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Use BINANG_TO_RAD_ALT
more (#1156)
This commit is contained in:
parent
8f9e309452
commit
c42c172e72
32 changed files with 113 additions and 113 deletions
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@ -291,8 +291,8 @@ void BgGanonOtyuka_Draw(Actor* thisx, GlobalContext* globalCtx) {
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platform->dyna.actor.world.pos.z, MTXMODE_NEW);
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phi_s1 = NULL;
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if (platform->isFalling) {
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Matrix_RotateX((platform->dyna.actor.shape.rot.x / (f32)0x8000) * M_PI, MTXMODE_APPLY);
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Matrix_RotateZ((platform->dyna.actor.shape.rot.z / (f32)0x8000) * M_PI, MTXMODE_APPLY);
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Matrix_RotateX(BINANG_TO_RAD_ALT(platform->dyna.actor.shape.rot.x), MTXMODE_APPLY);
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Matrix_RotateZ(BINANG_TO_RAD_ALT(platform->dyna.actor.shape.rot.z), MTXMODE_APPLY);
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if (camera->eye.y > platform->dyna.actor.world.pos.y) {
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phi_s1 = sPlatformBottomDL;
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} else {
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@ -950,9 +950,9 @@ void BossFd_Fly(BossFd* this, GlobalContext* globalCtx) {
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this->bodySegsPos[i4].x = this->actor.world.pos.x;
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this->bodySegsPos[i4].y = this->actor.world.pos.y;
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this->bodySegsPos[i4].z = this->actor.world.pos.z;
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this->bodySegsRot[i4].x = (this->actor.world.rot.x / (f32)0x8000) * M_PI;
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this->bodySegsRot[i4].y = (this->actor.world.rot.y / (f32)0x8000) * M_PI;
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this->bodySegsRot[i4].z = (this->actor.world.rot.z / (f32)0x8000) * M_PI;
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this->bodySegsRot[i4].x = BINANG_TO_RAD_ALT(this->actor.world.rot.x);
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this->bodySegsRot[i4].y = BINANG_TO_RAD_ALT(this->actor.world.rot.y);
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this->bodySegsRot[i4].z = BINANG_TO_RAD_ALT(this->actor.world.rot.z);
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this->work[BFD_LEAD_MANE_SEG]++;
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if (this->work[BFD_LEAD_MANE_SEG] >= 30) {
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@ -963,9 +963,9 @@ void BossFd_Fly(BossFd* this, GlobalContext* globalCtx) {
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this->rightMane.scale[i4] = (Math_SinS(this->work[BFD_MOVE_TIMER] * 5496.0f) * 0.3f) + 1.0f;
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this->leftMane.scale[i4] = (Math_CosS(this->work[BFD_MOVE_TIMER] * 5696.0f) * 0.3f) + 1.0f;
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this->centerMane.pos[i4] = this->centerMane.head;
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this->fireManeRot[i4].x = (this->actor.world.rot.x / (f32)0x8000) * M_PI;
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this->fireManeRot[i4].y = (this->actor.world.rot.y / (f32)0x8000) * M_PI;
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this->fireManeRot[i4].z = (this->actor.world.rot.z / (f32)0x8000) * M_PI;
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this->fireManeRot[i4].x = BINANG_TO_RAD_ALT(this->actor.world.rot.x);
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this->fireManeRot[i4].y = BINANG_TO_RAD_ALT(this->actor.world.rot.y);
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this->fireManeRot[i4].z = BINANG_TO_RAD_ALT(this->actor.world.rot.z);
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this->rightMane.pos[i4] = this->rightMane.head;
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this->leftMane.pos[i4] = this->leftMane.head;
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@ -1233,8 +1233,8 @@ void BossFd_Effects(BossFd* this, GlobalContext* globalCtx) {
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&D_801333E8);
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spawnPos2 = this->headPos;
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spawnAngleY = (this->actor.world.rot.y / (f32)0x8000) * M_PI;
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spawnAngleX = (((-this->actor.world.rot.x) / (f32)0x8000) * M_PI) + 0.3f;
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spawnAngleY = BINANG_TO_RAD_ALT(this->actor.world.rot.y);
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spawnAngleX = BINANG_TO_RAD_ALT(-this->actor.world.rot.x) + 0.3f;
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Matrix_RotateY(spawnAngleY, MTXMODE_NEW);
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Matrix_RotateX(spawnAngleX, MTXMODE_APPLY);
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Matrix_MultVec3f(&spawnSpeed2, &spawnVel2);
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@ -1938,7 +1938,7 @@ void BossFd_DrawBody(GlobalContext* globalCtx, BossFd* this) {
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MTXMODE_NEW);
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Matrix_RotateY(this->bodySegsRot[segIndex].y, MTXMODE_APPLY);
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Matrix_RotateX(-this->bodySegsRot[segIndex].x, MTXMODE_APPLY);
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Matrix_RotateZ((this->actor.shape.rot.z / (f32)0x8000) * M_PI, MTXMODE_APPLY);
