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Small Math_Vec3f_Yaw doc (#1433)
* Small `Math_Vec3f_Yaw` doc * remove actor from arg names --------- Co-authored-by: fig02 <fig02srl@gmail.com>
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+4
-3
@@ -354,8 +354,9 @@ void Actor_MoveXZGravity(Actor* actor);
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void Actor_UpdateVelocityXYZ(Actor* actor);
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void Actor_MoveXYZ(Actor* actor);
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void Actor_SetProjectileSpeed(Actor* actor, f32 speedXYZ);
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s16 Actor_WorldYawTowardActor(Actor* actorA, Actor* actorB);
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s16 Actor_WorldYawTowardPoint(Actor* actor, Vec3f* refPoint);
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s16 Actor_WorldYawTowardActor(Actor* origin, Actor* target);
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s16 Actor_FocusYawTowardActor(Actor* origin, Actor* target);
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s16 Actor_WorldYawTowardPoint(Actor* origin, Vec3f* point);
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f32 Actor_WorldDistXYZToActor(Actor* actorA, Actor* actorB);
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f32 Actor_WorldDistXYZToPoint(Actor* actor, Vec3f* refPoint);
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s16 Actor_WorldPitchTowardActor(Actor* actorA, Actor* actorB);
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@@ -856,7 +857,7 @@ void Math_Vec3f_Scale(Vec3f* vec, f32 scaleF);
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f32 Math_Vec3f_DistXYZ(Vec3f* a, Vec3f* b);
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f32 Math_Vec3f_DistXYZAndStoreDiff(Vec3f* a, Vec3f* b, Vec3f* dest);
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f32 Math_Vec3f_DistXZ(Vec3f* a, Vec3f* b);
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s16 Math_Vec3f_Yaw(Vec3f* a, Vec3f* b);
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s16 Math_Vec3f_Yaw(Vec3f* origin, Vec3f* point);
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s16 Math_Vec3f_Pitch(Vec3f* a, Vec3f* b);
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void Actor_ProcessInitChain(Actor* actor, InitChainEntry* ichain);
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f32 Math_SmoothStepToF(f32* pValue, f32 target, f32 fraction, f32 step, f32 minStep);
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