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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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@ -94,16 +94,16 @@ void EnStream_SuckPlayer(EnStream* this, GlobalContext* globalCtx) {
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if (func_80B0B81C(&this->actor.posRot.pos, &player->actor.posRot.pos, &posDifference, this->actor.scale.y) != 0) {
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xzDist = sqrtf(SQ(posDifference.x) + SQ(posDifference.z));
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yDistWithOffset = player->actor.posRot.pos.y - (this->actor.posRot.pos.y - 90.0f);
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player->windDirection = Math_atan2f(-posDifference.x, -posDifference.z) * 10430.378f;
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player->windDirection = Math_FAtan2F(-posDifference.x, -posDifference.z) * 10430.378f;
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if (xzDist > 3.0f) {
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Math_SmoothScaleMaxMinF(&player->windSpeed, 3.0f, 0.5f, xzDist, 0.0f);
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Math_SmoothStepToF(&player->windSpeed, 3.0f, 0.5f, xzDist, 0.0f);
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} else {
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player->windSpeed = 0.0f;
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Math_SmoothScaleMaxMinF(&player->actor.posRot.pos.x, this->actor.posRot.pos.x, 0.5f, 3.0f, 0.0f);
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Math_SmoothScaleMaxMinF(&player->actor.posRot.pos.z, this->actor.posRot.pos.z, 0.5f, 3.0f, 0.0f);
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Math_SmoothStepToF(&player->actor.posRot.pos.x, this->actor.posRot.pos.x, 0.5f, 3.0f, 0.0f);
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Math_SmoothStepToF(&player->actor.posRot.pos.z, this->actor.posRot.pos.z, 0.5f, 3.0f, 0.0f);
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}
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if (yDistWithOffset > 0.0f) {
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Math_SmoothScaleMaxMinF(&player->actor.velocity.y, -3.0f, 0.7f, yDistWithOffset, 0.0f);
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Math_SmoothStepToF(&player->actor.velocity.y, -3.0f, 0.7f, yDistWithOffset, 0.0f);
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if (posDifference.y < -70.0f) {
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player->stateFlags2 |= 0x80000000;
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}
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