlobalContext* globalCtx) {
1);
}
Math_SmoothScaleMaxF(&this->actor.shape.unk_08, this->unk_284, 1.0f, this->unk_288);
Math_SmoothScaleMaxF(&this->unk_288, 300.0f, 1.0f, 5.0f);
Math_ApproachF(&this->actor.shape.unk_08, this->unk_284, 1.0f, this->unk_288);
Math_ApproachF(&this->unk_288, 300.0f, 1.0f, 5.0f);
} else {
Actor_Kill(&this->actor);
}
@ -355,9 +355,9 @@ void func_80AE5938(EnReeba* this, GlobalContext* globalCtx) {
if ((this->unk_27E == 4) || (this->actor.colChkInfo.health != 0)) {
if (this->unk_27E == 2) {
pos.x = this->actor.posRot.pos.x + Math_Rand_CenteredFloat(20.0f);
pos.y = this->actor.posRot.pos.y + Math_Rand_CenteredFloat(20.0f);
pos.z = this->actor.posRot.pos.z + Math_Rand_CenteredFloat(20.0f);
pos.x = this->actor.posRot.pos.x + Rand_CenteredFloat(20.0f);
pos.y = this->actor.posRot.pos.y + Rand_CenteredFloat(20.0f);
pos.z = this->actor.posRot.pos.z + Rand_CenteredFloat(20.0f);
scale = 3.0f;
if (this->isBig) {
@ -382,9 +382,9 @@ void func_80AE5A9C(EnReeba* this, GlobalContext* globalCtx) {
if (this->unk_278 != 0) {
if ((this->unk_27E == 2) && ((this->unk_278 & 0xF) == 0)) {
pos.x = this->actor.posRot.pos.x + Math_Rand_CenteredFloat(20.0f);
pos.y = this->actor.posRot.pos.y + Math_Rand_CenteredFloat(20.0f);
pos.z = this->actor.posRot.pos.z + Math_Rand_CenteredFloat(20.0f);
pos.x = this->actor.posRot.pos.x + Rand_CenteredFloat(20.0f);
pos.y = this->actor.posRot.pos.y + Rand_CenteredFloat(20.0f);
pos.z = this->actor.posRot.pos.z + Rand_CenteredFloat(20.0f);
scale = 3.0f;
if (this->isBig) {
@ -420,7 +420,7 @@ void func_80AE5C38(EnReeba* this, GlobalContext* globalCtx) {
}
} else {
this->actor.speedXZ = 0.0f;
Math_SmoothDownscaleMaxF(&this->scale, 0.1f, 0.01f);
Math_ApproachZeroF(&this->scale, 0.1f, 0.01f);
if (this->scale < 0.01f) {
pos.x = this->actor.posRot.pos.x;
@ -458,8 +458,8 @@ void func_80AE5C38(EnReeba* this, GlobalContext* globalCtx) {
void func_80AE5E48(EnReeba* this, GlobalContext* globalCtx) {
if (this->unk_278 < 37) {
this->actor.shape.rot.x = Math_Rand_CenteredFloat(3000.0f);
this->actor.shape.rot.z = Math_Rand_CenteredFloat(3000.0f);
this->actor.shape.rot.x = Rand_CenteredFloat(3000.0f);
this->actor.shape.rot.z = Rand_CenteredFloat(3000.0f);
if (this->unk_278 == 0) {
if (this->isBig) {
@ -627,9 +627,9 @@ void EnReeba_Draw(Actor* thisx, GlobalContext* globalCtx) {
if (BREG(0)) {
Vec3f debugPos;
debugPos.x = (Math_Sins(this->actor.posRot.rot.y) * 30.0f) + this->actor.posRot.pos.x;
debugPos.x = (Math_SinS(this->actor.posRot.rot.y) * 30.0f) + this->actor.posRot.pos.x;
debugPos.y = this->actor.posRot.pos.y + 20.0f;
debugPos.z = (Math_Coss(this->actor.posRot.rot.y) * 30.0f) + this->actor.posRot.pos.z;
debugPos.z = (Math_CosS(this->actor.posRot.rot.y) * 30.0f) + this->actor.posRot.pos.z;
DebugDisplay_AddObject(debugPos.x, debugPos.y, debugPos.z, this->actor.posRot.rot.x, this->actor.posRot.rot.y,
this->actor.posRot.rot.z, 1.0f, 1.0f, 1.0f, 255, 0, 0, 255, 4, globalCtx->state.gfxCtx);
}