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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
This commit is contained in:
petrie911 2020-12-26 04:44:53 -06:00 committed by GitHub
parent 81c269b417
commit 8fa6cb6ff9
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GPG key ID: 4AEE18F83AFDEB23
1329 changed files with 8413 additions and 8374 deletions

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