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Angle cleanup - BINANG_TO_RAD, BINANG_TO_RAD_ALT (#1158)
* Run formatter * Touch up angle macros (parentheses and hex constants) * Add `BINANG_TO_RAD_ALT` * Swap `BINANG_TO_RAD` and `BINANG_TO_RAD_ALT` * Run formatter
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+2
-2
@@ -47,7 +47,7 @@ void ActorShadow_Draw(Actor* actor, Lights* lights, GlobalContext* globalCtx, Gf
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Matrix_Put(&sp60);
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if (dlist != gCircleShadowDL) {
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Matrix_RotateY(actor->shape.rot.y * (M_PI / 0x8000), MTXMODE_APPLY);
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Matrix_RotateY(BINANG_TO_RAD(actor->shape.rot.y), MTXMODE_APPLY);
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}
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temp2 = (1.0f - (temp1 * (1.0f / 350))) * actor->shape.shadowScale;
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@@ -398,7 +398,7 @@ void func_8002C124(TargetContext* targetCtx, GlobalContext* globalCtx) {
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Matrix_Translate(actor->focus.pos.x, actor->focus.pos.y + (actor->targetArrowOffset * actor->scale.y) + 17.0f,
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actor->focus.pos.z, MTXMODE_NEW);
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Matrix_RotateY((f32)((u16)(globalCtx->gameplayFrames * 3000)) * (M_PI / 0x8000), MTXMODE_APPLY);
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Matrix_RotateY(BINANG_TO_RAD((u16)(globalCtx->gameplayFrames * 3000)), MTXMODE_APPLY);
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Matrix_Scale((iREG(27) + 35) / 1000.0f, (iREG(28) + 60) / 1000.0f, (iREG(29) + 50) / 1000.0f, MTXMODE_APPLY);
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, naviColor->inner.r, naviColor->inner.g, naviColor->inner.b, 255);
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