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* C file * drafts * Actor_info_ct and Actor_info_dt * Actor_info_make_actor draft * new_var = &argC; * func_80057940_jp * Actor_free_overlay_area, actor_free_check, Actor_get_overlay_area, func_80057940_jp, Actor_data_bank_regist_check * Shape_Info_init * Actor struct's size confirmed, Actor_malloc_actor_class and Actor_init_actor_class * func_80056380_jp, Actor_info_part_new, restore_fgdata, Actor_info_delete * Actor_info_draw_actor * Actor_data_bank_dma_end_check, Actor_draw_actor_no_culling_check, Actor_draw_actor_no_culling_check2, Actor_cull_check, Actor_delete_check, Actor_info_make_child_actor, restore_fgdata_all, Actor_info_save_actor * gSegments * Actor_world_to_eye, Actor_position_speed_set, Actor_position_moveF and func_80057B70_jp * Actor_player_look_direction_check * Actor_position_move * find m_kankyo file split * Actor_ct * fgName * projection_pos_set, Actor_display_position_set * Actor_info_call_actor * func_80057A8C_jp * import data and bss * cleanups * more cleanup * format * and even more cleanup * hilite funcs * Part_Break_init * and more cleanup * Actor_draw * fake stuff * Part_Break stuff from OoT * a * fix * fix fake symbol * fix * fix
14 lines
316 B
C
14 lines
316 B
C
#ifndef MATH_H
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#define MATH_H
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#define M_SQRT2 1.41421356237309504880f
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#define M_SQRT1_2 0.70710678118654752440f /* 1/sqrt(2) */
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#define FLT_MAX 340282346638528859811704183484516925440.0f
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#define SHT_MAX 32767.0f
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#define SHT_MINV (1.0f / SHT_MAX)
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float fabsf(float f);
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#pragma intrinsic(fabsf)
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#endif
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