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Matrix_RotateZ(BINANG_TO_RAD_ALT(this->actor.shape.rot.z), MTXMODE_APPLY);
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Matrix_Translate(0.0f, 0.0f, temp_float, MTXMODE_APPLY);
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Matrix_Push();
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Matrix_Translate(0.0f, 0.0f, 25.0f, MTXMODE_APPLY);
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@ -455,8 +455,8 @@ void BossFd2_BreatheFire(BossFd2* this, GlobalContext* globalCtx) {
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spawnSpeed.z = 30.0f;
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spawnPos = this->headPos;
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tempY = ((this->actor.shape.rot.y + this->headRot.y) / (f32)0x8000) * M_PI;
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tempX = ((this->headRot.x / (f32)0x8000) * M_PI) + 1.0f / 2;
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tempY = BINANG_TO_RAD_ALT(this->actor.shape.rot.y + this->headRot.y);
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tempX = BINANG_TO_RAD_ALT(this->headRot.x) + 1.0f / 2;
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Matrix_RotateY(tempY, MTXMODE_NEW);
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Matrix_RotateX(tempX, MTXMODE_APPLY);
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Matrix_MultVec3f(&spawnSpeed, &spawnVel);
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@ -692,7 +692,7 @@ void BossFd2_Death(BossFd2* this, GlobalContext* globalCtx) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_VALVAISA_DAMAGE2);
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}
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Math_ApproachF(&this->skelAnime.playSpeed, retreatSpeed, 1.0f, 1.0f);
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Matrix_RotateY(((this->actor.yawTowardsPlayer / (f32)0x8000) * M_PI) + 0.2f, MTXMODE_NEW);
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Matrix_RotateY(BINANG_TO_RAD_ALT(this->actor.yawTowardsPlayer) + 0.2f, MTXMODE_NEW);
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sp70.x = 0.0f;
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sp70.y = 0.0f;
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sp70.z = 250.0f;
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@ -908,7 +908,7 @@ void func_808FF898(BossGanon2* this, GlobalContext* globalCtx) {
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s32 pad;
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Vec3f sp28;
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Matrix_RotateY(((this->actor.shape.rot.y / (f32)0x8000) * M_PI) + 0.5f, MTXMODE_NEW);
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Matrix_RotateY(BINANG_TO_RAD_ALT(this->actor.shape.rot.y) + 0.5f, MTXMODE_NEW);
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sp28.x = 0.0f;
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sp28.y = 0.0f;
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sp28.z = 1.0f;
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@ -1300,7 +1300,7 @@ void func_80900890(BossGanon2* this, GlobalContext* globalCtx) {
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if (this->unk_1A2[1] == 50) {
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func_80078884(NA_SE_EN_MGANON_WALK);
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}
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Matrix_RotateY(((this->actor.shape.rot.y / (f32)0x8000) * M_PI) + 0.3f, MTXMODE_NEW);
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Matrix_RotateY(BINANG_TO_RAD_ALT(this->actor.shape.rot.y) + 0.3f, MTXMODE_NEW);
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sp5C.x = 0.0f;
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sp5C.y = 0.0f;
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sp5C.z = 250.0f;
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@ -896,9 +896,9 @@ void BossGanondrof_Charge(BossGanondrof* this, GlobalContext* globalCtx) {
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baseOffset.y = 10.0f;
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for (i = 0; i < 10; i++) {
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Matrix_Push();
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Matrix_RotateY((thisx->shape.rot.y / (f32)0x8000) * M_PI, MTXMODE_NEW);
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Matrix_RotateX((thisx->shape.rot.x / (f32)0x8000) * M_PI, MTXMODE_APPLY);
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Matrix_RotateZ((this->work[GND_PARTICLE_ANGLE] / (f32)0x8000) * M_PI, MTXMODE_APPLY);
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Matrix_RotateY(BINANG_TO_RAD_ALT(thisx->shape.rot.y), MTXMODE_NEW);
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Matrix_RotateX(BINANG_TO_RAD_ALT(thisx->shape.rot.x), MTXMODE_APPLY);
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Matrix_RotateZ(BINANG_TO_RAD_ALT(this->work[GND_PARTICLE_ANGLE]), MTXMODE_APPLY);
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Matrix_MultVec3f(&baseOffset, &offset);
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Matrix_Pop();
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pos.x = this->spearTip.x + offset.x;
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@ -925,7 +925,7 @@ void BossMo_Tentacle(BossMo* this, GlobalContext* globalCtx) {
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spFC.x = 0;
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spFC.y = 0;
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spFC.z = 0;
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Matrix_RotateY((player->actor.world.rot.y / (f32)0x8000) * M_PI, MTXMODE_NEW);
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Matrix_RotateY(BINANG_TO_RAD_ALT(player->actor.world.rot.y), MTXMODE_NEW);
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Matrix_MultVec3f(&spFC, &spF0);
