Use more TRUNCF_BINANG for f32 -> s16 casts (#1503)

* TRUNCF_BINANG

* brackets

* extra cast
This commit is contained in:
engineer124
2023-12-13 15:16:24 +11:00
committed by GitHub
parent ed4da0ecef
commit 5607eec18b
127 changed files with 387 additions and 373 deletions
+3 -3
View File
@@ -3570,17 +3570,17 @@ s32 BgCheck_SphVsDynaWall(CollisionContext* colCtx, u16 xpFlags, f32* outX, f32*
continue;
}
bgActor->boundingSphere.radius += (s16)radius;
bgActor->boundingSphere.radius += TRUNCF_BINANG(radius);
r = bgActor->boundingSphere.radius;
dx = bgActor->boundingSphere.center.x - resultPos.x;
dz = bgActor->boundingSphere.center.z - resultPos.z;
if ((SQ(r) < SQ(dx) + SQ(dz)) || (!Math3D_XYInSphere(&bgActor->boundingSphere, resultPos.x, resultPos.y) &&
!Math3D_YZInSphere(&bgActor->boundingSphere, resultPos.y, resultPos.z))) {
bgActor->boundingSphere.radius -= (s16)radius;
bgActor->boundingSphere.radius -= TRUNCF_BINANG(radius);
continue;
}
bgActor->boundingSphere.radius -= (s16)radius;
bgActor->boundingSphere.radius -= TRUNCF_BINANG(radius);
if (BgCheck_SphVsDynaWallInBgActor(colCtx, xpFlags, &colCtx->dyna,
&(colCtx->dyna.bgActors + i)->dynaLookup.wall, outX, outZ, outPoly, outBgId,
&resultPos, radius, i, actor)) {