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