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spF0.x = player->actor.world.pos.x + spF0.x;
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spF0.z = player->actor.world.pos.z + spF0.z;
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@ -2101,7 +2101,7 @@ void BossMo_Core(BossMo* this, GlobalContext* globalCtx) {
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sp70.x = 0.0f;
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sp70.y = 0.0f;
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sp70.z = 100.0f;
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Matrix_RotateY((player->actor.world.rot.y / (f32)0x8000) * M_PI, MTXMODE_NEW);
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Matrix_RotateY(BINANG_TO_RAD_ALT(player->actor.world.rot.y), MTXMODE_NEW);
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Matrix_MultVec3f(&sp70, &sp64);
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this->targetPos.x = player->actor.world.pos.x + sp64.x;
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this->targetPos.y = player->actor.world.pos.y + 30.0f;
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@ -2448,8 +2448,8 @@ void BossMo_DrawTentacle(BossMo* this, GlobalContext* globalCtx) {
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gSPSegment(POLY_XLU_DISP++, 0x0C, matrix);
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Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW);
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Matrix_RotateY((this->actor.shape.rot.y / (f32)0x8000) * M_PI, MTXMODE_APPLY);
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Matrix_RotateX((this->actor.shape.rot.x / (f32)0x8000) * M_PI, MTXMODE_APPLY);
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Matrix_RotateY(BINANG_TO_RAD_ALT(this->actor.shape.rot.y), MTXMODE_APPLY);
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Matrix_RotateX(BINANG_TO_RAD_ALT(this->actor.shape.rot.x), MTXMODE_APPLY);
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BossMo_InitRand(1, 29100, 9786);
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@ -2464,8 +2464,8 @@ void BossMo_DrawTentacle(BossMo* this, GlobalContext* globalCtx) {
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} else {
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if (i >= 3) {
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Matrix_Translate(0.0f, this->tentStretch[i - 2].y, 0.0f, MTXMODE_APPLY);
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Matrix_RotateX((this->tentRot[i - 2].x / (f32)0x8000) * M_PI, MTXMODE_APPLY);
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Matrix_RotateZ((this->tentRot[i - 2].z / (f32)0x8000) * M_PI, MTXMODE_APPLY);
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Matrix_RotateX(BINANG_TO_RAD_ALT(this->tentRot[i - 2].x), MTXMODE_APPLY);
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Matrix_RotateZ(BINANG_TO_RAD_ALT(this->tentRot[i - 2].z), MTXMODE_APPLY);
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}
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Matrix_Push();
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Matrix_Scale((this->tentScale[i - 2].x + this->tentRipple[i - 2].x) * this->actor.scale.x,
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@ -1219,8 +1219,8 @@ void BossTw_ShootBeam(BossTw* this, GlobalContext* globalCtx) {
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sp128.x = -sp128.x;
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Math_ApproachS(&this->magicDir.x, sp128.x, 5, 0x2000);
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Math_ApproachS(&this->magicDir.y, sp128.y, 5, 0x2000);
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this->beamReflectionPitch = (this->magicDir.x / 32768.0f) * M_PI;
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this->beamReflectionYaw = (this->magicDir.y / 32768.0f) * M_PI;
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this->beamReflectionPitch = BINANG_TO_RAD_ALT(this->magicDir.x);
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this->beamReflectionYaw = BINANG_TO_RAD_ALT(this->magicDir.y);
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}
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Matrix_Translate(this->beamReflectionOrigin.x, this->beamReflectionOrigin.y, this->beamReflectionOrigin.z,
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@ -4702,7 +4702,7 @@ void BossTw_UpdateEffects(GlobalContext* globalCtx) {
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sp11C.x = 0.0f;
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sp11C.y = 0.0f;
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sp11C.z = -eff->workf[EFF_DIST];
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Matrix_RotateY((sShieldHitYaw / 32768.0f) * M_PI, MTXMODE_NEW);
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Matrix_RotateY(BINANG_TO_RAD_ALT(sShieldHitYaw), MTXMODE_NEW);
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Matrix_RotateX(-0.2f, MTXMODE_APPLY);
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Matrix_RotateZ(eff->workf[EFF_ROLL], MTXMODE_APPLY);
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Matrix_RotateY(eff->workf[EFF_YAW], MTXMODE_APPLY);
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@ -4748,7 +4748,7 @@ void BossTw_UpdateEffects(GlobalContext* globalCtx) {
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sp11C.x = 0.0f;
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sp11C.y = 0.0f;
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sp11C.z = -eff->workf[EFF_DIST];
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Matrix_RotateY((sShieldHitYaw / 32768.0f) * M_PI, MTXMODE_NEW);
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Matrix_RotateY(BINANG_TO_RAD_ALT(sShieldHitYaw), MTXMODE_NEW);
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Matrix_RotateX(-0.2f, MTXMODE_APPLY);
