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