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authorengineer124 <47598039+engineer124@users.noreply.github.com>2024-06-15 15:39:31 +1000
committerGitHub <noreply@github.com>2024-06-14 22:39:31 -0700
commitb55f8ffe6e60ed2335acbe7d428049ea1056f4b5 (patch)
tree7aa56780d34acb286b92e829d401d5b2fa01bc65 /src/code/z_fireobj.c
parent3705eaedac1d21318ee708993d366b30cdc0e8ad (diff)
`sys_math3d.c` Decompiled and Mostly Documented (#1450)
* Use matched sys_math3d functions by Tharo Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com> * kinda match some unattempted functions * move sys_math3d function declarations to z64math.h * Rename some simple functions * Take matched Math3D_LineVsLineClosestTwoPoints from OoT * minor fixes to make stuff actually equivalent * func_8017FB1C * format * minor cleanup * Math3D_PointOnDirectedLine * func_8017FB1C documentation Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com> * Remove actorfixer * fix merge * Apply renames * more cleanup * bss cleanup * match Math3D_CylVsLineSeg * WIP * OK * small cleanup * Remove macros.h from sys_math3d * Small cleanup * Some more small clean up * cleanup and docs * cleanup * PR Review * cleanup * fix merge * fix merge * merge main * fix bss * bss * fix * PR Review * bss fix * Merge main * Fix bss * Fix merge * Add zero vecs to sys_math3d * Format * namefixer run --------- Co-authored-by: angie <angheloalf95@gmail.com> Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com> Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com> Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
Diffstat (limited to 'src/code/z_fireobj.c')
-rw-r--r--src/code/z_fireobj.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/code/z_fireobj.c b/src/code/z_fireobj.c
index 9c69fb6a0..8f75a4d3e 100644
--- a/src/code/z_fireobj.c
+++ b/src/code/z_fireobj.c
@@ -114,7 +114,7 @@ void FireObj_UpdateStateTransitions(PlayState* play, FireObj* fire) {
}
if ((fire->flags & FIRE_FLAG_INTERACT_STICK) && (player->heldItemAction == PLAYER_IA_DEKU_STICK)) {
Math_Vec3f_Diff(&player->meleeWeaponInfo[0].tip, &fire->position, &dist);
- if (Math3D_LengthSquared(&dist) < SQ(20.0f)) {
+ if (Math3D_Vec3fMagnitudeSq(&dist) < SQ(20.0f)) {
sp40 = true;
}
}