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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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@ -24,17 +24,16 @@ extern Gfx D_0401A160[];
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u32 EffectSsBubble_Init(GlobalContext* globalCtx, u32 index, EffectSs* this, void* initParamsx) {
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EffectSsBubbleInitParams* initParams = (EffectSsBubbleInitParams*)initParamsx;
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// @bug Math_Rand_ZeroOne in the macro means a random number is generated for both parts of the macro.
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// @bug Rand_ZeroOne in the macro means a random number is generated for both parts of the macro.
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// In the base game this works out because both addresses are segment 4, but it may break if
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// the addresses were changed to refer to different segments
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this->gfx = SEGMENTED_TO_VIRTUAL(Math_Rand_ZeroOne() < 0.5f ? &D_04055DB0 : &D_04055EB0);
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this->pos.x = ((Math_Rand_ZeroOne() - 0.5f) * initParams->xzPosRandScale) + initParams->pos.x;
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this->pos.y =
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(((Math_Rand_ZeroOne() - 0.5f) * initParams->yPosRandScale) + initParams->yPosOffset) + initParams->pos.y;
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this->pos.z = ((Math_Rand_ZeroOne() - 0.5f) * initParams->xzPosRandScale) + initParams->pos.z;
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this->gfx = SEGMENTED_TO_VIRTUAL(Rand_ZeroOne() < 0.5f ? &D_04055DB0 : &D_04055EB0);
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this->pos.x = ((Rand_ZeroOne() - 0.5f) * initParams->xzPosRandScale) + initParams->pos.x;
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this->pos.y = (((Rand_ZeroOne() - 0.5f) * initParams->yPosRandScale) + initParams->yPosOffset) + initParams->pos.y;
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this->pos.z = ((Rand_ZeroOne() - 0.5f) * initParams->xzPosRandScale) + initParams->pos.z;
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Math_Vec3f_Copy(&this->vec, &this->pos);
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this->life = 1;
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this->rScale = (((Math_Rand_ZeroOne() * 0.5f) + 1.0f) * initParams->scale) * 100;
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this->rScale = (((Rand_ZeroOne() * 0.5f) + 1.0f) * initParams->scale) * 100;
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this->draw = EffectSsBubble_Draw;
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this->update = EffectSsBubble_Update;
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@ -81,8 +80,8 @@ void EffectSsBubble_Update(GlobalContext* globalCtx, u32 index, EffectSs* this)
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this->life = -1;
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} else {
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this->life++;
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this->pos.x = ((Math_Rand_ZeroOne() * 0.5f) - 0.25f) + this->vec.x;
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this->accel.y = (Math_Rand_ZeroOne() - 0.3f) * 0.2f;
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this->pos.z = ((Math_Rand_ZeroOne() * 0.5f) - 0.25f) + this->vec.z;
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this->pos.x = ((Rand_ZeroOne() * 0.5f) - 0.25f) + this->vec.x;
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this->accel.y = (Rand_ZeroOne() - 0.3f) * 0.2f;
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this->pos.z = ((Rand_ZeroOne() * 0.5f) - 0.25f) + this->vec.z;
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}
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}
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