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Matrix_RotateZ(eff->workf[EFF_ROLL], MTXMODE_APPLY);
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Matrix_RotateY(eff->workf[EFF_YAW], MTXMODE_APPLY);
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@ -741,9 +741,9 @@ void EnClearTag_Draw(Actor* thisx, GlobalContext* globalCtx) {
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Matrix_RotateX(this->floorTangent.x, MTXMODE_APPLY);
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Matrix_RotateZ(this->floorTangent.z, MTXMODE_APPLY);
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Matrix_Scale(this->actor.scale.x + 0.35f, 0.0f, this->actor.scale.z + 0.35f, MTXMODE_APPLY);
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Matrix_RotateY((this->actor.shape.rot.y / 32768.0f) * M_PI, MTXMODE_APPLY);
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Matrix_RotateX((this->actor.shape.rot.x / 32768.0f) * M_PI, MTXMODE_APPLY);
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Matrix_RotateZ((this->actor.shape.rot.z / 32768.0f) * M_PI, MTXMODE_APPLY);
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Matrix_RotateY(BINANG_TO_RAD_ALT(this->actor.shape.rot.y), MTXMODE_APPLY);
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Matrix_RotateX(BINANG_TO_RAD_ALT(this->actor.shape.rot.x), MTXMODE_APPLY);
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Matrix_RotateZ(BINANG_TO_RAD_ALT(this->actor.shape.rot.z), MTXMODE_APPLY);
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if (this->crashingTimer != 0) {
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f32 xRotation;
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f32 yRotation;
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@ -686,8 +686,8 @@ void EnDntNomal_StageAttack(EnDntNomal* this, GlobalContext* globalCtx) {
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f32 spawnY;
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f32 spawnZ;
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Matrix_RotateY(this->actor.shape.rot.y / (f32)0x8000 * M_PI, MTXMODE_NEW);
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Matrix_RotateX(this->actor.shape.rot.x / (f32)0x8000 * M_PI, MTXMODE_APPLY);
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Matrix_RotateY(BINANG_TO_RAD_ALT(this->actor.shape.rot.y), MTXMODE_NEW);
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Matrix_RotateX(BINANG_TO_RAD_ALT(this->actor.shape.rot.x), MTXMODE_APPLY);
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baseOffset.x = 0.0f;
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baseOffset.y = 0.0f;
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baseOffset.z = 5.0f;
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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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@ -519,7 +519,7 @@ void EnFz_BlowSmoke(EnFz* this, GlobalContext* globalCtx) {
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pos.y = this->actor.world.pos.y + 20.0f;
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pos.z = this->actor.world.pos.z;
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Matrix_RotateY((this->actor.shape.rot.y / (f32)0x8000) * 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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vec1.x = 0.0f;
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vec1.y = -2.0f;
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@ -631,7 +631,7 @@ void EnFz_BlowSmokeStationary(EnFz* this, GlobalContext* globalCtx) {
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pos.y = this->actor.world.pos.y + 20.0f;
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pos.z = this->actor.world.pos.z;
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Matrix_RotateY((this->actor.shape.rot.y / (f32)0x8000) * 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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vec1.x = 0.0f;
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vec1.y = -2.0f;
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@ -1085,18 +1085,18 @@ s32 EnGo_OverrideLimbDraw(GlobalContext* globalCtx, s32 limb, Gfx** dList, Vec3f
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if (limb == 17) {
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Matrix_Translate(2800.0f, 0.0f, 0.0f, MTXMODE_APPLY);
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vec1 = this->unk_1E0.unk_08;
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float1 = (vec1.y / (f32)0x8000) * M_PI;
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float1 = BINANG_TO_RAD_ALT(vec1.y);
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Matrix_RotateX(float1, MTXMODE_APPLY);
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float1 = (vec1.x / (f32)0x8000) * M_PI;
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float1 = BINANG_TO_RAD_ALT(vec1.x);
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Matrix_RotateZ(float1, MTXMODE_APPLY);
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Matrix_Translate(-2800.0f, 0.0f, 0.0f, MTXMODE_APPLY);
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}
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if (limb == 10) {
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vec1 = this->unk_1E0.unk_0E;
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float1 = (vec1.y / (f32)0x8000) * M_PI;
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float1 = BINANG_TO_RAD_ALT(vec1.y);
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Matrix_RotateY(float1, MTXMODE_APPLY);
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float1 = (vec1.x / (f32)0x8000) * M_PI;
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float1 = BINANG_TO_RAD_ALT(vec1.x);
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Matrix_RotateX(float1, MTXMODE_APPLY);
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}
