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| author | Derek Hensley <hensley.derek58@gmail.com> | 2024-06-03 11:33:03 -0700 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-06-03 14:33:03 -0400 |
| commit | f26e77ba4088f20e72e13409f9ad535039abd291 (patch) | |
| tree | fa39e6c8bb57bfe5729854c8ea2bd3e25ea4155f /src/code/z_actor.c | |
| parent | 312b65d5e34878df4b70d8b9922e1082213b3662 (diff) | |
More General Cleanup (#1638)
* LINKER_FILES in makefile
* COLPOLY_GET_NORMAL
* math header
* libc
* M_PI for cosf and sinf files
* MAXFLOAT
* Revert "MAXFLOAT"
This reverts commit 96b75ffaa89b1a4ca1c08278b28bc3c70224701a.
* Remove SHT_MINV
* SHRT_MAX
* Add M_PI
* Angle macros
* f suffix
* Format
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 d8a4a8072..8f08b3f31 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -4064,7 +4064,7 @@ void Actor_DrawDoorLock(PlayState* play, s32 frame, s32 type) { if ((i % 2) != 0) { rotZStep = 2.0f * entry->chainAngle; } else { - rotZStep = M_PI - (2.0f * entry->chainAngle); + rotZStep = M_PIf - (2.0f * entry->chainAngle); } chainRotZ += rotZStep; @@ -4902,11 +4902,11 @@ void Actor_DrawDamageEffects(PlayState* play, Actor* actor, Vec3f bodyPartsPos[] Matrix_Scale(frozenScale, frozenScale, frozenScale, MTXMODE_APPLY); if (bodyPartIndex & 1) { - Matrix_RotateYF(M_PI, MTXMODE_APPLY); + Matrix_RotateYF(M_PIf, MTXMODE_APPLY); } if (bodyPartIndex & 2) { - Matrix_RotateZF(M_PI, MTXMODE_APPLY); + Matrix_RotateZF(M_PIf, MTXMODE_APPLY); } gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), @@ -4984,7 +4984,7 @@ void Actor_DrawDamageEffects(PlayState* play, Actor* actor, Vec3f bodyPartsPos[] Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 64, 1, 0, ((bodyPartIndex * 10 + gameplayFrames) * -20) & 0x1FF, 32, 128)); - Matrix_RotateYF(M_PI, MTXMODE_APPLY); + Matrix_RotateYF(M_PIf, MTXMODE_APPLY); currentMatrix->mf[3][0] = bodyPartsPos->x; currentMatrix->mf[3][1] = bodyPartsPos->y; currentMatrix->mf[3][2] = bodyPartsPos->z; @@ -5026,7 +5026,7 @@ void Actor_DrawDamageEffects(PlayState* play, Actor* actor, Vec3f bodyPartsPos[] // Apply and draw a light orb over each body part of frozen actor for (bodyPartIndex = 0; bodyPartIndex < bodyPartsCount; bodyPartIndex++, bodyPartsPos++) { - Matrix_RotateZF(Rand_CenteredFloat(2 * M_PI), MTXMODE_APPLY); + Matrix_RotateZF(Rand_CenteredFloat(2 * M_PIf), MTXMODE_APPLY); currentMatrix->mf[3][0] = bodyPartsPos->x; currentMatrix->mf[3][1] = bodyPartsPos->y; currentMatrix->mf[3][2] = bodyPartsPos->z; @@ -5065,8 +5065,8 @@ void Actor_DrawDamageEffects(PlayState* play, Actor* actor, Vec3f bodyPartsPos[] // Every body part draws two electric sparks at random orientations for (bodyPartIndex = 0; bodyPartIndex < bodyPartsCount; bodyPartIndex++, bodyPartsPos++) { // first electric spark - Matrix_RotateXFApply(Rand_ZeroFloat(2 * M_PI)); - Matrix_RotateZF(Rand_ZeroFloat(2 * M_PI), MTXMODE_APPLY); + Matrix_RotateXFApply(Rand_ZeroFloat(2 * M_PIf)); + Matrix_RotateZF(Rand_ZeroFloat(2 * M_PIf), MTXMODE_APPLY); currentMatrix->mf[3][0] = Rand_CenteredFloat((f32)sREG(24) + 30.0f) + bodyPartsPos->x; currentMatrix->mf[3][1] = Rand_CenteredFloat((f32)sREG(24) + 30.0f) + bodyPartsPos->y; currentMatrix->mf[3][2] = Rand_CenteredFloat((f32)sREG(24) + 30.0f) + bodyPartsPos->z; @@ -5077,8 +5077,8 @@ void Actor_DrawDamageEffects(PlayState* play, Actor* actor, Vec3f bodyPartsPos[] gSPDisplayList(POLY_XLU_DISP++, gElectricSparkModelDL); // second electric spark - Matrix_RotateXFApply(Rand_ZeroFloat(2 * M_PI)); - Matrix_RotateZF(Rand_ZeroFloat(2 * M_PI), MTXMODE_APPLY); + Matrix_RotateXFApply(Rand_ZeroFloat(2 * M_PIf)); + Matrix_RotateZF(Rand_ZeroFloat(2 * M_PIf), MTXMODE_APPLY); currentMatrix->mf[3][0] = Rand_CenteredFloat((f32)sREG(24) + 30.0f) + bodyPartsPos->x; currentMatrix->mf[3][1] = Rand_CenteredFloat((f32)sREG(24) + 30.0f) + bodyPartsPos->y; currentMatrix->mf[3][2] = Rand_CenteredFloat((f32)sREG(24) + 30.0f) + bodyPartsPos->z; |
