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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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1329 changed files with 8413 additions and 8374 deletions
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@ -104,13 +104,13 @@ void EnSt_SpawnDust(EnSt* this, GlobalContext* globalCtx, s32 dustCnt) {
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s16 yAngle;
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s32 i;
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yAngle = (Math_Rand_ZeroOne() - 0.5f) * 65536.0f;
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yAngle = (Rand_ZeroOne() - 0.5f) * 65536.0f;
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dustPos.y = this->actor.groundY;
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for (i = dustCnt; i >= 0; i--, yAngle += (s16)(0x10000 / dustCnt)) {
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dustAccel.x = (Math_Rand_ZeroOne() - 0.5f) * 4.0f;
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dustAccel.z = (Math_Rand_ZeroOne() - 0.5f) * 4.0f;
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dustPos.x = this->actor.posRot.pos.x + (Math_Sins(yAngle) * 22.0f);
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dustPos.z = this->actor.posRot.pos.z + (Math_Coss(yAngle) * 22.0f);
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dustAccel.x = (Rand_ZeroOne() - 0.5f) * 4.0f;
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dustAccel.z = (Rand_ZeroOne() - 0.5f) * 4.0f;
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dustPos.x = this->actor.posRot.pos.x + (Math_SinS(yAngle) * 22.0f);
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dustPos.z = this->actor.posRot.pos.z + (Math_CosS(yAngle) * 22.0f);
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func_8002836C(globalCtx, &dustPos, &dustVel, &dustAccel, &primColor, &envColor, 120, 40, 10);
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}
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}
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@ -130,9 +130,9 @@ void EnSt_SpawnDeadEffect(EnSt* this, GlobalContext* globalCtx) {
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Vec3f zeroVec = { 0.0f, 0.0f, 0.0f };
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Vec3f firePos;
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firePos.x = this->actor.posRot.pos.x + ((Math_Rand_ZeroOne() - 0.5f) * 60.0f);
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firePos.y = (this->actor.posRot.pos.y + 10.0f) + ((Math_Rand_ZeroOne() - 0.5f) * 45.0f);
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firePos.z = this->actor.posRot.pos.z + ((Math_Rand_ZeroOne() - 0.5f) * 60.0f);
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firePos.x = this->actor.posRot.pos.x + ((Rand_ZeroOne() - 0.5f) * 60.0f);
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firePos.y = (this->actor.posRot.pos.y + 10.0f) + ((Rand_ZeroOne() - 0.5f) * 45.0f);
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firePos.z = this->actor.posRot.pos.z + ((Rand_ZeroOne() - 0.5f) * 60.0f);
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EffectSsDeadDb_Spawn(globalCtx, &firePos, &zeroVec, &zeroVec, 100, 0, 255, 255, 255, 255, 255, 0, 0, 1, 9, true);
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}
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@ -506,9 +506,9 @@ s32 EnSt_SetTeethColor(EnSt* this, s16 redTarget, s16 greenTarget, s16 blueTarge
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minMaxStep = 1;
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}
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Math_SmoothScaleMaxMinS(&red, redTarget, 1, minMaxStep, minMaxStep);
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Math_SmoothScaleMaxMinS(&green, greenTarget, 1, minMaxStep, minMaxStep);
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Math_SmoothScaleMaxMinS(&blue, blueTarget, 1, minMaxStep, minMaxStep);
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Math_SmoothStepToS(&red, redTarget, 1, minMaxStep, minMaxStep);
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Math_SmoothStepToS(&green, greenTarget, 1, minMaxStep, minMaxStep);
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Math_SmoothStepToS(&blue, blueTarget, 1, minMaxStep, minMaxStep);
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this->teethR = red;
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this->teethG = green;
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this->teethB = blue;
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@ -582,7 +582,7 @@ void EnSt_UpdateYaw(EnSt* this, GlobalContext* globalCtx) {
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yawTarget = (this->actionFunc == EnSt_WaitOnGround ? this->actor.yawTowardsLink : this->initalYaw);
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yawDiff = rot.y - (yawTarget ^ yawDir);
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if (ABS(yawDiff) <= 0x4000) {
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Math_SmoothScaleMaxMinS(&rot.y, yawTarget ^ yawDir, 4, 0x2000, 1);
