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