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Documentation pass on DoorShutter (#1352)

* Documentation pass on `DoorShutter`

* lockTimer -> unlockTimer

* Add `DOORSHUTTER_STYLE_FROM_SCENE`

* `DoorShutter_SetupType` -> `DoorShutter_WaitForObject`

* perpendicularly -> perpendicular

* `DoorShutter_CheckShouldDraw` -> `DoorShutter_ShouldDraw`

* Improve comment on `DoorShutter_GetPlayerSide`

* `jabuDoorClosed`/`barsClosed` +`Amount`

* attempt to improve a comment

* fix shameful left-aligned numbers

* unname closing/opening

* action funcs names

* run formatter

* enums improvements

Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com>

Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com>
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Dragorn421 2022-10-24 21:58:33 +02:00 committed by GitHub
parent e4c1a4b512
commit ce2e5e71c8
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4 changed files with 440 additions and 225 deletions

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@ -931,20 +931,24 @@ f32 Actor_WorldDistXZToPoint(Actor* actor, Vec3f* refPoint) {
return Math_Vec3f_DistXZ(&actor->world.pos, refPoint);
}
void func_8002DBD0(Actor* actor, Vec3f* result, Vec3f* arg2) {
f32 cosRot2Y;
f32 sinRot2Y;
/**
* Convert `pos` to be relative to the actor's position and yaw, store into `dest`.
* Actor_WorldToActorCoords
*/
void func_8002DBD0(Actor* actor, Vec3f* dest, Vec3f* pos) {
f32 cosY;
f32 sinY;
f32 deltaX;
f32 deltaZ;
cosRot2Y = Math_CosS(actor->shape.rot.y);
sinRot2Y = Math_SinS(actor->shape.rot.y);
deltaX = arg2->x - actor->world.pos.x;
deltaZ = arg2->z - actor->world.pos.z;
cosY = Math_CosS(actor->shape.rot.y);
sinY = Math_SinS(actor->shape.rot.y);
deltaX = pos->x - actor->world.pos.x;
deltaZ = pos->z - actor->world.pos.z;
result->x = (deltaX * cosRot2Y) - (deltaZ * sinRot2Y);
result->z = (deltaX * sinRot2Y) + (deltaZ * cosRot2Y);
result->y = arg2->y - actor->world.pos.y;
dest->x = (deltaX * cosY) - (deltaZ * sinY);
dest->z = (deltaX * sinY) + (deltaZ * cosY);
dest->y = pos->y - actor->world.pos.y;
}
f32 Actor_HeightDiff(Actor* actorA, Actor* actorB) {