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@ -2004,17 +2004,17 @@ s32 EnGo2_OverrideLimbDraw(GlobalContext* globalCtx, s32 limb, Gfx** dList, Vec3
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if (limb == 17) {
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Matrix_Translate(2800.0f, 0.0f, 0.0f, MTXMODE_APPLY);
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vec1 = this->unk_194.unk_08;
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float1 = (vec1.y / (f32)0x8000) * M_PI;
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float1 = BINANG_TO_RAD_ALT(vec1.y);
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Matrix_RotateX(float1, MTXMODE_APPLY);
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float1 = (vec1.x / (f32)0x8000) * M_PI;
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float1 = BINANG_TO_RAD_ALT(vec1.x);
|
||||
Matrix_RotateZ(float1, MTXMODE_APPLY);
|
||||
Matrix_Translate(-2800.0f, 0.0f, 0.0f, MTXMODE_APPLY);
|
||||
}
|
||||
if (limb == 10) {
|
||||
vec1 = this->unk_194.unk_0E;
|
||||
float1 = (vec1.y / (f32)0x8000) * M_PI;
|
||||
float1 = BINANG_TO_RAD_ALT(vec1.y);
|
||||
Matrix_RotateY(float1, MTXMODE_APPLY);
|
||||
float1 = (vec1.x / (f32)0x8000) * M_PI;
|
||||
float1 = BINANG_TO_RAD_ALT(vec1.x);
|
||||
Matrix_RotateX(float1, MTXMODE_APPLY);
|
||||
}
|
||||
if ((limb == 10) || (limb == 11) || (limb == 14)) {
|
||||
|
|
|
@ -631,7 +631,7 @@ void EnGoma_UpdateHit(EnGoma* this, GlobalContext* globalCtx) {
|
|||
this->actor.velocity.y = 0.0f;
|
||||
this->actor.speedXZ = -5.0f;
|
||||
} else {
|
||||
Matrix_RotateY(player->actor.shape.rot.y / (f32)0x8000 * M_PI, MTXMODE_NEW);
|
||||
Matrix_RotateY(BINANG_TO_RAD_ALT(player->actor.shape.rot.y), MTXMODE_NEW);
|
||||
Matrix_MultVec3f(&sShieldKnockbackVel, &this->shieldKnockbackVel);
|
||||
this->invincibilityTimer = 5;
|
||||
}
|
||||
|
@ -792,11 +792,11 @@ void EnGoma_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
|||
this->actor.world.pos.y + ((this->actor.shape.yOffset * this->actor.scale.y) +
|
||||
globalCtx->mainCamera.skyboxOffset.y),
|
||||
this->actor.world.pos.z, MTXMODE_NEW);
|
||||
Matrix_RotateX(this->slopePitch / (f32)0x8000 * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateZ(this->slopeRoll / (f32)0x8000 * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateY(this->actor.shape.rot.y / (f32)0x8000 * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateX(this->actor.shape.rot.x / (f32)0x8000 * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateZ(this->actor.shape.rot.z / (f32)0x8000 * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateX(BINANG_TO_RAD_ALT(this->slopePitch), MTXMODE_APPLY);
|
||||
Matrix_RotateZ(BINANG_TO_RAD_ALT(this->slopeRoll), MTXMODE_APPLY);
|
||||
Matrix_RotateY(BINANG_TO_RAD_ALT(this->actor.shape.rot.y), MTXMODE_APPLY);
|
||||
Matrix_RotateX(BINANG_TO_RAD_ALT(this->actor.shape.rot.x), MTXMODE_APPLY);
|
||||
Matrix_RotateZ(BINANG_TO_RAD_ALT(this->actor.shape.rot.z), MTXMODE_APPLY);
|
||||
Matrix_Scale(this->actor.scale.x, this->actor.scale.y, this->actor.scale.z, MTXMODE_APPLY);
|
||||
SkelAnime_DrawOpa(globalCtx, this->skelanime.skeleton, this->skelanime.jointTable, EnGoma_OverrideLimbDraw,
|
||||
NULL, this);
|
||||
|
|
|
@ -190,15 +190,15 @@ s32 EnGuest_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dLis
|
|||
*dList = object_boj_DL_0059B0;
|
||||
Matrix_Translate(1400.0f, 0.0f, 0.0f, MTXMODE_APPLY);
|
||||
sp3C = this->unk_2A0.unk_08;
|
||||
Matrix_RotateX((sp3C.y / 32768.0f) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateZ((sp3C.x / 32768.0f) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateX(BINANG_TO_RAD_ALT(sp3C.y), MTXMODE_APPLY);
|
||||
Matrix_RotateZ(BINANG_TO_RAD_ALT(sp3C.x), MTXMODE_APPLY);
|
||||
Matrix_Translate(-1400.0f, 0.0f, 0.0f, MTXMODE_APPLY);
|
||||
}
|
||||
|
||||
if (limbIndex == 8) {
|
||||
sp3C = this->unk_2A0.unk_0E;
|
||||
Matrix_RotateX((-sp3C.y / 32768.0f) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateZ((sp3C.x / 32768.0f) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateX(BINANG_TO_RAD_ALT(-sp3C.y), MTXMODE_APPLY);
|
||||
Matrix_RotateZ(BINANG_TO_RAD_ALT(sp3C.x), MTXMODE_APPLY);
|
||||
}
|
||||
|
||||
if (limbIndex == 8 || limbIndex == 9 || limbIndex == 12) {
|
||||
|
|
|
@ -424,7 +424,7 @@ void EnHeishi1_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
searchBallPos.z = this->actor.world.pos.z;
|
||||
|
||||
Matrix_Push();
|
||||
Matrix_RotateY(((this->actor.shape.rot.y + this->headAngle) / 32768.0f) * M_PI, MTXMODE_NEW);
|
||||
Matrix_RotateY(BINANG_TO_RAD_ALT(this->actor.shape.rot.y + this->headAngle), MTXMODE_NEW);
|
||||
searchBallMult.z = 30.0f;
|
||||
Matrix_MultVec3f(&searchBallMult, &searchBallVel);
|
||||
Matrix_Pop();
|
||||
|
|
|
@ -1121,15 +1121,15 @@ s32 EnHy_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
|
|||
if (limbIndex == 15) {
|
||||
Matrix_Translate(1400.0f, 0.0f, 0.0f, MTXMODE_APPLY);
|
||||
sp48 = this->unk_1E8.unk_08;
|
||||
Matrix_RotateX((sp48.y / (f32)0x8000) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateZ((sp48.x / (f32)0x8000) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateX(BINANG_TO_RAD_ALT(sp48.y), MTXMODE_APPLY);
|
||||
Matrix_RotateZ(BINANG_TO_RAD_ALT(sp48.x), MTXMODE_APPLY);
|
||||
Matrix_Translate(-1400.0f, 0.0f, 0.0f, MTXMODE_APPLY);
|
||||
}
|
||||
|
||||
if (limbIndex == 8) {
|
||||
sp48 = this->unk_1E8.unk_0E;
|
||||
Matrix_RotateX((-sp48.y / (f32)0x8000) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateZ((sp48.x / (f32)0x8000) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateX(BINANG_TO_RAD_ALT(-sp48.y), MTXMODE_APPLY);
|
||||
Matrix_RotateZ(BINANG_TO_RAD_ALT(sp48.x), MTXMODE_APPLY);
|
||||
}
|
||||
|
||||
if ((limbIndex == 8) || (limbIndex == 9) || (limbIndex == 12)) {
|
||||
|
|
|
@ -371,7 +371,7 @@ void EnKanban_Update(Actor* thisx, GlobalContext* globalCtx2) {
|
|||
piece->pieceType = PIECE_WHOLE_SIGN;
|
||||
}
|
||||
|
||||
