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sys_math.c Rename (#1258)
* rename via comments * missed a comment * math header * name boot_80086760.c functions * PR Review * rm cam comment * Elliptic review * alphabetical
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-9
@@ -3567,8 +3567,8 @@ void Actor_SpawnFloorDustRing(PlayState* play, Actor* actor, Vec3f* posXZ, f32 r
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accel.y += (Rand_ZeroOne() - 0.5f) * 0.2f;
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for (i = countMinusOne; i >= 0; i--) {
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pos.x = (sin_rad(angle) * radius) + posXZ->x;
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pos.z = (cos_rad(angle) * radius) + posXZ->z;
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pos.x = (Math_SinF(angle) * radius) + posXZ->x;
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pos.z = (Math_CosF(angle) * radius) + posXZ->z;
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accel.x = (Rand_ZeroOne() - 0.5f) * randAccelWeight;
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accel.z = (Rand_ZeroOne() - 0.5f) * randAccelWeight;
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@@ -4816,7 +4816,7 @@ void Actor_DrawDamageEffects(PlayState* play, Actor* actor, Vec3f limbPos[], s16
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// Apply and draw a light orb over each limb of frozen actor
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for (limbIndex = 0; limbIndex < limbPosCount; limbIndex++, limbPos++) {
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Matrix_RotateZF(randPlusMinusPoint5Scaled(2 * M_PI), MTXMODE_APPLY);
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Matrix_RotateZF(Rand_CenteredFloat(2 * M_PI), MTXMODE_APPLY);
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currentMatrix->mf[3][0] = limbPos->x;
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currentMatrix->mf[3][1] = limbPos->y;
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currentMatrix->mf[3][2] = limbPos->z;
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@@ -4857,9 +4857,9 @@ void Actor_DrawDamageEffects(PlayState* play, Actor* actor, Vec3f limbPos[], s16
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// first electric spark
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Matrix_RotateXFApply(Rand_ZeroFloat(2 * M_PI));
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Matrix_RotateZF(Rand_ZeroFloat(2 * M_PI), MTXMODE_APPLY);
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currentMatrix->mf[3][0] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->x;
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currentMatrix->mf[3][1] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->y;
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currentMatrix->mf[3][2] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->z;
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currentMatrix->mf[3][0] = Rand_CenteredFloat((f32)sREG(24) + 30.0f) + limbPos->x;
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currentMatrix->mf[3][1] = Rand_CenteredFloat((f32)sREG(24) + 30.0f) + limbPos->y;
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currentMatrix->mf[3][2] = Rand_CenteredFloat((f32)sREG(24) + 30.0f) + limbPos->z;
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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@@ -4869,9 +4869,9 @@ void Actor_DrawDamageEffects(PlayState* play, Actor* actor, Vec3f limbPos[], s16
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// second electric spark
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Matrix_RotateXFApply(Rand_ZeroFloat(2 * M_PI));
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Matrix_RotateZF(Rand_ZeroFloat(2 * M_PI), MTXMODE_APPLY);
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currentMatrix->mf[3][0] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->x;
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currentMatrix->mf[3][1] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->y;
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currentMatrix->mf[3][2] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->z;
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currentMatrix->mf[3][0] = Rand_CenteredFloat((f32)sREG(24) + 30.0f) + limbPos->x;
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currentMatrix->mf[3][1] = Rand_CenteredFloat((f32)sREG(24) + 30.0f) + limbPos->y;
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currentMatrix->mf[3][2] = Rand_CenteredFloat((f32)sREG(24) + 30.0f) + limbPos->z;
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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