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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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@ -175,7 +175,7 @@ void EnSb_SetupCooldown(EnSb* this, s32 changeSpeed) {
void EnSb_WaitClosed(EnSb* this, GlobalContext* globalCtx) {
// always face toward link
Math_SmoothScaleMaxMinS(&this->actor.shape.rot.y, this->actor.yawTowardsLink, 0xA, 0x7D0, 0x0);
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsLink, 0xA, 0x7D0, 0x0);
if ((this->actor.xzDistFromLink <= 160.0f) && (this->actor.xzDistFromLink > 40.0f)) {
EnSb_SetupOpen(this);
@ -189,7 +189,7 @@ void EnSb_Open(EnSb* this, GlobalContext* globalCtx) {
this->timer = 15;
EnSb_SetupWaitOpen(this);
} else {
Math_SmoothScaleMaxMinS(&this->actor.shape.rot.y, this->actor.yawTowardsLink, 0xA, 0x7D0, 0x0);
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsLink, 0xA, 0x7D0, 0x0);
if ((this->actor.xzDistFromLink > 160.0f) || (this->actor.xzDistFromLink <= 40.0f)) {
EnSb_SetupWaitClosed(this);
}
@ -199,7 +199,7 @@ void EnSb_Open(EnSb* this, GlobalContext* globalCtx) {
void EnSb_WaitOpen(EnSb* this, GlobalContext* globalCtx) {
s16 timer = this->timer;
Math_SmoothScaleMaxMinS(&this->actor.shape.rot.y, this->actor.yawTowardsLink, 0xA, 0x7D0, 0x0);
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsLink, 0xA, 0x7D0, 0x0);
if ((this->actor.xzDistFromLink > 160.0f) || (this->actor.xzDistFromLink <= 40.0f)) {
EnSb_SetupWaitClosed(this);
@ -218,7 +218,7 @@ void EnSb_TurnAround(EnSb* this, GlobalContext* globalCtx) {
s16 invertedYaw;
invertedYaw = this->attackYaw + 0x8000;
Math_SmoothScaleMaxMinS(&this->actor.shape.rot.y, invertedYaw, 0x1, 0x1F40, 0xA);
Math_SmoothStepToS(&this->actor.shape.rot.y, invertedYaw, 0x1, 0x1F40, 0xA);
if (this->actor.shape.rot.y == invertedYaw) {
this->actor.posRot.rot.y = this->attackYaw;
@ -240,7 +240,7 @@ void EnSb_TurnAround(EnSb* this, GlobalContext* globalCtx) {
}
void EnSb_Lunge(EnSb* this, GlobalContext* globalCtx) {
Math_ApproxF(&this->actor.speedXZ, 0.0f, 0.2f);
Math_StepToF(&this->actor.speedXZ, 0.0f, 0.2f);
if ((this->actor.velocity.y <= -0.1f) || ((this->actor.bgCheckFlags & 2))) {
if (!(this->actor.waterY > 0.0f)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_M_GND);
@ -257,7 +257,7 @@ void EnSb_Bounce(EnSb* this, GlobalContext* globalCtx) {
currentFrame = this->skelAnime.animCurrentFrame;
frameCount = SkelAnime_GetFrameCount(&D_060000B4);
Math_ApproxF(&this->actor.speedXZ, 0.0f, 0.2f);
Math_StepToF(&this->actor.speedXZ, 0.0f, 0.2f);
if (currentFrame == frameCount) {
if (this->bouncesLeft != 0) {
@ -463,9 +463,9 @@ void EnSb_Draw(Actor* thisx, GlobalContext* globalCtx) {
// fire gets set to 4 when burned, decrements to 3 and fails the "& 1" check and never stores the decrement
if ((fireDecr & 1) == 0) {
offset = &sFlamePosOffsets[(fireDecr & 3)];
flamePos.x = Math_Rand_CenteredFloat(5.0f) + (this->actor.posRot.pos.x + offset->x);
flamePos.y = Math_Rand_CenteredFloat(5.0f) + (this->actor.posRot.pos.y + offset->y);
flamePos.z = Math_Rand_CenteredFloat(5.0f) + (this->actor.posRot.pos.z + offset->z);
flamePos.x = Rand_CenteredFloat(5.0f) + (this->actor.posRot.pos.x + offset->x);
flamePos.y = Rand_CenteredFloat(5.0f) + (this->actor.posRot.pos.y + offset->y);
flamePos.z = Rand_CenteredFloat(5.0f) + (this->actor.posRot.pos.z + offset->z);
EffectSsEnFire_SpawnVec3f(globalCtx, this, &flamePos, 100, 0, 0, -1);
}
}