Matrix_RotateY((this->actor.shape.rot.y / (f32)0x8000) * M_PI, MTXMODE_NEW);
|
||||
Matrix_RotateY(BINANG_TO_RAD_ALT(this->actor.shape.rot.y), MTXMODE_NEW);
|
||||
Matrix_MultVec3f(&sPieceOffsets[piece->pieceType], &offset);
|
||||
piece->actor.world.pos.x += offset.x;
|
||||
piece->actor.world.pos.y += offset.y;
|
||||
|
@ -750,7 +750,7 @@ void EnKanban_Update(Actor* thisx, GlobalContext* globalCtx2) {
|
|||
Actor_Kill(&this->actor);
|
||||
}
|
||||
|
||||
Matrix_RotateY((signpost->actor.shape.rot.y / (f32)0x8000) * M_PI, MTXMODE_NEW);
|
||||
Matrix_RotateY(BINANG_TO_RAD_ALT(signpost->actor.shape.rot.y), MTXMODE_NEW);
|
||||
Matrix_MultVec3f(&sPieceOffsets[this->pieceType], &offset);
|
||||
distX =
|
||||
Math_SmoothStepToF(&this->actor.world.pos.x, signpost->actor.world.pos.x + offset.x, 1.0f, 3.0f, 0.0f);
|
||||
|
@ -815,15 +815,15 @@ void EnKanban_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
|||
Matrix_RotateX(this->floorRot.x, MTXMODE_APPLY);
|
||||
Matrix_RotateZ(this->floorRot.z, MTXMODE_APPLY);
|
||||
Matrix_Translate(0.0f, this->actor.shape.yOffset, 0.0f, MTXMODE_APPLY);
|
||||
Matrix_RotateY((this->actor.shape.rot.y / (f32)0x8000) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateX((this->actor.shape.rot.x / (f32)0x8000) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateY(BINANG_TO_RAD_ALT(this->actor.shape.rot.y), MTXMODE_APPLY);
|
||||
Matrix_RotateX(BINANG_TO_RAD_ALT(this->actor.shape.rot.x), MTXMODE_APPLY);
|
||||
zShift = fabsf(Math_SinS(this->spinRot.x) * this->pieceHeight);
|
||||
zShift2 = fabsf(Math_SinS(this->spinRot.z) * this->pieceWidth);
|
||||
zShift = MAX(zShift2, zShift);
|
||||
zShift *= -(f32)this->direction;
|
||||
Matrix_Translate(0.0f, 0.0f, zShift, MTXMODE_APPLY);
|
||||
Matrix_RotateX((this->spinRot.x / (f32)0x8000) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateY((this->spinRot.z / (f32)0x8000) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateX(BINANG_TO_RAD_ALT(this->spinRot.x), MTXMODE_APPLY);
|
||||
Matrix_RotateY(BINANG_TO_RAD_ALT(this->spinRot.z), MTXMODE_APPLY);
|
||||
Matrix_Translate(this->offset.x, this->offset.y, this->offset.z - 100.0f, MTXMODE_APPLY);
|
||||
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_kanban.c", 1715),
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
|
@ -888,10 +888,10 @@ void EnKanban_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
|||
if (this->actionState == ENKANBAN_SIGN) {
|
||||
Matrix_RotateX(-M_PI / 5, MTXMODE_APPLY);
|
||||
}
|
||||
Matrix_RotateY((this->actor.shape.rot.y / (f32)0x8000) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateX((this->actor.shape.rot.x / (f32)0x8000) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateX((this->spinRot.x / (f32)0x8000) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateY((this->spinRot.z / (f32)0x8000) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateY(BINANG_TO_RAD_ALT(this->actor.shape.rot.y), MTXMODE_APPLY);
|
||||
Matrix_RotateX(BINANG_TO_RAD_ALT(this->actor.shape.rot.x), MTXMODE_APPLY);
|
||||
Matrix_RotateX(BINANG_TO_RAD_ALT(this->spinRot.x), MTXMODE_APPLY);
|
||||
Matrix_RotateY(BINANG_TO_RAD_ALT(this->spinRot.z), MTXMODE_APPLY);
|
||||
Matrix_Translate(this->offset.x, this->offset.y, this->offset.z, MTXMODE_APPLY);
|
||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_kanban.c", 1833),
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
|
|
|
@ -423,14 +423,14 @@ s32 EnMa1_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
|
|||
if (limbIndex == 15) {
|
||||
Matrix_Translate(1400.0f, 0.0f, 0.0f, MTXMODE_APPLY);
|
||||
vec = this->unk_1E8.unk_08;
|
||||
Matrix_RotateX((vec.y / 32768.0f) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateZ((vec.x / 32768.0f) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateX(BINANG_TO_RAD_ALT(vec.y), MTXMODE_APPLY);
|
||||
Matrix_RotateZ(BINANG_TO_RAD_ALT(vec.x), MTXMODE_APPLY);
|
||||
Matrix_Translate(-1400.0f, 0.0f, 0.0f, MTXMODE_APPLY);
|
||||
}
|
||||
if (limbIndex == 8) {
|
||||
vec = this->unk_1E8.unk_0E;
|
||||
Matrix_RotateX((-vec.y / 32768.0f) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateZ((-vec.x / 32768.0f) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateX(BINANG_TO_RAD_ALT(-vec.y), MTXMODE_APPLY);
|
||||
Matrix_RotateZ(BINANG_TO_RAD_ALT(-vec.x), MTXMODE_APPLY);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
|
|
@ -334,14 +334,14 @@ s32 EnMa2_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
|
|||
if (limbIndex == MALON_ADULT_HEAD_LIMB) {
|
||||
Matrix_Translate(1400.0f, 0.0f, 0.0f, MTXMODE_APPLY);
|
||||
vec = this->unk_1E0.unk_08;
|
||||
Matrix_RotateX((vec.y / 32768.0f) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateZ((vec.x / 32768.0f) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateX(BINANG_TO_RAD_ALT(vec.y), MTXMODE_APPLY);
|
||||
Matrix_RotateZ(BINANG_TO_RAD_ALT(vec.x), MTXMODE_APPLY);
|
||||
Matrix_Translate(-1400.0f, 0.0f, 0.0f, MTXMODE_APPLY);
|
||||
}
|
||||
if (limbIndex == MALON_ADULT_CHEST_AND_NECK_LIMB) {
|
||||
vec = this->unk_1E0.unk_0E;
|
||||
Matrix_RotateY((-vec.y / 32768.0f) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateX((-vec.x / 32768.0f) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateY(BINANG_TO_RAD_ALT(-vec.y), MTXMODE_APPLY);
|
||||
Matrix_RotateX(BINANG_TO_RAD_ALT(-vec.x), MTXMODE_APPLY);
|
||||
}
|
||||
if ((limbIndex == MALON_ADULT_CHEST_AND_NECK_LIMB) || (limbIndex == MALON_ADULT_LEFT_SHOULDER_LIMB) ||
|
||||
(limbIndex == MALON_ADULT_RIGHT_SHOULDER_LIMB)) {
|
||||
|
|
|
@ -314,14 +314,14 @@ s32 EnMa3_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
|
|||
if (limbIndex == MALON_ADULT_LIMB_HEAD) {
|
||||
Matrix_Translate(1400.0f, 0.0f, 0.0f, MTXMODE_APPLY);
|
||||
vec = this->unk_1E0.unk_08;
|
||||
Matrix_RotateX((vec.y / 32768.0f) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateZ((vec.x / 32768.0f) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateX(BINANG_TO_RAD_ALT(vec.y), MTXMODE_APPLY);
