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Use BINANG_TO_RAD_ALT
more (#1156)
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parent
8f9e309452
commit
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32 changed files with 113 additions and 113 deletions
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@ -330,7 +330,7 @@ void EnSkj_CalculateCenter(EnSkj* this) {
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mult.y = 0.0f;
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mult.z = 120.0f;
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Matrix_RotateY((this->actor.shape.rot.y / 32768.0f) * M_PI, MTXMODE_NEW);
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Matrix_RotateY(BINANG_TO_RAD_ALT(this->actor.shape.rot.y), MTXMODE_NEW);
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Matrix_MultVec3f(&mult, &this->center);
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this->center.x += this->actor.world.pos.x;
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@ -498,7 +498,7 @@ s32 EnSkj_ShootNeedle(EnSkj* this, GlobalContext* globalCtx) {
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pos.y = 0.0f;
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pos.z = 40.0f;
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Matrix_RotateY((this->actor.shape.rot.y / 32768.0f) * M_PI, MTXMODE_NEW);
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Matrix_RotateY(BINANG_TO_RAD_ALT(this->actor.shape.rot.y), MTXMODE_NEW);
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Matrix_MultVec3f(&pos, &pos2);
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pos2.x += this->actor.world.pos.x;
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@ -822,7 +822,7 @@ void EnSkj_Fight(EnSkj* this, GlobalContext* globalCtx) {
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pos1.y = 0.0f;
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pos1.z = -120.0f;
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Matrix_RotateY((this->actor.shape.rot.y / 32768.0f) * M_PI, MTXMODE_NEW);
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Matrix_RotateY(BINANG_TO_RAD_ALT(this->actor.shape.rot.y), MTXMODE_NEW);
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Matrix_MultVec3f(&pos1, &pos2);
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prevPosX = this->actor.world.pos.x;
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prevPosZ = this->actor.world.pos.z;
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