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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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@ -119,7 +119,7 @@ void func_80B4AE18(EnZl1* this) {
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this->unk_1FC = 2;
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} else {
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if (DECR(this->unk_1FC) == 0) {
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this->unk_1FC = Math_Rand_S16Offset(0x1E, 0xA);
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this->unk_1FC = Rand_S16Offset(0x1E, 0xA);
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}
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this->unk_1FE = (this->unk_1FC < 4) ? this->unk_1FC : 0;
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@ -555,9 +555,9 @@ void EnZl1_Update(Actor* thisx, GlobalContext* globalCtx) {
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Collider_CylinderUpdate(&this->actor, &this->collider);
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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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}
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Math_SmoothScaleMaxMinS(&this->actor.shape.rot.x, this->actor.posRot.rot.x, 0xA, 0x3E8, 1);
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Math_SmoothScaleMaxMinS(&this->actor.shape.rot.y, this->actor.posRot.rot.y, 0xA, 0x3E8, 1);
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Math_SmoothScaleMaxMinS(&this->actor.shape.rot.z, this->actor.posRot.rot.z, 0xA, 0x3E8, 1);
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Math_SmoothStepToS(&this->actor.shape.rot.x, this->actor.posRot.rot.x, 0xA, 0x3E8, 1);
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.posRot.rot.y, 0xA, 0x3E8, 1);
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Math_SmoothStepToS(&this->actor.shape.rot.z, this->actor.posRot.rot.z, 0xA, 0x3E8, 1);
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func_80B4AE18(this);
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}
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