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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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@ -107,21 +107,21 @@ void ObjKibako_AirBreak(ObjKibako* this, GlobalContext* globalCtx) {
Vec3f velocity;
for (i = 0, angle = 0; i < 12; i++, angle += 0x4E20) {
f32 sn = Math_Sins(angle);
f32 cs = Math_Coss(angle);
f32 sn = Math_SinS(angle);
f32 cs = Math_CosS(angle);
f32 temp_rand;
s16 phi_s0;
pos.x = sn * 16.0f;
pos.y = (Math_Rand_ZeroOne() * 5.0f) + 2.0f;
pos.y = (Rand_ZeroOne() * 5.0f) + 2.0f;
pos.z = cs * 16.0f;
velocity.x = pos.x * 0.2f;
velocity.y = (Math_Rand_ZeroOne() * 6.0f) + 2.0f;
velocity.y = (Rand_ZeroOne() * 6.0f) + 2.0f;
velocity.z = pos.z * 0.2f;
pos.x += breakPos->x;
pos.y += breakPos->y;
pos.z += breakPos->z;
temp_rand = Math_Rand_ZeroOne();
temp_rand = Rand_ZeroOne();
if (temp_rand < 0.1f) {
phi_s0 = 0x60;
} else if (temp_rand < 0.7f) {
@ -130,7 +130,7 @@ void ObjKibako_AirBreak(ObjKibako* this, GlobalContext* globalCtx) {
phi_s0 = 0x20;
}
EffectSsKakera_Spawn(globalCtx, &pos, &velocity, breakPos, -200, phi_s0, 10, 10, 0,
(Math_Rand_ZeroOne() * 30.0f) + 10.0f, 0, 32, 60, KAKERA_COLOR_NONE,
(Rand_ZeroOne() * 30.0f) + 10.0f, 0, 32, 60, KAKERA_COLOR_NONE,
OBJECT_GAMEPLAY_DANGEON_KEEP, D_05005380);
}
func_80033480(globalCtx, &this->actor.posRot.pos, 40.0f, 3, 50, 140, 1);
@ -148,24 +148,24 @@ void ObjKibako_WaterBreak(ObjKibako* this, GlobalContext* globalCtx) {
EffectSsGSplash_Spawn(globalCtx, &pos, NULL, NULL, 0, 500);
for (i = 0, angle = 0; i < 12; i++, angle += 0x4E20) {
f32 sn = Math_Sins(angle);
f32 cs = Math_Coss(angle);
f32 sn = Math_SinS(angle);
f32 cs = Math_CosS(angle);
f32 temp_rand;
s16 phi_s0;
pos.x = sn * 16.0f;
pos.y = (Math_Rand_ZeroOne() * 5.0f) + 2.0f;
pos.y = (Rand_ZeroOne() * 5.0f) + 2.0f;
pos.z = cs * 16.0f;
velocity.x = pos.x * 0.18f;
velocity.y = (Math_Rand_ZeroOne() * 4.0f) + 2.0f;
velocity.y = (Rand_ZeroOne() * 4.0f) + 2.0f;
velocity.z = pos.z * 0.18f;
pos.x += breakPos->x;
pos.y += breakPos->y;
pos.z += breakPos->z;
temp_rand = Math_Rand_ZeroOne();
temp_rand = Rand_ZeroOne();
phi_s0 = (temp_rand < 0.2f) ? 0x40 : 0x20;
EffectSsKakera_Spawn(globalCtx, &pos, &velocity, breakPos, -180, phi_s0, 30, 30, 0,
(Math_Rand_ZeroOne() * 30.0f) + 10.0f, 0, 32, 70, KAKERA_COLOR_NONE,
(Rand_ZeroOne() * 30.0f) + 10.0f, 0, 32, 70, KAKERA_COLOR_NONE,
OBJECT_GAMEPLAY_DANGEON_KEEP, D_05005380);
}
}
@ -232,8 +232,8 @@ void ObjKibako_Held(ObjKibako* this, GlobalContext* globalCtx) {
}
void ObjKibako_SetupThrown(ObjKibako* this) {
this->actor.velocity.x = Math_Sins(this->actor.posRot.rot.y) * this->actor.speedXZ;
this->actor.velocity.z = Math_Coss(this->actor.posRot.rot.y) * this->actor.speedXZ;
this->actor.velocity.x = Math_SinS(this->actor.posRot.rot.y) * this->actor.speedXZ;
this->actor.velocity.z = Math_CosS(this->actor.posRot.rot.y) * this->actor.speedXZ;
this->actor.colChkInfo.mass = 240;
this->actionFunc = ObjKibako_Thrown;
}