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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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@ -143,7 +143,7 @@ void EnVm_Wait(EnVm* this, GlobalContext* globalCtx) {
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switch (this->unk_25E) {
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case 0:
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Math_SmoothScaleMaxMinS(&this->beamRot.x, 0, 10, 1500, 0);
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Math_SmoothStepToS(&this->beamRot.x, 0, 10, 1500, 0);
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headRot = this->actor.yawTowardsLink - this->headRotY - this->actor.shape.rot.y;
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pitch = Math_Vec3f_Pitch(&this->beamPos1, &player->actor.posRot.pos);
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@ -155,8 +155,8 @@ void EnVm_Wait(EnVm* this, GlobalContext* globalCtx) {
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if (this->actor.xzDistFromLink <= this->beamSightRange && ABS(headRot) <= 0x2710 && pitch >= 0xE38 &&
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this->actor.yDistFromLink <= 80.0f && this->actor.yDistFromLink >= -160.0f) {
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Math_SmoothScaleMaxMinS(&this->beamRot, pitch, 10, 0xFA0, 0);
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if (Math_SmoothScaleMaxMinS(&this->headRotY, this->actor.yawTowardsLink - this->actor.shape.rot.y, 1,
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Math_SmoothStepToS(&this->beamRot, pitch, 10, 0xFA0, 0);
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if (Math_SmoothStepToS(&this->headRotY, this->actor.yawTowardsLink - this->actor.shape.rot.y, 1,
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(ABS((s16)(dist * 180.0f)) / 3) + 0xFA0, 0) <= 5460) {
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this->timer--;
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if (this->timer == 0) {
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@ -179,7 +179,7 @@ void EnVm_Wait(EnVm* this, GlobalContext* globalCtx) {
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return;
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}
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Math_SmoothScaleMaxMinS(&this->headRotY, this->actor.yawTowardsLink - this->actor.shape.rot.y, 1, 0x1F40, 0);
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Math_SmoothStepToS(&this->headRotY, this->actor.yawTowardsLink - this->actor.shape.rot.y, 1, 0x1F40, 0);
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if (SkelAnime_FrameUpdateMatrix(&this->skelAnime)) {
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this->unk_260++;
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@ -238,7 +238,7 @@ void EnVm_Attack(EnVm* this, GlobalContext* globalCtx) {
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}
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if (this->beamRot.x < 0xAAA || this->timer == 0) {
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Math_SmoothScaleMaxMinF(&this->beamScale, 0.0f, 1.0f, 0.03f, 0.0f);
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Math_SmoothStepToF(&this->beamScale, 0.0f, 1.0f, 0.03f, 0.0f);
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this->unk_260 = 0;
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if (this->beamScale.x == 0.0f) {
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@ -251,9 +251,9 @@ void EnVm_Attack(EnVm* this, GlobalContext* globalCtx) {
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return;
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}
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Math_SmoothScaleMaxMinS(&this->headRotY, -this->actor.shape.rot.y + this->actor.yawTowardsLink, 10, 0xDAC, 0);
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Math_SmoothScaleMaxMinS(&this->beamRot.y, this->actor.yawTowardsLink, 10, 0xDAC, 0);
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Math_SmoothScaleMaxMinS(&this->beamRot, pitch, 10, 0xDAC, 0);
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Math_SmoothStepToS(&this->headRotY, -this->actor.shape.rot.y + this->actor.yawTowardsLink, 10, 0xDAC, 0);
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Math_SmoothStepToS(&this->beamRot.y, this->actor.yawTowardsLink, 10, 0xDAC, 0);
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Math_SmoothStepToS(&this->beamRot, pitch, 10, 0xDAC, 0);
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playerPos = player->actor.posRot.pos;
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if (player->actor.groundY > -32000.0f) {
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@ -261,8 +261,8 @@ void EnVm_Attack(EnVm* this, GlobalContext* globalCtx) {
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}
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dist = Math_Vec3f_DistXYZ(&this->beamPos1, &playerPos);
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Math_SmoothScaleMaxMinF(&this->beamScale.z, dist, 1.0f, this->beamSpeed, 0.0f);
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Math_SmoothScaleMaxMinF(&this->beamScale.x, 0.1f, 1.0f, 0.12f, 0.0f);
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Math_SmoothStepToF(&this->beamScale.z, dist, 1.0f, this->beamSpeed, 0.0f);
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Math_SmoothStepToF(&this->beamScale.x, 0.1f, 1.0f, 0.12f, 0.0f);
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_BIMOS_LAZER - SFX_FLAG);
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if (this->unk_260 > 2) {
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@ -305,7 +305,7 @@ void EnVm_Stun(EnVm* this, GlobalContext* globalCtx) {
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}
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}
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} else {
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Math_SmoothScaleMaxMinS(&this->beamRot, 0, 10, 0x5DC, 0);
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Math_SmoothStepToS(&this->beamRot, 0, 10, 0x5DC, 0);
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this->timer--;
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SkelAnime_FrameUpdateMatrix(&this->skelAnime);
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}
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@ -322,8 +322,8 @@ void EnVm_SetupDie(EnVm* this) {
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this->actor.posRot.pos.y += 5000.0f * this->actor.scale.y;
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this->actor.velocity.y = 8.0f;
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this->actor.gravity = -0.5f;
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this->actor.speedXZ = Math_Rand_ZeroOne() + 1.0f;
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this->actor.posRot.rot.y = Math_Rand_CenteredFloat(65535.0f);
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this->actor.speedXZ = Rand_ZeroOne() + 1.0f;
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this->actor.posRot.rot.y = Rand_CenteredFloat(65535.0f);
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EnVm_SetupAction(this, EnVm_Die);
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}
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