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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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81c269b417
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1329 changed files with 8413 additions and 8374 deletions
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@ -79,7 +79,7 @@ void EnZo_Bubble(EnZo* this, Vec3f* pos) {
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effect->pos = *pos;
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effect->vec = *pos;
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effect->vel = vel;
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effect->scale = ((Math_Rand_ZeroOne() - 0.5f) * 0.02f) + 0.12f;
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effect->scale = ((Rand_ZeroOne() - 0.5f) * 0.02f) + 0.12f;
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break;
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}
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}
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@ -100,7 +100,7 @@ void EnZo_Splash(EnZo* this, Vec3f* pos, Vec3f* vel, f32 scale) {
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effect->pos = *pos;
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effect->vec = accel;
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effect->vel = *vel;
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effect->color.a = (Math_Rand_ZeroOne() * 100.0f) + 100.0f;
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effect->color.a = (Rand_ZeroOne() * 100.0f) + 100.0f;
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effect->scale = scale;
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break;
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}
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@ -114,7 +114,7 @@ void EnZo_UpdateRipples(EnZo* this) {
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for (i = 0; i < ARRAY_COUNT(this->effects); i++) {
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if (effect->type == ENZO_EFFECT_RIPPLE) {
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Math_SmoothScaleMaxF(&effect->scale, effect->targetScale, 0.2f, 0.8f);
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Math_ApproachF(&effect->scale, effect->targetScale, 0.2f, 0.8f);
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if (effect->color.a > 20) {
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effect->color.a -= 20;
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} else {
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@ -137,8 +137,8 @@ void EnZo_UpdateBubbles(EnZo* this) {
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effect = this->effects;
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for (i = 0; i < ARRAY_COUNT(this->effects); i++) {
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if (effect->type == ENZO_EFFECT_BUBBLE) {
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effect->pos.x = ((Math_Rand_ZeroOne() * 0.5f) - 0.25f) + effect->vec.x;
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effect->pos.z = ((Math_Rand_ZeroOne() * 0.5f) - 0.25f) + effect->vec.z;
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effect->pos.x = ((Rand_ZeroOne() * 0.5f) - 0.25f) + effect->vec.x;
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effect->pos.z = ((Rand_ZeroOne() * 0.5f) - 0.25f) + effect->vec.z;
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effect->pos.y += effect->vel.y;
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// Bubbles turn into ripples when they reach the surface
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@ -325,10 +325,10 @@ void EnZo_SpawnSplashes(EnZo* this) {
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// Convert 20 particles into splashes (all of them since there are only 15)
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for (i = 0; i < 20; i++) {
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f32 speed = Math_Rand_ZeroOne() * 1.5f + 0.5f;
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f32 angle = Math_Rand_ZeroOne() * 6.28f; // ~pi * 2
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f32 speed = Rand_ZeroOne() * 1.5f + 0.5f;
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f32 angle = Rand_ZeroOne() * 6.28f; // ~pi * 2
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vel.y = Math_Rand_ZeroOne() * 3.0f + 3.0f;
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vel.y = Rand_ZeroOne() * 3.0f + 3.0f;
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vel.x = sinf(angle) * speed;
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vel.z = cosf(angle) * speed;
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@ -482,7 +482,7 @@ void EnZo_Blink(EnZo* this) {
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if (DECR(this->blinkTimer) == 0) {
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this->eyeTexture++;
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if (this->eyeTexture >= 3) {
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this->blinkTimer = Math_Rand_S16Offset(30, 30);
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this->blinkTimer = Rand_S16Offset(30, 30);
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this->eyeTexture = 0;
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}
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}
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@ -631,8 +631,8 @@ void EnZo_Surface(EnZo* this, GlobalContext* globalCtx) {
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this->actor.velocity.y = 0.0f;
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this->alpha = 255.0f;
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} else if (this->actor.waterY < 80.0f) {
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Math_SmoothScaleMaxF(&this->actor.velocity.y, 2.0f, 0.4f, 0.6f);
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Math_SmoothScaleMaxF(&this->alpha, 255.0f, 0.3f, 10.0f);
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Math_ApproachF(&this->actor.velocity.y, 2.0f, 0.4f, 0.6f);
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Math_ApproachF(&this->alpha, 255.0f, 0.3f, 10.0f);
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}
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}
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@ -645,7 +645,7 @@ void EnZo_TreadWater(EnZo* this, GlobalContext* globalCtx) {
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}
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EnZo_SetAnimation(this);
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Math_SmoothScaleMaxF(&this->actor.velocity.y, this->actor.waterY < 54.0f ? -0.6f : 0.6f, 0.3f, 0.2f);
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Math_ApproachF(&this->actor.velocity.y, this->actor.waterY < 54.0f ? -0.6f : 0.6f, 0.3f, 0.2f);
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if (this->rippleTimer != 0) {
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this->rippleTimer--;
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if ((this->rippleTimer == 3) || (this->rippleTimer == 6)) {
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@ -657,7 +657,7 @@ void EnZo_TreadWater(EnZo* this, GlobalContext* globalCtx) {
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}
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if (EnZo_PlayerInProximity(this, globalCtx) != 0) {
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this->timeToDive = Math_Rand_S16Offset(40, 40);
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this->timeToDive = Rand_S16Offset(40, 40);
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} else if (DECR(this->timeToDive) == 0) {
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f32 initialFrame;
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func_80034EC0(&this->skelAnime, sAnimations, 4);
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@ -686,8 +686,8 @@ void EnZo_Dive(EnZo* this, GlobalContext* globalCtx) {
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}
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if (this->actor.waterY > 80.0f || this->actor.bgCheckFlags & 1) {
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Math_SmoothScaleMaxF(&this->actor.velocity.y, -1.0f, 0.4f, 0.6f);
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Math_SmoothScaleMaxF(&this->alpha, 0.0f, 0.3f, 10.0f);
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Math_ApproachF(&this->actor.velocity.y, -1.0f, 0.4f, 0.6f);
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Math_ApproachF(&this->alpha, 0.0f, 0.3f, 10.0f);
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}
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if ((s16)this->alpha == 0) {
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@ -717,9 +717,9 @@ void EnZo_Update(Actor* thisx, GlobalContext* globalCtx) {
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if (globalCtx->state.frames & 8) {
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pos = this->actor.posRot.pos;
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pos.y += (Math_Rand_ZeroOne() - 0.5f) * 10.0f + 18.0f;
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pos.x += (Math_Rand_ZeroOne() - 0.5f) * 28.0f;
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pos.z += (Math_Rand_ZeroOne() - 0.5f) * 28.0f;
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pos.y += (Rand_ZeroOne() - 0.5f) * 10.0f + 18.0f;
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pos.x += (Rand_ZeroOne() - 0.5f) * 28.0f;
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pos.z += (Rand_ZeroOne() - 0.5f) * 28.0f;
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EnZo_Bubble(this, &pos);
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}
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@ -753,8 +753,8 @@ s32 EnZo_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
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}
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if ((limbIndex == 8) || (limbIndex == 9) || (limbIndex == 12)) {
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rot->y += (Math_Sins(this->unk_656[limbIndex]) * 200.0f);
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rot->z += (Math_Coss(this->unk_67E[limbIndex]) * 200.0f);
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rot->y += (Math_SinS(this->unk_656[limbIndex]) * 200.0f);
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rot->z += (Math_CosS(this->unk_67E[limbIndex]) * 200.0f);
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}
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return 0;
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