|
||||
Matrix_RotateZ(BINANG_TO_RAD_ALT(vec.x), MTXMODE_APPLY);
|
||||
Matrix_Translate(-1400.0f, 0.0f, 0.0f, MTXMODE_APPLY);
|
||||
}
|
||||
if (limbIndex == MALON_ADULT_LIMB_CHEST_AND_NECK) {
|
||||
vec = this->unk_1E0.unk_0E;
|
||||
Matrix_RotateY((-vec.y / 32768.0f) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateX((-vec.x / 32768.0f) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateY(BINANG_TO_RAD_ALT(-vec.y), MTXMODE_APPLY);
|
||||
Matrix_RotateX(BINANG_TO_RAD_ALT(-vec.x), MTXMODE_APPLY);
|
||||
}
|
||||
if ((limbIndex == MALON_ADULT_LIMB_CHEST_AND_NECK) || (limbIndex == MALON_ADULT_LIMB_LEFT_SHOULDER) ||
|
||||
(limbIndex == MALON_ADULT_LIMB_RIGHT_SHOULDER)) {
|
||||
|
|
|
@ -815,14 +815,14 @@ s32 EnMd_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
|
|||
if (limbIndex == 16) {
|
||||
Matrix_Translate(1200.0f, 0.0f, 0.0f, MTXMODE_APPLY);
|
||||
vec = this->unk_1E0.unk_08;
|
||||
Matrix_RotateX((vec.y / 32768.0f) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateZ((vec.x / 32768.0f) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateX(BINANG_TO_RAD_ALT(vec.y), MTXMODE_APPLY);
|
||||
Matrix_RotateZ(BINANG_TO_RAD_ALT(vec.x), MTXMODE_APPLY);
|
||||
Matrix_Translate(-1200.0f, 0.0f, 0.0f, MTXMODE_APPLY);
|
||||
}
|
||||
if (limbIndex == 9) {
|
||||
vec = this->unk_1E0.unk_0E;
|
||||
Matrix_RotateX((vec.x / 32768.0f) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateY((vec.y / 32768.0f) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateX(BINANG_TO_RAD_ALT(vec.x), MTXMODE_APPLY);
|
||||
Matrix_RotateY(BINANG_TO_RAD_ALT(vec.y), MTXMODE_APPLY);
|
||||
}
|
||||
|
||||
if (((limbIndex == 9) || (limbIndex == 10)) || (limbIndex == 13)) {
|
||||
|
|
|
@ -68,7 +68,7 @@ void EnNiwGirl_Init(Actor* thisx, GlobalContext* globalCtx) {
|
|||
}
|
||||
this->path = ((this->actor.params >> 8) & 0xFF);
|
||||
this->actor.gravity = -3.0f;
|
||||
Matrix_RotateY((this->actor.shape.rot.y / 32768.0f) * M_PI, MTXMODE_NEW);
|
||||
Matrix_RotateY(BINANG_TO_RAD_ALT(this->actor.shape.rot.y), MTXMODE_NEW);
|
||||
vec2.x = vec2.y = vec2.z = 0.0f;
|
||||
vec1.x = vec1.y = 0.0f;
|
||||
vec1.z = 50.0;
|
||||
|
|
|
@ -286,8 +286,8 @@ void func_80AF95C4(EnSda* this, u8* shadowTexture, Player* player, GlobalContext
|
|||
sp178.x *= (KREG(88) - 1);
|
||||
Matrix_Mult(&player->shieldMf, MTXMODE_NEW);
|
||||
Matrix_MultVec3f(&D_80AFA0D0, &sp16C);
|
||||
Matrix_RotateY((sp178.y / 32768.0f) * M_PI, MTXMODE_NEW);
|
||||
Matrix_RotateX((sp178.x / 32768.0f) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateY(BINANG_TO_RAD_ALT(sp178.y), MTXMODE_NEW);
|
||||
Matrix_RotateX(BINANG_TO_RAD_ALT(sp178.x), MTXMODE_APPLY);
|
||||
for (i = 0; i < 22; i++) {
|
||||
Matrix_MultVec3f(&D_80AFA180[i], &sp188);
|
||||
if (1) {}
|
||||
|
|
|
@ -330,7 +330,7 @@ void EnSkj_CalculateCenter(EnSkj* this) {
|
|||
mult.y = 0.0f;
|
||||
mult.z = 120.0f;
|
||||
|
||||
Matrix_RotateY((this->actor.shape.rot.y / 32768.0f) * M_PI, MTXMODE_NEW);
|
||||
Matrix_RotateY(BINANG_TO_RAD_ALT(this->actor.shape.rot.y), MTXMODE_NEW);
|
||||
Matrix_MultVec3f(&mult, &this->center);
|
||||
|
||||
this->center.x += this->actor.world.pos.x;
|
||||
|
@ -498,7 +498,7 @@ s32 EnSkj_ShootNeedle(EnSkj* this, GlobalContext* globalCtx) {
|
|||
pos.y = 0.0f;
|
||||
pos.z = 40.0f;
|
||||
|
||||
Matrix_RotateY((this->actor.shape.rot.y / 32768.0f) * M_PI, MTXMODE_NEW);
|
||||
Matrix_RotateY(BINANG_TO_RAD_ALT(this->actor.shape.rot.y), MTXMODE_NEW);
|
||||
Matrix_MultVec3f(&pos, &pos2);
|
||||
|
||||
pos2.x += this->actor.world.pos.x;
|
||||
|
@ -822,7 +822,7 @@ void EnSkj_Fight(EnSkj* this, GlobalContext* globalCtx) {
|
|||
pos1.y = 0.0f;
|
||||
pos1.z = -120.0f;
|
||||
|
||||
Matrix_RotateY((this->actor.shape.rot.y / 32768.0f) * M_PI, MTXMODE_NEW);
|
||||
Matrix_RotateY(BINANG_TO_RAD_ALT(this->actor.shape.rot.y), MTXMODE_NEW);
|
||||
Matrix_MultVec3f(&pos1, &pos2);
|
||||
prevPosX = this->actor.world.pos.x;
|
||||
prevPosZ = this->actor.world.pos.z;
|
||||
|
|
|
@ -573,7 +573,7 @@ s32 EnSsh_SetCylinderOC(EnSsh* this, GlobalContext* globalCtx) {
|
|||
cyloffsets[i].z *= this->colliderScale;
|
||||
Matrix_Push();
|
||||
Matrix_Translate(cylPos.x, cylPos.y, cylPos.z, MTXMODE_NEW);
|
||||
Matrix_RotateY((this->initialYaw / (f32)0x8000) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateY(BINANG_TO_RAD_ALT(this->initialYaw), MTXMODE_APPLY);
|
||||
Matrix_MultVec3f(&cyloffsets[i], &cylPos);
|
||||
Matrix_Pop();
|
||||
this->colCylinder[i + 3].dim.pos.x = cylPos.x;
|
||||
|
|
|
@ -346,7 +346,7 @@ s32 EnSt_SetCylinderOC(EnSt* this, GlobalContext* globalCtx) {
|
|||
cyloffsets[i].z *= this->colliderScale;
|
||||
Matrix_Push();
|
||||
Matrix_Translate(cylPos.x, cylPos.y, cylPos.z, MTXMODE_NEW);
|
||||
Matrix_RotateY((this->initalYaw / 32768.0f) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateY(BINANG_TO_RAD_ALT(this->initalYaw), MTXMODE_APPLY);
|
||||
Matrix_MultVec3f(&cyloffsets[i], &cylPos);
|
||||
Matrix_Pop();
|
||||
this->colCylinder[i + 3].dim.pos.x = cylPos.x;
|
||||
|
|
|
@ -877,7 +877,7 @@ void EnViewer_UpdateGanondorfCape(GlobalContext* globalCtx, EnViewer* this) {
|
|||
forearmModelOffset.z = KREG(18) - 10.0f;
|
||||
yOscillationPhase += KREG(19) * 0x1000 + 0x2000;
|
||||
|
||||
Matrix_RotateY((this->actor.shape.rot.y / (f32)0x8000) * M_PI, MTXMODE_NEW);
|
||||
Matrix_RotateY(BINANG_TO_RAD_ALT(this->actor.shape.rot.y), MTXMODE_NEW);
|
||||
Matrix_MultVec3f(&forearmModelOffset, &forearmWorldOffset);
|
||||
sGanondorfCape->rightForearmPos.x = sGanondorfNeckWorldPos.x + forearmWorldOffset.x;
|
||||
sGanondorfCape->rightForearmPos.y = sGanondorfNeckWorldPos.y + forearmWorldOffset.y;
|
||||
|
|
|
@ -1255,14 +1255,14 @@ s32 EnZl4_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
|
|||
if (limbIndex == 17) {
|
||||
sp1C = this->unk_1E0.unk_08;
|
||||
Matrix_Translate(900.0f, 0.0f, 0.0f, MTXMODE_APPLY);
|
||||
