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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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@ -172,11 +172,11 @@ void MagicDark_OrbUpdate(Actor* thisx, GlobalContext* globalCtx) {
func_8002F974(&this->actor, NA_SE_PL_MAGIC_SOUL_BALL - SFX_FLAG);
if (this->timer < 35) {
MagicDark_DimLighting(globalCtx, this->timer * (1 / 45.0f));
Math_SmoothScaleMaxMinF(&thisx->scale.x, this->scale * (1 / 12.000001f), 0.05f, 0.01f, 0.0001f);
Math_SmoothStepToF(&thisx->scale.x, this->scale * (1 / 12.000001f), 0.05f, 0.01f, 0.0001f);
Actor_SetScale(&this->actor, thisx->scale.x);
} else if (this->timer < 55) {
Actor_SetScale(&this->actor, thisx->scale.x * 0.9f);
Math_SmoothScaleMaxMinF(&this->orbOffset.y, player->bodyPartsPos[0].y, 0.5f, 3.0f, 1.0f);
Math_SmoothStepToF(&this->orbOffset.y, player->bodyPartsPos[0].y, 0.5f, 3.0f, 1.0f);
if (this->timer > 48) {
MagicDark_DimLighting(globalCtx, (54 - this->timer) * 0.2f);
}
@ -251,11 +251,11 @@ void MagicDark_OrbDraw(Actor* thisx, GlobalContext* globalCtx) {
return;
}
pos.x -= (this->actor.scale.x * 300.0f * Math_Sins(Camera_GetCamDirYaw(ACTIVE_CAM)) *
Math_Coss(Camera_GetCamDirPitch(ACTIVE_CAM)));
pos.y -= (this->actor.scale.x * 300.0f * Math_Sins(Camera_GetCamDirPitch(ACTIVE_CAM)));
pos.z -= (this->actor.scale.x * 300.0f * Math_Coss(Camera_GetCamDirYaw(ACTIVE_CAM)) *
Math_Coss(Camera_GetCamDirPitch(ACTIVE_CAM)));
pos.x -= (this->actor.scale.x * 300.0f * Math_SinS(Camera_GetCamDirYaw(ACTIVE_CAM)) *
Math_CosS(Camera_GetCamDirPitch(ACTIVE_CAM)));
pos.y -= (this->actor.scale.x * 300.0f * Math_SinS(Camera_GetCamDirPitch(ACTIVE_CAM)));
pos.z -= (this->actor.scale.x * 300.0f * Math_CosS(Camera_GetCamDirYaw(ACTIVE_CAM)) *
Math_CosS(Camera_GetCamDirPitch(ACTIVE_CAM)));
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_magic_dark.c", 619);