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authorDragorn421 <Dragorn421@users.noreply.github.com>2022-10-24 21:58:33 +0200
committerGitHub <noreply@github.com>2022-10-24 15:58:33 -0400
commitce2e5e71c8b71d45ec3ad1cafe34b00d9a50b8a6 (patch)
treefd058c19cad82001b10690880f9409f6b3ac071f /src/code/z_actor.c
parente4c1a4b5123fbceb84e275c6eb80419c2c05c15d (diff)
Documentation pass on `DoorShutter` (#1352)
* Documentation pass on `DoorShutter` * lockTimer -> unlockTimer * Add `DOORSHUTTER_STYLE_FROM_SCENE` * `DoorShutter_SetupType` -> `DoorShutter_WaitForObject` * perpendicularly -> perpendicular * `DoorShutter_CheckShouldDraw` -> `DoorShutter_ShouldDraw` * Improve comment on `DoorShutter_GetPlayerSide` * `jabuDoorClosed`/`barsClosed` +`Amount` * attempt to improve a comment * fix shameful left-aligned numbers * unname closing/opening * action funcs names * run formatter * enums improvements Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com> Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com>
Diffstat (limited to 'src/code/z_actor.c')
-rw-r--r--src/code/z_actor.c24
1 files changed, 14 insertions, 10 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c
index a6c607243..4246a0b71 100644
--- a/src/code/z_actor.c
+++ b/src/code/z_actor.c
@@ -931,20 +931,24 @@ f32 Actor_WorldDistXZToPoint(Actor* actor, Vec3f* refPoint) {
return Math_Vec3f_DistXZ(&actor->world.pos, refPoint);
}
-void func_8002DBD0(Actor* actor, Vec3f* result, Vec3f* arg2) {
- f32 cosRot2Y;
- f32 sinRot2Y;
+/**
+ * Convert `pos` to be relative to the actor's position and yaw, store into `dest`.
+ * Actor_WorldToActorCoords
+ */
+void func_8002DBD0(Actor* actor, Vec3f* dest, Vec3f* pos) {
+ f32 cosY;
+ f32 sinY;
f32 deltaX;
f32 deltaZ;
- cosRot2Y = Math_CosS(actor->shape.rot.y);
- sinRot2Y = Math_SinS(actor->shape.rot.y);
- deltaX = arg2->x - actor->world.pos.x;
- deltaZ = arg2->z - actor->world.pos.z;
+ cosY = Math_CosS(actor->shape.rot.y);
+ sinY = Math_SinS(actor->shape.rot.y);
+ deltaX = pos->x - actor->world.pos.x;
+ deltaZ = pos->z - actor->world.pos.z;
- result->x = (deltaX * cosRot2Y) - (deltaZ * sinRot2Y);
- result->z = (deltaX * sinRot2Y) + (deltaZ * cosRot2Y);
- result->y = arg2->y - actor->world.pos.y;
+ dest->x = (deltaX * cosY) - (deltaZ * sinY);
+ dest->z = (deltaX * sinY) + (deltaZ * cosY);
+ dest->y = pos->y - actor->world.pos.y;
}
f32 Actor_HeightDiff(Actor* actorA, Actor* actorB) {