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Clean up some float literals (#972)

* floats are fun

* more cleanup

* one more bit

* format

* merge kankyo

* Update src/overlays/actors/ovl_En_Horse/z_en_horse.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Update src/overlays/actors/ovl_En_Mm/z_en_mm.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
This commit is contained in:
petrie911 2021-11-01 18:29:47 -05:00 committed by GitHub
parent 8e57f3bca3
commit cb43f256f3
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GPG key ID: 4AEE18F83AFDEB23
19 changed files with 352 additions and 347 deletions

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@ -347,7 +347,7 @@ s32 func_80AADEF0(EnMm* this, GlobalContext* globalCtx) {
xDiff = waypointPos.x - this->actor.world.pos.x;
zDiff = waypointPos.z - this->actor.world.pos.z;
this->yawToWaypoint = (s32)(Math_FAtan2F(xDiff, zDiff) * 10430.378f);
this->yawToWaypoint = (s32)(Math_FAtan2F(xDiff, zDiff) * (0x8000 / M_PI));
this->distToWaypoint = sqrtf(SQ(xDiff) + SQ(zDiff));
while ((this->distToWaypoint <= 10.44f) && (this->unk_1E8 != 0)) {
@ -392,7 +392,7 @@ s32 func_80AADEF0(EnMm* this, GlobalContext* globalCtx) {
xDiff = waypointPos.x - this->actor.world.pos.x;
zDiff = waypointPos.z - this->actor.world.pos.z;
this->yawToWaypoint = (s32)(Math_FAtan2F(xDiff, zDiff) * 10430.378f);
this->yawToWaypoint = (s32)(Math_FAtan2F(xDiff, zDiff) * (0x8000 / M_PI));
this->distToWaypoint = sqrtf(SQ(xDiff) + SQ(zDiff));
}
@ -450,7 +450,7 @@ void func_80AAE294(EnMm* this, GlobalContext* globalCtx) {
if (func_80AADA70() == 0) {
if (this->actor.floorPoly != NULL) {
floorYNorm = this->actor.floorPoly->normal.y * 0.00003051851f;
floorYNorm = COLPOLY_GET_NORMAL(this->actor.floorPoly->normal.y);
if ((floorYNorm > 0.9848f) || (floorYNorm < -0.9848f)) {
if (this->sitTimer > 30) {
@ -603,7 +603,7 @@ void EnMm_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec
Matrix_Translate(260.0f, 20.0f, 0.0f, MTXMODE_APPLY);
Matrix_RotateY(0.0f, MTXMODE_APPLY);
Matrix_RotateX(0.0f, MTXMODE_APPLY);
Matrix_RotateZ(2.5132742f, MTXMODE_APPLY);
Matrix_RotateZ(4.0f * M_PI / 5.0f, MTXMODE_APPLY);
Matrix_Translate(-260.0f, 58.0f, 10.0f, MTXMODE_APPLY);
Matrix_Get(&this->unk_208);
}