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Move abs and fabsf to std namespace
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+2
-2
@@ -262,7 +262,7 @@ bool dLib_checkPlayerInCircle(cXyz center, f32 radius, f32 halfHeight) {
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/* 80057F78-80058098 .text dLib_checkActorInCircle__F4cXyzP10fopAc_ac_cff */
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bool dLib_checkActorInCircle(cXyz center, fopAc_ac_c* actor, f32 radius, f32 halfHeight) {
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f32 distXZ = (center - actor->current.pos).absXZ();
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f32 distY = fabsf(center.y - actor->current.pos.y);
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f32 distY = std::fabsf(center.y - actor->current.pos.y);
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if (distXZ < radius && distY < halfHeight) {
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return true;
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}
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@@ -272,7 +272,7 @@ bool dLib_checkActorInCircle(cXyz center, fopAc_ac_c* actor, f32 radius, f32 hal
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/* 80058098-8005820C .text dLib_checkActorInFan__F4cXyzP10fopAc_ac_cssff */
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bool dLib_checkActorInFan(cXyz center, fopAc_ac_c* actor, s16 angleY, s16 fanSpreadAngle, f32 radius, f32 halfHeight) {
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f32 distXZ = (center - actor->current.pos).absXZ();
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f32 distY = fabsf(center.y - actor->current.pos.y);
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f32 distY = std::fabsf(center.y - actor->current.pos.y);
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s16 targetY = cLib_targetAngleY(¢er, &actor->current.pos);
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int angleDistY = cLib_distanceAngleS(angleY, targetY);
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if (distXZ < radius && distY < halfHeight && angleDistY < fanSpreadAngle) {
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