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authormzxrules <mzxrules@gmail.com>2022-11-07 19:21:51 -0500
committerGitHub <noreply@github.com>2022-11-07 21:21:51 -0300
commit577a4a772b487b68f0c655d5954fdbd26df04e37 (patch)
treea54f80dd7ebb72a402ed026bdc6f06cdfd273d78 /src/code/z_actor.c
parent65cf949bc04f71c93a8f7f3862339e1f1cac7337 (diff)
Fix last two functions in sys_math_atan (#1066)
* Fix extra Atan2 funcs * format * make Math_GetAtan2Tbl private * rename Depr to XY * ./format.sh i loathe thee * namefixer.py changes
Diffstat (limited to 'src/code/z_actor.c')
-rw-r--r--src/code/z_actor.c11
1 files changed, 5 insertions, 6 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c
index 4d8fdd1b4..0483d097e 100644
--- a/src/code/z_actor.c
+++ b/src/code/z_actor.c
@@ -151,7 +151,7 @@ void ActorShadow_DrawFoot(PlayState* play, Light* light, MtxF* arg2, s32 lightNu
dir0 = light->l.dir[0];
dir2 = light->l.dir[2];
- sp58 = Math_FAtan2F(dir2, dir0);
+ sp58 = Math_Atan2S_XY(dir2, dir0);
shadowScaleZ *= (4.5f - (light->l.dir[1] * 0.035f));
shadowScaleZ = CLAMP_MIN(shadowScaleZ, 1.0f);
Matrix_Put(arg2);
@@ -1493,8 +1493,7 @@ void Actor_GetSlopeDirection(CollisionPoly* floorPoly, Vec3f* slopeNormal, s16*
slopeNormal->x = COLPOLY_GET_NORMAL(floorPoly->normal.x);
slopeNormal->y = COLPOLY_GET_NORMAL(floorPoly->normal.y);
slopeNormal->z = COLPOLY_GET_NORMAL(floorPoly->normal.z);
-
- *downwardSlopeYaw = Math_FAtan2F(slopeNormal->z, slopeNormal->x);
+ *downwardSlopeYaw = Math_Atan2S_XY(slopeNormal->z, slopeNormal->x);
}
s32 func_800B761C(Actor* actor, f32 arg1, s32 arg2) {
@@ -1591,7 +1590,7 @@ void Actor_UpdateBgCheckInfo(PlayState* play, Actor* actor, f32 wallCheckHeight,
Math_Vec3f_Copy(&actor->world.pos, &pos);
}
- actor->wallYaw = Math_FAtan2F(sp7C->normal.z, sp7C->normal.x);
+ actor->wallYaw = Math_Atan2S_XY(sp7C->normal.z, sp7C->normal.x);
actor->wallBgId = bgId;
} else {
actor->bgCheckFlags &= ~8;
@@ -4380,8 +4379,8 @@ void func_800BE33C(Vec3f* arg0, Vec3f* arg1, Vec3s* arg2, s32 arg3) {
f32 zDiff = arg1->z - arg0->z;
f32 yDiff = arg3 ? (arg1->y - arg0->y) : (arg0->y - arg1->y);
- arg2->y = Math_FAtan2F(zDiff, xDiff);
- arg2->x = Math_FAtan2F(sqrtf(SQ(xDiff) + SQ(zDiff)), yDiff);
+ arg2->y = Math_Atan2S_XY(zDiff, xDiff);
+ arg2->x = Math_Atan2S_XY(sqrtf(SQ(xDiff) + SQ(zDiff)), yDiff);
}
void func_800BE3D0(Actor* actor, s16 angle, Vec3s* arg2) {