Matrix_RotateX((sp1C.y / (f32)0x8000) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateZ((sp1C.x / (f32)0x8000) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateX(BINANG_TO_RAD_ALT(sp1C.y), MTXMODE_APPLY);
|
||||
Matrix_RotateZ(BINANG_TO_RAD_ALT(sp1C.x), MTXMODE_APPLY);
|
||||
Matrix_Translate(-900.0f, 0.0f, 0.0f, MTXMODE_APPLY);
|
||||
}
|
||||
if (limbIndex == 10) {
|
||||
sp1C = this->unk_1E0.unk_0E;
|
||||
Matrix_RotateY((sp1C.y / (f32)0x8000) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateX((sp1C.x / (f32)0x8000) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateY(BINANG_TO_RAD_ALT(sp1C.y), MTXMODE_APPLY);
|
||||
Matrix_RotateX(BINANG_TO_RAD_ALT(sp1C.x), MTXMODE_APPLY);
|
||||
}
|
||||
if ((limbIndex >= 3) && (limbIndex < 7)) {
|
||||
*dList = NULL;
|
||||
|
|
|
@ -758,15 +758,15 @@ s32 EnZo_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
|
|||
if (limbIndex == 15) {
|
||||
Matrix_Translate(1800.0f, 0.0f, 0.0f, MTXMODE_APPLY);
|
||||
vec = this->unk_194.unk_08;
|
||||
Matrix_RotateX((vec.y / 32768.0f) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateZ((vec.x / 32768.0f) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateX(BINANG_TO_RAD_ALT(vec.y), MTXMODE_APPLY);
|
||||
Matrix_RotateZ(BINANG_TO_RAD_ALT(vec.x), MTXMODE_APPLY);
|
||||
Matrix_Translate(-1800.0f, 0.0f, 0.0f, MTXMODE_APPLY);
|
||||
}
|
||||
|
||||
if (limbIndex == 8) {
|
||||
vec = this->unk_194.unk_0E;
|
||||
Matrix_RotateX((-vec.y / 32768.0f) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateZ((vec.x / 32768.0f) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateX(BINANG_TO_RAD_ALT(-vec.y), MTXMODE_APPLY);
|
||||
Matrix_RotateZ(BINANG_TO_RAD_ALT(vec.x), MTXMODE_APPLY);
|
||||
}
|
||||
|
||||
if ((limbIndex == 8) || (limbIndex == 9) || (limbIndex == 12)) {
|
||||
|
|
|
@ -61,7 +61,7 @@ void EndTitle_DrawFull(Actor* thisx, GlobalContext* globalCtx) {
|
|||
Matrix_Mult(mf, MTXMODE_NEW);
|
||||
Matrix_Translate(0.0f, 150.0f, 170.0f, MTXMODE_APPLY);
|
||||
Matrix_Scale(0.13f, 0.13f, 0.13f, MTXMODE_APPLY);
|
||||
Matrix_RotateX(0xBB8 * M_PI / 0x8000, MTXMODE_APPLY);
|
||||
Matrix_RotateX(BINANG_TO_RAD_ALT(0xBB8), MTXMODE_APPLY);
|
||||
Matrix_RotateY(0.0f, MTXMODE_APPLY);
|
||||
Matrix_RotateZ(0.0f, MTXMODE_APPLY);
|
||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_end_title.c", 412), G_MTX_LOAD);
|
||||
|
|
|
@ -2213,7 +2213,7 @@ void Fishing_UpdateLure(Fishing* this, GlobalContext* globalCtx) {
|
|||
if (D_80B7E0B4 == 18) {
|
||||
D_80B7A694 = 1;
|
||||
sLurePos = sRodTipPos;
|
||||
Matrix_RotateY((player->actor.shape.rot.y / 32768.0f) * M_PI, MTXMODE_NEW);
|
||||
Matrix_RotateY(BINANG_TO_RAD_ALT(player->actor.shape.rot.y), MTXMODE_NEW);
|
||||
sp90.x = 0.0f;
|
||||
sp90.y = 0.0f;
|
||||
sp90.z = 25.0f;
|
||||
|
@ -2493,7 +2493,7 @@ void Fishing_UpdateLure(Fishing* this, GlobalContext* globalCtx) {
|
|||
Math_ApproachZeroF(&D_80B7E138, 1.0f, 0.3f);
|
||||
Math_ApproachS(&D_80B7E13C, (D_80B7E134 * 32768.0f) / M_PI, 3, spDC);
|
||||
|
||||
sLureRot.y = (D_80B7E13C / 32768.0f) * M_PI;
|
||||
sLureRot.y = BINANG_TO_RAD_ALT(D_80B7E13C);
|
||||
|
||||
sp90.x = 0.0f;
|
||||
sp90.y = 0.0f;
|
||||
|
@ -2746,7 +2746,7 @@ void func_80B70ED4(Fishing* this, Input* input) {
|
|||
sp24 = SQ(sp34.x) + SQ(sp34.y) + SQ(sp34.z);
|
||||
|
||||
if ((D_80B7A694 == 3) && (this->unk_1A2 == 0) && (D_80B7A68C == 0)) {
|
||||
Matrix_RotateY((-this->actor.shape.rot.y / 32768.0f) * M_PI, MTXMODE_NEW);
|
||||
Matrix_RotateY(BINANG_TO_RAD_ALT(-this->actor.shape.rot.y), MTXMODE_NEW);
|
||||
Matrix_MultVec3f(&sp34, &sp28);
|
||||
|
||||
if ((sp28.z > 0.0f) || (this->unk_1AC < 40.0f)) {
|
||||
|
@ -3640,7 +3640,7 @@ void Fishing_UpdateFish(Actor* thisx, GlobalContext* globalCtx2) {
|
|||
|
||||
for (spA2 = 0; spA2 < 100; spA2++) {
|
||||
Matrix_RotateY(Rand_CenteredFloat(3.0f * M_PI / 4.0f) +
|
||||
(((this->actor.yawTowardsPlayer + 0x8000) / 32768.0f) * M_PI),
|
||||
BINANG_TO_RAD_ALT(this->actor.yawTowardsPlayer + 0x8000),
|
||||
MTXMODE_NEW);
|
||||
Matrix_MultVec3f(&sp10C, &sp100);
|
||||
|
||||
|
@ -3844,7 +3844,7 @@ void Fishing_UpdateFish(Actor* thisx, GlobalContext* globalCtx2) {
|
|||
sp10C.y = 10.0f;
|
||||
sp10C.z = 50.0f;
|
||||
}
|
||||
Matrix_RotateY((player->actor.shape.rot.y / 32768.0f) * M_PI, MTXMODE_NEW);
|
||||
Matrix_RotateY(BINANG_TO_RAD_ALT(player->actor.shape.rot.y), MTXMODE_NEW);
|
||||
Matrix_MultVec3f(&sp10C, &sCameraEye);
|
||||
|
||||
sCameraEye.x += player->actor.world.pos.x;
|
||||
|
@ -4268,9 +4268,9 @@ void Fishing_DrawFish(Actor* thisx, GlobalContext* globalCtx) {
|
|||
func_80093D18(globalCtx->state.gfxCtx);
|
||||
|
||||
Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW);
|
||||
Matrix_RotateY(((this->unk_162 + this->actor.shape.rot.y) / 32768.0f) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateX(((this->unk_160 + this->actor.shape.rot.x) / 32768.0f) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateZ(((this->unk_164 + this->actor.shape.rot.z) / 32768.0f) * M_PI, MTXMODE_APPLY);
|
||||
Matrix_RotateY(BINANG_TO_RAD_ALT(this->unk_162 + this->actor.shape.rot.y), MTXMODE_APPLY);
|
||||
Matrix_RotateX(BINANG_TO_RAD_ALT(this->unk_160 + this->actor.shape.rot.x), MTXMODE_APPLY);
|
||||
Matrix_RotateZ(BINANG_TO_RAD_ALT(this->unk_164 + this->actor.shape.rot.z), MTXMODE_APPLY);
|
||||
Matrix_Scale(this->actor.scale.x, this->actor.scale.y, this->actor.scale.z, MTXMODE_APPLY);
|
||||
|
||||
if (this->unk_150 == 0) {
|
||||
|
@ -5442,7 +5442,7 @@ void Fishing_UpdateOwner(Actor* thisx, GlobalContext* globalCtx2) {
|
|||
D_80B7A6D4 = 1;
|
||||
|
||||
Math_ApproachF(&D_80B7FEE4, 71.0f, 0.5f, 3.0f);
|
||||
Matrix_RotateY((player->actor.shape.rot.y / 32768.0f) * M_PI, MTXMODE_NEW);
|
||||
Matrix_RotateY(BINANG_TO_RAD_ALT(player->actor.shape.rot.y), MTXMODE_NEW);
|
||||
|
||||
sp114.x = Math_SinS(globalCtx->gameplayFrames * 0x1000);
|
||||
sp114.y = D_80B7FEE4;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue