diff options
| author | engineer124 <47598039+engineer124@users.noreply.github.com> | 2023-06-06 12:16:34 +1000 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2023-06-05 22:16:34 -0400 |
| commit | 7f5087d0b2014dc1ba2bbfc7ce858f0059a8a7cb (patch) | |
| tree | a56edb9e5d173d9e24bdce4a373e9fe38253cb34 /src/code/z_actor.c | |
| parent | f92a61db27ed8ee213072df11169777c6794bc1b (diff) | |
sys_math.c Rename (#1258)
* rename via comments
* missed a comment
* math header
* name boot_80086760.c functions
* PR Review
* rm cam comment
* Elliptic review
* alphabetical
Diffstat (limited to 'src/code/z_actor.c')
| -rw-r--r-- | src/code/z_actor.c | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c index 82ff8ddd9..e7bc92a26 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -3567,8 +3567,8 @@ void Actor_SpawnFloorDustRing(PlayState* play, Actor* actor, Vec3f* posXZ, f32 r accel.y += (Rand_ZeroOne() - 0.5f) * 0.2f; for (i = countMinusOne; i >= 0; i--) { - pos.x = (sin_rad(angle) * radius) + posXZ->x; - pos.z = (cos_rad(angle) * radius) + posXZ->z; + pos.x = (Math_SinF(angle) * radius) + posXZ->x; + pos.z = (Math_CosF(angle) * radius) + posXZ->z; accel.x = (Rand_ZeroOne() - 0.5f) * randAccelWeight; accel.z = (Rand_ZeroOne() - 0.5f) * randAccelWeight; @@ -4816,7 +4816,7 @@ void Actor_DrawDamageEffects(PlayState* play, Actor* actor, Vec3f limbPos[], s16 // Apply and draw a light orb over each limb of frozen actor for (limbIndex = 0; limbIndex < limbPosCount; limbIndex++, limbPos++) { - Matrix_RotateZF(randPlusMinusPoint5Scaled(2 * M_PI), MTXMODE_APPLY); + Matrix_RotateZF(Rand_CenteredFloat(2 * M_PI), MTXMODE_APPLY); currentMatrix->mf[3][0] = limbPos->x; currentMatrix->mf[3][1] = limbPos->y; currentMatrix->mf[3][2] = limbPos->z; @@ -4857,9 +4857,9 @@ void Actor_DrawDamageEffects(PlayState* play, Actor* actor, Vec3f limbPos[], s16 // first electric spark Matrix_RotateXFApply(Rand_ZeroFloat(2 * M_PI)); Matrix_RotateZF(Rand_ZeroFloat(2 * M_PI), MTXMODE_APPLY); - currentMatrix->mf[3][0] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->x; - currentMatrix->mf[3][1] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->y; - currentMatrix->mf[3][2] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->z; + currentMatrix->mf[3][0] = Rand_CenteredFloat((f32)sREG(24) + 30.0f) + limbPos->x; + currentMatrix->mf[3][1] = Rand_CenteredFloat((f32)sREG(24) + 30.0f) + limbPos->y; + currentMatrix->mf[3][2] = Rand_CenteredFloat((f32)sREG(24) + 30.0f) + limbPos->z; gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); @@ -4869,9 +4869,9 @@ void Actor_DrawDamageEffects(PlayState* play, Actor* actor, Vec3f limbPos[], s16 // second electric spark Matrix_RotateXFApply(Rand_ZeroFloat(2 * M_PI)); Matrix_RotateZF(Rand_ZeroFloat(2 * M_PI), MTXMODE_APPLY); - currentMatrix->mf[3][0] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->x; - currentMatrix->mf[3][1] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->y; - currentMatrix->mf[3][2] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->z; + currentMatrix->mf[3][0] = Rand_CenteredFloat((f32)sREG(24) + 30.0f) + limbPos->x; + currentMatrix->mf[3][1] = Rand_CenteredFloat((f32)sREG(24) + 30.0f) + limbPos->y; + currentMatrix->mf[3][2] = Rand_CenteredFloat((f32)sREG(24) + 30.0f) + limbPos->z; gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); |
