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More General Cleanup (#1638)
* LINKER_FILES in makefile
* COLPOLY_GET_NORMAL
* math header
* libc
* M_PI for cosf and sinf files
* MAXFLOAT
* Revert "MAXFLOAT"
This reverts commit 96b75ffaa8.
* Remove SHT_MINV
* SHRT_MAX
* Add M_PI
* Angle macros
* f suffix
* Format
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+9
-9
@@ -4064,7 +4064,7 @@ void Actor_DrawDoorLock(PlayState* play, s32 frame, s32 type) {
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if ((i % 2) != 0) {
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rotZStep = 2.0f * entry->chainAngle;
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} else {
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rotZStep = M_PI - (2.0f * entry->chainAngle);
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rotZStep = M_PIf - (2.0f * entry->chainAngle);
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}
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chainRotZ += rotZStep;
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@@ -4902,11 +4902,11 @@ void Actor_DrawDamageEffects(PlayState* play, Actor* actor, Vec3f bodyPartsPos[]
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Matrix_Scale(frozenScale, frozenScale, frozenScale, MTXMODE_APPLY);
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if (bodyPartIndex & 1) {
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Matrix_RotateYF(M_PI, MTXMODE_APPLY);
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Matrix_RotateYF(M_PIf, MTXMODE_APPLY);
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}
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if (bodyPartIndex & 2) {
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Matrix_RotateZF(M_PI, MTXMODE_APPLY);
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Matrix_RotateZF(M_PIf, MTXMODE_APPLY);
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}
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx),
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@@ -4984,7 +4984,7 @@ void Actor_DrawDamageEffects(PlayState* play, Actor* actor, Vec3f bodyPartsPos[]
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 64, 1, 0,
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((bodyPartIndex * 10 + gameplayFrames) * -20) & 0x1FF, 32, 128));
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Matrix_RotateYF(M_PI, MTXMODE_APPLY);
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Matrix_RotateYF(M_PIf, MTXMODE_APPLY);
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currentMatrix->mf[3][0] = bodyPartsPos->x;
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currentMatrix->mf[3][1] = bodyPartsPos->y;
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currentMatrix->mf[3][2] = bodyPartsPos->z;
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@@ -5026,7 +5026,7 @@ void Actor_DrawDamageEffects(PlayState* play, Actor* actor, Vec3f bodyPartsPos[]
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// Apply and draw a light orb over each body part of frozen actor
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for (bodyPartIndex = 0; bodyPartIndex < bodyPartsCount; bodyPartIndex++, bodyPartsPos++) {
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Matrix_RotateZF(Rand_CenteredFloat(2 * M_PI), MTXMODE_APPLY);
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Matrix_RotateZF(Rand_CenteredFloat(2 * M_PIf), MTXMODE_APPLY);
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currentMatrix->mf[3][0] = bodyPartsPos->x;
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currentMatrix->mf[3][1] = bodyPartsPos->y;
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currentMatrix->mf[3][2] = bodyPartsPos->z;
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@@ -5065,8 +5065,8 @@ void Actor_DrawDamageEffects(PlayState* play, Actor* actor, Vec3f bodyPartsPos[]
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// Every body part draws two electric sparks at random orientations
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for (bodyPartIndex = 0; bodyPartIndex < bodyPartsCount; bodyPartIndex++, bodyPartsPos++) {
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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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Matrix_RotateXFApply(Rand_ZeroFloat(2 * M_PIf));
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Matrix_RotateZF(Rand_ZeroFloat(2 * M_PIf), MTXMODE_APPLY);
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currentMatrix->mf[3][0] = Rand_CenteredFloat((f32)sREG(24) + 30.0f) + bodyPartsPos->x;
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currentMatrix->mf[3][1] = Rand_CenteredFloat((f32)sREG(24) + 30.0f) + bodyPartsPos->y;
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currentMatrix->mf[3][2] = Rand_CenteredFloat((f32)sREG(24) + 30.0f) + bodyPartsPos->z;
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@@ -5077,8 +5077,8 @@ void Actor_DrawDamageEffects(PlayState* play, Actor* actor, Vec3f bodyPartsPos[]
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gSPDisplayList(POLY_XLU_DISP++, gElectricSparkModelDL);
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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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Matrix_RotateXFApply(Rand_ZeroFloat(2 * M_PIf));
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Matrix_RotateZF(Rand_ZeroFloat(2 * M_PIf), MTXMODE_APPLY);
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currentMatrix->mf[3][0] = Rand_CenteredFloat((f32)sREG(24) + 30.0f) + bodyPartsPos->x;
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currentMatrix->mf[3][1] = Rand_CenteredFloat((f32)sREG(24) + 30.0f) + bodyPartsPos->y;
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currentMatrix->mf[3][2] = Rand_CenteredFloat((f32)sREG(24) + 30.0f) + bodyPartsPos->z;
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