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Use BINANG_TO_RAD_ALT
more (#1156)
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32 changed files with 113 additions and 113 deletions
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@ -411,7 +411,7 @@ void EnFr_JumpingOutOfWater(EnFr* this, GlobalContext* globalCtx) {
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vec1.x = vec1.y = 0.0f;
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vec1.z = this->xzDistToLogSpot;
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Matrix_RotateY(((this->actor.world.rot.y + 0x8000) / (f32)0x8000) * M_PI, MTXMODE_NEW);
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Matrix_RotateY(BINANG_TO_RAD_ALT(this->actor.world.rot.y + 0x8000), MTXMODE_NEW);
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Matrix_MultVec3f(&vec1, &vec2);
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this->actor.world.pos.x = this->posLogSpot.x + vec2.x;
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this->actor.world.pos.z = this->posLogSpot.z + vec2.z;
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