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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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@ -412,8 +412,8 @@ s32 ObjOshihiki_CheckGround(ObjOshihiki* this, GlobalContext* globalCtx) {
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s32 ObjOshihiki_CheckWall(GlobalContext* globalCtx, s16 angle, f32 direction, ObjOshihiki* this) {
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f32 maxDist = ((direction >= 0.0f) ? 1.0f : -1.0f) * (300.0f * this->dyna.actor.scale.x + 20.0f - 0.5f);
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f32 sn = Math_Sins(angle);
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f32 cs = Math_Coss(angle);
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f32 sn = Math_SinS(angle);
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f32 cs = Math_CosS(angle);
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s32 i;
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for (i = 0; i < 4; i++) {
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@ -571,7 +571,7 @@ void ObjOshihiki_Push(ObjOshihiki* this, GlobalContext* globalCtx) {
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this->pushSpeed += 0.5f;
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this->stateFlags |= PUSHBLOCK_PUSH;
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this->pushSpeed = CLAMP_MAX(this->pushSpeed, 2.0f);
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stopFlag = Math_ApproxF(&this->pushDist, 20.0f, this->pushSpeed);
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stopFlag = Math_StepToF(&this->pushDist, 20.0f, this->pushSpeed);
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pushDistSigned = ((this->direction >= 0.0f) ? 1.0f : -1.0f) * this->pushDist;
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thisx->posRot.pos.x = thisx->initPosRot.pos.x + (pushDistSigned * this->yawSin);
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thisx->posRot.pos.z = thisx->initPosRot.pos.z + (pushDistSigned * this->yawCos);
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@ -651,8 +651,8 @@ void ObjOshihiki_Update(Actor* thisx, GlobalContext* globalCtx) {
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this->dyna.actor.posRot.rot.y = this->dyna.unk_158;
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this->yawSin = Math_Sins(this->dyna.actor.posRot.rot.y);
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this->yawCos = Math_Coss(this->dyna.actor.posRot.rot.y);
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this->yawSin = Math_SinS(this->dyna.actor.posRot.rot.y);
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this->yawCos = Math_CosS(this->dyna.actor.posRot.rot.y);
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if (this->actionFunc != NULL) {
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this->actionFunc(this, globalCtx);
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