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authorDragorn421 <Dragorn421@users.noreply.github.com>2022-03-20 01:16:33 +0100
committerGitHub <noreply@github.com>2022-03-19 20:16:33 -0400
commit0e5ecdcd73ab94eba28b49cbda111ed7caf88b38 (patch)
tree405f054d2f71ea9addf1b6fefc3973b5f426a4e6 /src/code/z_actor.c
parent4f6967b02778e61ed0e9fa471f9ba7d67524c908 (diff)
Angle cleanup - `BINANG_TO_RAD`, `BINANG_TO_RAD_ALT` (#1158)
* Run formatter * Touch up angle macros (parentheses and hex constants) * Add `BINANG_TO_RAD_ALT` * Swap `BINANG_TO_RAD` and `BINANG_TO_RAD_ALT` * Run formatter
Diffstat (limited to 'src/code/z_actor.c')
-rw-r--r--src/code/z_actor.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c
index 5b9309ace..1fd01f454 100644
--- a/src/code/z_actor.c
+++ b/src/code/z_actor.c
@@ -47,7 +47,7 @@ void ActorShadow_Draw(Actor* actor, Lights* lights, GlobalContext* globalCtx, Gf
Matrix_Put(&sp60);
if (dlist != gCircleShadowDL) {
- Matrix_RotateY(actor->shape.rot.y * (M_PI / 0x8000), MTXMODE_APPLY);
+ Matrix_RotateY(BINANG_TO_RAD(actor->shape.rot.y), MTXMODE_APPLY);
}
temp2 = (1.0f - (temp1 * (1.0f / 350))) * actor->shape.shadowScale;
@@ -398,7 +398,7 @@ void func_8002C124(TargetContext* targetCtx, GlobalContext* globalCtx) {
Matrix_Translate(actor->focus.pos.x, actor->focus.pos.y + (actor->targetArrowOffset * actor->scale.y) + 17.0f,
actor->focus.pos.z, MTXMODE_NEW);
- Matrix_RotateY((f32)((u16)(globalCtx->gameplayFrames * 3000)) * (M_PI / 0x8000), MTXMODE_APPLY);
+ Matrix_RotateY(BINANG_TO_RAD((u16)(globalCtx->gameplayFrames * 3000)), MTXMODE_APPLY);
Matrix_Scale((iREG(27) + 35) / 1000.0f, (iREG(28) + 60) / 1000.0f, (iREG(29) + 50) / 1000.0f, MTXMODE_APPLY);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, naviColor->inner.r, naviColor->inner.g, naviColor->inner.b, 255);