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rename code_8007BF90.c to z_olib.c, rename functions in z_olib.c (#181)

* rename code_8007BF90.c to z_olib.c, rename functions in z_olib.c

* pr updates
This commit is contained in:
krimtonz 2020-06-04 00:59:17 -05:00 committed by GitHub
parent 69e30364b9
commit d6fc300ed2
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GPG key ID: 4AEE18F83AFDEB23
56 changed files with 501 additions and 503 deletions

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@ -1850,7 +1850,7 @@ Vec3f* func_80043BC4(Vec3f* arg0, Vec3s* arg1) {
Vec3f* func_80043C28(Vec3f* arg0, Vec3f* arg1, VecSph* arg2) {
Vec3f sp24, sp18;
func_8007C25C(&sp18, arg2);
OLib_VecSphRot90ToVec3f(&sp18, arg2);
sp24.x = arg1->x + sp18.x;
sp24.y = arg1->y + sp18.y;
@ -1880,12 +1880,12 @@ s32 func_80043D18(Camera* camera, Vec3f* arg1, struct_80043D18* arg2) {
VecSph sp3C;
colCtx = &camera->globalCtx->colCtx;
func_8007C490(&sp3C, arg1, &arg2->unk_00);
OLib_Vec3fDiffToVecSphRot90(&sp3C, arg1, &arg2->unk_00);
sp3C.r += 8.0f;
func_80043C28(&sp5C, arg1, &sp3C);
if (func_8003DD6C(colCtx, arg1, &sp5C, &sp68, &arg2->unk_18, 1, 1, 1, -1, &arg2->unk_24) == 0) {
func_8007C0F8(&sp50, arg1, &arg2->unk_00);
OLib_Vec3fDistNormalize(&sp50, arg1, &arg2->unk_00);
arg2->unk_0C.x = -sp50.x;
arg2->unk_0C.y = -sp50.y;
@ -2152,7 +2152,7 @@ f32 func_80045714(Vec3f* arg0, s16 arg1, s16 arg2, f32 arg3) {
VecSph sp1C;
f32 sp18;
func_8007C3F4(&sp1C, arg0);
OLib_Vec3fToVecSphRot90(&sp1C, arg0);
sp18 = Math_Coss(sp1C.phi);
sp18 = fabsf(Math_Coss(arg1 - sp1C.theta) * sp18);
return Math_Coss(arg1 - arg2) * (sp18 * arg3);
@ -2213,7 +2213,7 @@ s32 func_800458D4(Camera* camera, VecSph* arg1, f32 arg2, f32* arg3, s16 arg4) {
}
sp48 = temp_s1->pos.y - *arg3;
temp_ret = Math_atan2f(sp48, func_8007C028(&camera->at, &camera->eye)); // f2 and f14 are swapped
temp_ret = Math_atan2f(sp48, OLib_Vec3fDistXZ(&camera->at, &camera->eye)); // f2 and f14 are swapped
if (OREG(32) * (M_PI / 180) < temp_ret) {
phi_f2 = 1.0f - sinf(temp_ret - OREG(32) * (M_PI / 180));
@ -2509,8 +2509,8 @@ s32 Camera_Normal3(Camera* camera) {
sp44 = &camera->at;
sp40 = &camera->eyeNext;
playerPostRot = &camera->playerPosRot;
func_8007C490(&sp7C, sp44, sp48);
func_8007C490(&sp74, sp44, sp40);
OLib_Vec3fDiffToVecSphRot90(&sp7C, sp44, sp48);
OLib_Vec3fDiffToVecSphRot90(&sp74, sp44, sp40);
D_8011D3E8 = 1;
D_8011D3A0.w = normal3->unk_1E;
unk20 = &normal3->unk_20;
@ -2565,7 +2565,7 @@ s32 Camera_Normal3(Camera* camera) {
temp_f0 + (temp_f0 * (1.0f - camera->unk_E0)), 0xF);
func_800466F8(camera, &sp74, normal3->unk_00, &unk20->unk_20, 1);
sp90 = (normal3->unk_08 + normal3->unk_04) * 0.5f;
func_8007C490(&sp84, sp44, sp40);
OLib_Vec3fDiffToVecSphRot90(&sp84, sp44, sp40);
sp84.r = func_800469C0(camera, sp84.r, normal3->unk_04, normal3->unk_08, unk20->unk_2A);
camera->dist = sp84.r;
if (0.001f < camera->unk_D8) {
@ -2786,12 +2786,12 @@ s32 Camera_Unique6(Camera* camera) {
playerPosRot = &camera->playerPosRot.pos;
sp2C = *playerPosRot;
sp2C.y += offset;
camera->dist = func_8007BF90(&sp2C, &camera->eye);
camera->dist = OLib_Vec3fDist(&sp2C, &camera->eye);
camera->unk_E4.x = camera->at.x - playerPosRot->x;
camera->unk_E4.y = camera->at.y - playerPosRot->y;
camera->unk_E4.z = camera->at.z - playerPosRot->z;
} else {
camera->dist = func_8007BF90(&camera->at, &camera->eye);
camera->dist = OLib_Vec3fDist(&camera->at, &camera->eye);
}
if (camera->unk_00.sh[0] & 1) {
if (camera->unk_160 > 0) {
@ -2837,7 +2837,7 @@ void func_80054478(PosRot* arg0, Vec3f* arg1, Vec3f* arg2) {
Vec3f sp1C;
Camera_Vec3fCopy(arg1, &sp1C);
func_8007C3F4(&sp28, &sp1C);
OLib_Vec3fToVecSphRot90(&sp28, &sp1C);
sp28.theta += arg0->rot.y;
func_80043C28(arg2, &arg0->pos, &sp28);
}
@ -2907,7 +2907,7 @@ s32 Camera_Demo1(Camera* camera) {
}
*eye = *eyeNext;
camera->roll = sp4C * 256.0f;
camera->dist = func_8007BF90(at, eye);
camera->dist = OLib_Vec3fDist(at, eye);
break;
}
return 1;
@ -2985,7 +2985,7 @@ s32 Camera_Special0(Camera* camera) {
camera->unk_E4.x = camera->at.x - playerPosRot->x;
camera->unk_E4.y = camera->at.y - playerPosRot->y;
camera->unk_E4.z = camera->at.z - playerPosRot->z;
camera->dist = func_8007BF90(&camera->at, &camera->eye);
camera->dist = OLib_Vec3fDist(&camera->at, &camera->eye);
camera->unk_D8 = 0.0f;
if (camera->unk_160 > 0) {
camera->unk_160--;
@ -3900,7 +3900,7 @@ s32 func_8005AE64(Camera* camera, Camera* otherCamera) {
camera->eyeNext = sp30;
camera->eye = sp30;
camera->dist = func_8007BF90(&camera->at, &camera->eye);
camera->dist = OLib_Vec3fDist(&camera->at, &camera->eye);
camera->fov = otherCamera->fov;
camera->roll = otherCamera->roll;
func_80043B60(camera);
@ -3910,7 +3910,7 @@ s32 func_8005AE64(Camera* camera, Camera* otherCamera) {
camera->unk_E4.x = camera->at.x - camera->playerPosRot.pos.x;
camera->unk_E4.y = camera->at.y - camera->playerPosRot.pos.y;
camera->unk_E4.z = camera->at.z - camera->playerPosRot.pos.z;
camera->dist = func_8007BF90(&camera->playerPosRot.pos, &camera->eye);
camera->dist = OLib_Vec3fDist(&camera->playerPosRot.pos, &camera->eye);
camera->unk_CC.x = 1.0f;
camera->unk_CC.y = 1.0f;
}