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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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petrie911 2020-12-26 04:44:53 -06:00 committed by GitHub
parent 81c269b417
commit 8fa6cb6ff9
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1329 changed files with 8413 additions and 8374 deletions

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@ -151,13 +151,13 @@ void ItemEtcetera_SpawnSparkles(ItemEtcetera* this, GlobalContext* globalCtx) {
static Color_RGB8 envColor = { 255, 50, 50 };
Vec3f pos;
velocity.x = Math_Rand_CenteredFloat(3.0f);
velocity.z = Math_Rand_CenteredFloat(3.0f);
velocity.x = Rand_CenteredFloat(3.0f);
velocity.z = Rand_CenteredFloat(3.0f);
velocity.y = -0.05f;
accel.y = -0.025f;
pos.x = Math_Rand_CenteredFloat(12.0f) + this->actor.posRot.pos.x;
pos.y = (Math_Rand_ZeroOne() * 6.0f) + this->actor.posRot.pos.y;
pos.z = Math_Rand_CenteredFloat(12.0f) + this->actor.posRot.pos.z;
pos.x = Rand_CenteredFloat(12.0f) + this->actor.posRot.pos.x;
pos.y = (Rand_ZeroOne() * 6.0f) + this->actor.posRot.pos.y;
pos.z = Rand_CenteredFloat(12.0f) + this->actor.posRot.pos.z;
EffectSsKiraKira_SpawnDispersed(globalCtx, &pos, &velocity, &accel, &primColor, &envColor, 5000, 16);
}