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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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@ -272,7 +272,7 @@ s32 EnSsh_Damaged(EnSsh* this) {
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func_8003426C(&this->actor, 0, 0xC8, 0, this->stunTimer);
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}
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if (DECR(this->stunTimer) != 0) {
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Math_SmoothScaleMaxMinS(&this->maxTurnRate, 0x2710, 0xA, 0x3E8, 1);
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Math_SmoothStepToS(&this->maxTurnRate, 0x2710, 0xA, 0x3E8, 1);
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return false;
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} else {
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this->stunTimer = 0;
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@ -294,14 +294,14 @@ void EnSsh_Turn(EnSsh* this, GlobalContext* globalCtx) {
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if (DECR(this->spinTimer) != 0) {
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this->actor.posRot.rot.y += 10000.0f * (this->spinTimer / 30.0f);
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} else if ((this->swayTimer == 0) && (this->stunTimer == 0)) {
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Math_SmoothScaleMaxMinS(&this->actor.posRot.rot.y, this->actor.yawTowardsLink, 4, 0x2710, 1);
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Math_SmoothStepToS(&this->actor.posRot.rot.y, this->actor.yawTowardsLink, 4, 0x2710, 1);
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}
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this->actor.shape.rot.y = this->actor.posRot.rot.y;
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}
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void EnSsh_Stunned(EnSsh* this, GlobalContext* globalCtx) {
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if ((this->swayTimer == 0) && (this->stunTimer == 0)) {
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Math_SmoothScaleMaxMinS(&this->actor.posRot.rot.y, this->actor.yawTowardsLink ^ 0x8000, 4, this->maxTurnRate,
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Math_SmoothStepToS(&this->actor.posRot.rot.y, this->actor.yawTowardsLink ^ 0x8000, 4, this->maxTurnRate,
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1);
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}
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this->actor.shape.rot.y = this->actor.posRot.rot.y;
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@ -328,7 +328,7 @@ void EnSsh_Bob(EnSsh* this, GlobalContext* globalCtx) {
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if ((globalCtx->state.frames & 8) != 0) {
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bobVel *= -1.0f;
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}
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Math_SmoothScaleMaxMinF(&this->actor.velocity.y, bobVel, 0.4f, 1000.0f, 0.0f);
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Math_SmoothStepToF(&this->actor.velocity.y, bobVel, 0.4f, 1000.0f, 0.0f);
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}
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s32 EnSsh_IsCloseToLink(EnSsh* this, GlobalContext* globalCtx) {
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@ -396,10 +396,10 @@ void EnSsh_Sway(EnSsh* this) {
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this->swayAngle = 0;
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}
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temp = this->swayTimer * (1.0f / 6);
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swayAngle = temp * (0x10000 / 360.0f) * Math_Sins(this->swayAngle);
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swayAngle = temp * (0x10000 / 360.0f) * Math_SinS(this->swayAngle);
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temp = this->actor.posRot.pos.y - this->ceilingPos.y;
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swayVecBase.x = Math_Sins(swayAngle) * temp;
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swayVecBase.y = Math_Coss(swayAngle) * temp;
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swayVecBase.x = Math_SinS(swayAngle) * temp;
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swayVecBase.y = Math_CosS(swayAngle) * temp;
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swayVecBase.z = 0.0f;
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Matrix_Push();
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Matrix_Translate(this->ceilingPos.x, this->ceilingPos.y, this->ceilingPos.z, MTXMODE_NEW);
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@ -711,7 +711,7 @@ void EnSsh_Land(EnSsh* this, GlobalContext* globalCtx) {
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if ((this->actor.groundY + this->groundYoffset) <= this->actor.posRot.pos.y) {
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EnSsh_SetupAction(this, EnSsh_Idle);
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} else {
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Math_SmoothScaleMaxMinF(&this->actor.velocity.y, 2.0f, 0.6f, 1000.0f, 0.0f);
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Math_SmoothStepToF(&this->actor.velocity.y, 2.0f, 0.6f, 1000.0f, 0.0f);
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}
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}
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@ -801,7 +801,7 @@ void EnSsh_Update(Actor* thisx, GlobalContext* globalCtx) {
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}
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EnSsh_UpdateYaw(this, globalCtx);
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if (DECR(this->blinkTimer) == 0) {
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this->blinkTimer = Math_Rand_S16Offset(60, 60);
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this->blinkTimer = Rand_S16Offset(60, 60);
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}
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this->blinkState = this->blinkTimer;
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if (this->blinkState >= 3) {
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