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Math_SmoothStepToS(&rot.y, yawTarget ^ yawDir, 4, 0x2000, 1);
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} else {
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rot.y += 0x2000;
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}
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@ -641,7 +641,7 @@ void EnSt_Bob(EnSt* this, GlobalContext* globalCtx) {
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if ((globalCtx->state.frames & 8) != 0) {
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ySpeedTarget *= -1.0f;
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}
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Math_SmoothScaleMaxMinF(&this->actor.velocity.y, ySpeedTarget, 0.4f, 1000.0f, 0.0f);
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Math_SmoothStepToF(&this->actor.velocity.y, ySpeedTarget, 0.4f, 1000.0f, 0.0f);
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}
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s32 EnSt_IsCloseToPlayer(EnSt* this, GlobalContext* globalCtx) {
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@ -710,7 +710,7 @@ void EnSt_Sway(EnSt* this) {
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}
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swayAmt = this->swayTimer * (7.0f / 15.0f);
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rotAngle = Math_Sins(this->swayAngle) * (swayAmt * (65536.0f / 360.0f));
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rotAngle = Math_SinS(this->swayAngle) * (swayAmt * (65536.0f / 360.0f));
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if (this->absPrevSwayAngle >= ABS(rotAngle) && this->playSwayFlag == 0) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_STALTU_WAVE);
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@ -722,8 +722,8 @@ void EnSt_Sway(EnSt* this) {
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}
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this->absPrevSwayAngle = ABS(rotAngle);
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amtToTranslate.x = Math_Sins(rotAngle) * -200.0f;
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amtToTranslate.y = Math_Coss(rotAngle) * -200.0f;
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amtToTranslate.x = Math_SinS(rotAngle) * -200.0f;
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amtToTranslate.y = Math_CosS(rotAngle) * -200.0f;
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amtToTranslate.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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@ -844,7 +844,7 @@ void EnSt_LandOnGround(EnSt* this, GlobalContext* globalCtx) {
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this->sfxTimer = 0;
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EnSt_SetupAction(this, EnSt_WaitOnGround);
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} else {
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Math_SmoothScaleMaxMinF(&this->actor.velocity.y, 2.0f, 0.3f, 1.0f, 0.0f);
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Math_SmoothStepToF(&this->actor.velocity.y, 2.0f, 0.3f, 1.0f, 0.0f);
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}
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}
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@ -907,7 +907,7 @@ void EnSt_BounceAround(EnSt* this, GlobalContext* globalCtx) {
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this->actor.gravity = -2.0f;
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EnSt_SetupAction(this, EnSt_FinishBouncing);
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} else {
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Math_SmoothScaleMaxMinF(&this->actor.shape.unk_08, 400.0f, 0.4f, 10000.0f, 0.0f);
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Math_SmoothStepToF(&this->actor.shape.unk_08, 400.0f, 0.4f, 10000.0f, 0.0f);
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}
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}
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@ -929,9 +929,9 @@ void EnSt_FinishBouncing(EnSt* this, GlobalContext* globalCtx) {
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this->setTargetYawTimer = 8;
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}
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Math_SmoothScaleMaxMinS(&this->actor.posRot.rot.x, 0x3FFC, 4, 0x2710, 1);
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Math_SmoothScaleMaxMinS(&this->actor.posRot.rot.z, 0, 4, 0x2710, 1);
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Math_SmoothScaleMaxMinS(&this->actor.posRot.rot.y, this->deathYawTarget, 0xA, 0x2710, 1);
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Math_SmoothStepToS(&this->actor.posRot.rot.x, 0x3FFC, 4, 0x2710, 1);
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Math_SmoothStepToS(&this->actor.posRot.rot.z, 0, 4, 0x2710, 1);
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Math_SmoothStepToS(&this->actor.posRot.rot.y, this->deathYawTarget, 0xA, 0x2710, 1);
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this->actor.shape.rot = this->actor.posRot.rot;
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