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https://github.com/zeldaret/oot
synced 2026-06-24 01:31:28 -04:00
RADF_TO_DEGF -> RAD_TO_DEG
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+3
-3
@@ -565,7 +565,7 @@ f32 Camera_GetWaterSurface(Camera* camera, Vec3f* chkPos, s32* envProp) {
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* Calculates the angle between points `from` and `to`
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*/
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s16 Camera_XZAngle(Vec3f* to, Vec3f* from) {
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return DEG_TO_BINANG_ALT(RADF_TO_DEGF(Math_FAtan2F(from->x - to->x, from->z - to->z)));
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return DEG_TO_BINANG_ALT(RAD_TO_DEG(Math_FAtan2F(from->x - to->x, from->z - to->z)));
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}
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s16 func_80044ADC(Camera* camera, s16 yaw, s16 arg2) {
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@@ -630,8 +630,8 @@ s16 func_80044ADC(Camera* camera, s16 yaw, s16 arg2) {
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}
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phi_f16 = PCT(OREG(20)) * (D_8015CE50 - camera->playerGroundY);
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phi_f18 = (1.0f - PCT(OREG(20))) * (D_8015CE54 - camera->playerGroundY);
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temp_s0 = DEG_TO_BINANG_ALT(RADF_TO_DEGF(Math_FAtan2F(phi_f16, sp30)));
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temp_s1 = DEG_TO_BINANG_ALT(RADF_TO_DEGF(Math_FAtan2F(phi_f18, sp2C)));
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temp_s0 = DEG_TO_BINANG_ALT(RAD_TO_DEG(Math_FAtan2F(phi_f16, sp30)));
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temp_s1 = DEG_TO_BINANG_ALT(RAD_TO_DEG(Math_FAtan2F(phi_f18, sp2C)));
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return temp_s0 + temp_s1;
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}
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+6
-6
@@ -117,14 +117,14 @@ VecSph* OLib_Vec3fToVecSph(VecSph* dest, Vec3f* vec) {
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if ((dist == 0.0f) && (vec->y == 0.0f)) {
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sph.pitch = 0;
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} else {
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sph.pitch = DEG_TO_BINANG_ALT(RADF_TO_DEGF(Math_FAtan2F(dist, vec->y)));
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sph.pitch = DEG_TO_BINANG_ALT(RAD_TO_DEG(Math_FAtan2F(dist, vec->y)));
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}
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sph.r = sqrtf(SQ(vec->y) + distSquared);
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if ((vec->x == 0.0f) && (vec->z == 0.0f)) {
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sph.yaw = 0;
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} else {
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sph.yaw = DEG_TO_BINANG_ALT(RADF_TO_DEGF(Math_FAtan2F(vec->x, vec->z)));
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sph.yaw = DEG_TO_BINANG_ALT(RAD_TO_DEG(Math_FAtan2F(vec->x, vec->z)));
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}
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*dest = sph;
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@@ -196,8 +196,8 @@ Vec3f* OLib_Vec3fDiffDegF(Vec3f* dest, Vec3f* a, Vec3f* b) {
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OLib_Vec3fDiffRad(&anglesRad, a, b);
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anglesDegrees.x = RADF_TO_DEGF(anglesRad.x);
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anglesDegrees.y = RADF_TO_DEGF(anglesRad.y);
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anglesDegrees.x = RAD_TO_DEG(anglesRad.x);
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anglesDegrees.y = RAD_TO_DEG(anglesRad.y);
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anglesDegrees.z = 0.0f;
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*dest = anglesDegrees;
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@@ -214,8 +214,8 @@ Vec3s* OLib_Vec3fDiffBinAng(Vec3s* dest, Vec3f* a, Vec3f* b) {
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OLib_Vec3fDiffRad(&anglesRad, a, b);
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anglesBinAng.x = DEG_TO_BINANG_ALT(RADF_TO_DEGF(anglesRad.x));
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anglesBinAng.y = DEG_TO_BINANG_ALT(RADF_TO_DEGF(anglesRad.y));
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anglesBinAng.x = DEG_TO_BINANG_ALT(RAD_TO_DEG(anglesRad.x));
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anglesBinAng.y = DEG_TO_BINANG_ALT(RAD_TO_DEG(anglesRad.y));
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anglesBinAng.z = 0.0f;
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*dest = anglesBinAng;
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@@ -22,7 +22,7 @@ void OnePointCutscene_AddVecSphToVec3f(Vec3f* dst, Vec3f* src, VecSph* vecSph) {
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}
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s16 OnePointCutscene_Vec3fYaw(Vec3f* vec1, Vec3f* vec2) {
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return DEG_TO_BINANG_ALT(RADF_TO_DEGF(Math_FAtan2F(vec2->x - vec1->x, vec2->z - vec1->z)));
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return DEG_TO_BINANG_ALT(RAD_TO_DEG(Math_FAtan2F(vec2->x - vec1->x, vec2->z - vec1->z)));
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}
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void OnePointCutscene_Vec3sToVec3f(Vec3f* src, Vec3s* dst) {
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