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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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@ -312,7 +312,7 @@ void EnWallmas_Stand(EnWallmas* this, GlobalContext* globalCtx) {
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EnWallmas_SetupWalk(this);
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}
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Math_ApproxUpdateScaledS(&this->actor.posRot.rot.y, this->actor.yawTowardsLink + 0x8000, 0xB6);
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Math_ScaledStepToS(&this->actor.posRot.rot.y, this->actor.yawTowardsLink + 0x8000, 0xB6);
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}
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void EnWallmas_Walk(EnWallmas* this, GlobalContext* globalCtx) {
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@ -320,7 +320,7 @@ void EnWallmas_Walk(EnWallmas* this, GlobalContext* globalCtx) {
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EnWallmas_SetupJumpToCeiling(this);
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}
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Math_ApproxUpdateScaledS(&this->actor.posRot.rot.y, (s16)((s32)this->actor.yawTowardsLink + 0x8000), 0xB6);
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Math_ScaledStepToS(&this->actor.posRot.rot.y, (s16)((s32)this->actor.yawTowardsLink + 0x8000), 0xB6);
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if ((func_800A56C8(&this->skelAnime, 0.0f) != 0) || (func_800A56C8(&this->skelAnime, 12.0f) != 0) ||
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(func_800A56C8(&this->skelAnime, 24.0f) != 0) || (func_800A56C8(&this->skelAnime, 36.0f) != 0)) {
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@ -374,7 +374,7 @@ void EnWallmas_TakeDamage(EnWallmas* this, GlobalContext* globalCtx) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_M_GND);
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}
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Math_ApproxF(&this->actor.speedXZ, 0.0f, 0.2f);
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Math_StepToF(&this->actor.speedXZ, 0.0f, 0.2f);
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}
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void EnWallmas_Cooldown(EnWallmas* this, GlobalContext* globalCtx) {
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@ -384,7 +384,7 @@ void EnWallmas_Cooldown(EnWallmas* this, GlobalContext* globalCtx) {
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}
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void EnWallmas_Die(EnWallmas* this, GlobalContext* globalCtx) {
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if (Math_ApproxF(&this->actor.scale.x, 0.0f, 0.0015) != 0) {
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if (Math_StepToF(&this->actor.scale.x, 0.0f, 0.0015) != 0) {
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Actor_SetScale(&this->actor, 0.01f);
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Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.posRot.pos, 0xC0);
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Actor_Kill(&this->actor);
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@ -434,11 +434,11 @@ void EnWallmas_TakePlayer(EnWallmas* this, GlobalContext* globalCtx) {
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this->timer = this->timer + 2;
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} else {
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Math_ApproxF(&this->actor.posRot.pos.y, player->actor.posRot.pos.y + (LINK_IS_CHILD ? 30.0f : 50.0f), 5.0f);
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Math_StepToF(&this->actor.posRot.pos.y, player->actor.posRot.pos.y + (LINK_IS_CHILD ? 30.0f : 50.0f), 5.0f);
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}
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Math_ApproxF(&this->actor.posRot.pos.x, player->actor.posRot.pos.x, 3.0f);
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Math_ApproxF(&this->actor.posRot.pos.z, player->actor.posRot.pos.z, 3.0f);
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Math_StepToF(&this->actor.posRot.pos.x, player->actor.posRot.pos.x, 3.0f);
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Math_StepToF(&this->actor.posRot.pos.z, player->actor.posRot.pos.z, 3.0f);
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if (this->timer == 0x1E) {
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func_80078884(NA_SE_OC_ABYSS);
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