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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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@ -72,19 +72,19 @@ void ObjComb_Break(ObjComb* this, GlobalContext* globalCtx) {
for (i = 0; i < 31; i++) {
angle += 20000;
rand1 = Math_Rand_ZeroOne() * 10.0f;
rand1 = Rand_ZeroOne() * 10.0f;
pos1.x = Math_Sins(angle) * rand1;
pos1.x = Math_SinS(angle) * rand1;
pos1.y = (i - 15) * 0.7f;
pos1.z = Math_Coss(angle) * rand1;
pos1.z = Math_CosS(angle) * rand1;
Math_Vec3f_Sum(&pos1, &this->actor.posRot.pos, &pos);
velocity.x = (Math_Rand_ZeroOne() - 0.5f) + pos1.x * 0.5f;
velocity.y = (Math_Rand_ZeroOne() - 0.5f) + pos1.y * 0.6f;
velocity.z = (Math_Rand_ZeroOne() - 0.5f) + pos1.z * 0.5f;
velocity.x = (Rand_ZeroOne() - 0.5f) + pos1.x * 0.5f;
velocity.y = (Rand_ZeroOne() - 0.5f) + pos1.y * 0.6f;
velocity.z = (Rand_ZeroOne() - 0.5f) + pos1.z * 0.5f;
scale = Math_Rand_ZeroOne() * 72.0f + 25.0f;
scale = Rand_ZeroOne() * 72.0f + 25.0f;
if (scale < 40) {
gravity = -200;
@ -97,7 +97,7 @@ void ObjComb_Break(ObjComb* this, GlobalContext* globalCtx) {
arg6 = 20;
}
rand2 = Math_Rand_ZeroOne();
rand2 = Rand_ZeroOne();
if (rand2 < 0.1f) {
arg5 = 96;
@ -127,7 +127,7 @@ void ObjComb_ChooseItemDrop(ObjComb* this, GlobalContext* globalCtx) {
} else {
params = (params | (((this->actor.params >> 8) & 0x3F) << 8));
}
} else if (Math_Rand_ZeroOne() < 0.5f) {
} else if (Rand_ZeroOne() < 0.5f) {
params = -1;
}
if (params >= 0) {
@ -188,7 +188,7 @@ void ObjComb_Update(Actor* thisx, GlobalContext* globalCtx) {
this->unk_1B2 += 12000;
this->actionFunc(this, globalCtx);
this->actor.shape.rot.x = Math_Sins(this->unk_1B2) * this->unk_1B0 + this->actor.initPosRot.rot.x;
this->actor.shape.rot.x = Math_SinS(this->unk_1B2) * this->unk_1B0 + this->actor.initPosRot.rot.x;
}
void ObjComb_Draw(Actor* thisx, GlobalContext* globalCtx) {