diff options
Diffstat (limited to 'src/code/z_actor.c')
| -rw-r--r-- | src/code/z_actor.c | 154 |
1 files changed, 77 insertions, 77 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c index 42c96d473..331837e71 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -28,7 +28,7 @@ void func_8002B200(Actor* actor, Lights* lights, GlobalContext* globalCtx, Gfx* COMBINED); temp1 = (temp1 < 0.0f) ? 0.0f : ((temp1 > 150.0f) ? 150.0f : temp1); - temp2 = 1.0f - (temp1 * (1.f / 350)); + temp2 = 1.0f - (temp1 * (1.0f / 350)); if (color != NULL) { gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, color->r, color->g, color->b, @@ -44,7 +44,7 @@ void func_8002B200(Actor* actor, Lights* lights, GlobalContext* globalCtx, Gfx* Matrix_RotateY(actor->shape.rot.y * (M_PI / 32768), MTXMODE_APPLY); } - temp2 = (1.0f - (temp1 * (1.f / 350))) * actor->shape.unk_10; + temp2 = (1.0f - (temp1 * (1.0f / 350))) * actor->shape.unk_10; Matrix_Scale(actor->scale.x * temp2, 1.0f, actor->scale.z * temp2, MTXMODE_APPLY); gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_actor.c", 1588), @@ -80,7 +80,7 @@ void func_8002B66C(GlobalContext* globalCtx, Light* light, MtxF* arg2, s32 arg3, gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 0, 0, 0, (u32)(((arg3 * 0.00005f) > 1.0f ? 1.0f : (arg3 * 0.00005f)) * arg4) & 0xFF); - sp58 = Math_atan2f(light->l.dir[0], light->l.dir[2]); + sp58 = Math_FAtan2F(light->l.dir[0], light->l.dir[2]); arg6 *= (4.5f - (light->l.dir[1] * 0.035f)); arg6 = (arg6 < 1.0f) ? 1.0f : arg6; Matrix_Put(arg2); @@ -463,7 +463,7 @@ void func_8002C7BC(TargetContext* targetCtx, Player* player, Actor* actorArg, Gl unkActor = &player->actor; } - if (Math_ApproxF(&targetCtx->unk_40, 0.0f, 0.25f) == 0) { + if (Math_StepToF(&targetCtx->unk_40, 0.0f, 0.25f) == 0) { temp1 = 0.25f / targetCtx->unk_40; temp2 = unkActor->posRot.pos.x - targetCtx->naviRefPos.x; temp3 = (unkActor->posRot.pos.y + (unkActor->unk_4C * unkActor->scale.y)) - targetCtx->naviRefPos.y; @@ -502,7 +502,7 @@ void func_8002C7BC(TargetContext* targetCtx, Player* player, Actor* actorArg, Gl if (targetCtx->unk_4B == 0) { temp5 = (500.0f - targetCtx->unk_44) * 3.0f; temp6 = (temp5 < 30.0f) ? 30.0f : ((100.0f < temp5) ? 100.0f : temp5); - if (Math_ApproxF(&targetCtx->unk_44, 80.0f, temp6) != 0) { + if (Math_StepToF(&targetCtx->unk_44, 80.0f, temp6) != 0) { targetCtx->unk_4B++; } } else { @@ -511,7 +511,7 @@ void func_8002C7BC(TargetContext* targetCtx, Player* player, Actor* actorArg, Gl } } else { targetCtx->targetedActor = NULL; - Math_ApproxF(&targetCtx->unk_44, 500.0f, 80.0f); + Math_StepToF(&targetCtx->unk_44, 500.0f, 80.0f); } } @@ -697,11 +697,11 @@ void TitleCard_InitPlaceName(GlobalContext* globalCtx, TitleCardContext* titleCt void TitleCard_Update(GlobalContext* globalCtx, TitleCardContext* titleCtx) { if (DECR(titleCtx->delayB) == 0) { if (DECR(titleCtx->delayA) == 0) { - Math_ApproxS(&titleCtx->unk_C, 0, 30); - Math_ApproxS(&titleCtx->unk_E, 0, 70); + Math_StepToS(&titleCtx->unk_C, 0, 30); + Math_StepToS(&titleCtx->unk_E, 0, 70); } else { - Math_ApproxS(&titleCtx->unk_C, 255, 10); - Math_ApproxS(&titleCtx->unk_E, 255, 20); + Math_StepToS(&titleCtx->unk_C, 255, 10); + Math_StepToS(&titleCtx->unk_E, 255, 20); } } } @@ -853,8 +853,8 @@ void func_8002D7EC(Actor* actor) { } void func_8002D868(Actor* actor) { - actor->velocity.x = Math_Sins(actor->posRot.rot.y) * actor->speedXZ; - actor->velocity.z = Math_Coss(actor->posRot.rot.y) * actor->speedXZ; + actor->velocity.x = Math_SinS(actor->posRot.rot.y) * actor->speedXZ; + actor->velocity.z = Math_CosS(actor->posRot.rot.y) * actor->speedXZ; actor->velocity.y += actor->gravity; if (actor->velocity.y < actor->minVelocityY) { @@ -868,10 +868,10 @@ void Actor_MoveForward(Actor* actor) { } void func_8002D908(Actor* actor) { - f32 sp24 = Math_Coss(actor->posRot.rot.x) * actor->speedXZ; - actor->velocity.x = Math_Sins(actor->posRot.rot.y) * sp24; - actor->velocity.y = Math_Sins(actor->posRot.rot.x) * actor->speedXZ; - actor->velocity.z = Math_Coss(actor->posRot.rot.y) * sp24; + f32 sp24 = Math_CosS(actor->posRot.rot.x) * actor->speedXZ; + actor->velocity.x = Math_SinS(actor->posRot.rot.y) * sp24; + actor->velocity.y = Math_SinS(actor->posRot.rot.x) * actor->speedXZ; + actor->velocity.z = Math_CosS(actor->posRot.rot.y) * sp24; } void func_8002D97C(Actor* actor) { @@ -880,8 +880,8 @@ void func_8002D97C(Actor* actor) { } void func_8002D9A4(Actor* actor, f32 arg1) { - actor->speedXZ = Math_Coss(actor->posRot.rot.x) * arg1; - actor->velocity.y = -Math_Sins(actor->posRot.rot.x) * arg1; + actor->speedXZ = Math_CosS(actor->posRot.rot.x) * arg1; + actor->velocity.y = -Math_SinS(actor->posRot.rot.x) * arg1; } void func_8002D9F8(Actor* actor, SkelAnime* skelAnime) { @@ -938,8 +938,8 @@ void func_8002DBD0(Actor* actor, Vec3f* result, Vec3f* arg2) { f32 deltaX; f32 deltaZ; - cosRot2Y = Math_Coss(actor->shape.rot.y); - sinRot2Y = Math_Sins(actor->shape.rot.y); + cosRot2Y = Math_CosS(actor->shape.rot.y); + sinRot2Y = Math_SinS(actor->shape.rot.y); deltaX = arg2->x - actor->posRot.pos.x; deltaZ = arg2->z - actor->posRot.pos.z; @@ -1223,7 +1223,7 @@ void func_8002E4B4(GlobalContext* globalCtx, Actor* actor, f32 arg2, f32 arg3, f &actor->wallPoly, &sp60, actor, arg2))) { sp5C = actor->wallPoly; Math_Vec3f_Copy(&actor->posRot.pos, &sp64); - actor->wallPolyRot = atan2s(sp5C->norm.z, sp5C->norm.x); + actor->wallPolyRot = Math_Atan2S(sp5C->norm.z, sp5C->norm.x); actor->bgCheckFlags |= 8; actor->wallPolySource = sp60; } else { @@ -1829,7 +1829,7 @@ void func_8002FBAC(GlobalContext* globalCtx) { sp9C = (1.0f / D_8015BC18) * temp_ret; phi_f14 = 20.0f / sp9C; phi_f14 = (phi_f14 < 0.05f) ? 0.05f : phi_f14; - Math_ApproxF(&D_8015BC18, 0.0f, phi_f14); + Math_StepToF(&D_8015BC18, 0.0f, phi_f14); temp_f2 = ((D_8015BC18 / spC0) * temp_ret) / temp_ret; gSaveContext.respawn[RESPAWN_MODE_TOP].pos.x = gSaveContext.respawn[RESPAWN_MODE_DOWN].pos.x + (spB4.x * temp_f2); @@ -1843,9 +1843,9 @@ void func_8002FBAC(GlobalContext* globalCtx) { osSyncPrintf("-------- DISPLAY Y=%f\n", spD8); } - spA4.x = Math_Rand_CenteredFloat(6.0f) + gSaveContext.respawn[RESPAWN_MODE_TOP].pos.x; - spA4.y = Math_Rand_ZeroOne() * 6.0f + gSaveContext.respawn[RESPAWN_MODE_TOP].pos.y + 80.0f; - spA4.z = Math_Rand_CenteredFloat(6.0f) + gSaveContext.respawn[RESPAWN_MODE_TOP].pos.z; + spA4.x = Rand_CenteredFloat(6.0f) + gSaveContext.respawn[RESPAWN_MODE_TOP].pos.x; + spA4.y = Rand_ZeroOne() * 6.0f + gSaveContext.respawn[RESPAWN_MODE_TOP].pos.y + 80.0f; + spA4.z = Rand_CenteredFloat(6.0f) + gSaveContext.respawn[RESPAWN_MODE_TOP].pos.z; EffectSsKiraKira_SpawnDispersed(globalCtx, &spA4, &D_80116048, &D_80116054, &D_80116060, &D_80116064, 1000, 16); @@ -3011,7 +3011,7 @@ void func_80032C7C(GlobalContext* globalCtx, Actor* actor) { s16 func_80032CB4(s16* arg0, s16 arg1, s16 arg2, s16 arg3) { if (DECR(arg0[1]) == 0) { - arg0[1] = Math_Rand_S16Offset(arg1, arg2); + arg0[1] = Rand_S16Offset(arg1, arg2); } if ((arg0[1] - arg3) > 0) { @@ -3027,11 +3027,11 @@ s16 func_80032CB4(s16* arg0, s16 arg1, s16 arg2, s16 arg3) { s16 func_80032D60(s16* arg0, s16 arg1, s16 arg2, s16 arg3) { if (DECR(arg0[1]) == 0) { - arg0[1] = Math_Rand_S16Offset(arg1, arg2); + arg0[1] = Rand_S16Offset(arg1, arg2); arg0[0]++; if ((arg0[0] % 3) == 0) { - arg0[0] = (s32)(Math_Rand_ZeroOne() * arg3) * 3; + arg0[0] = (s32)(Rand_ZeroOne() * arg3) * 3; } } @@ -3148,15 +3148,15 @@ void func_80033260(GlobalContext* globalCtx, Actor* actor, Vec3f* arg2, f32 arg3 f32 var; s32 i; - var = (Math_Rand_ZeroOne() - 0.5f) * 6.28f; + var = (Rand_ZeroOne() - 0.5f) * 6.28f; pos.y = actor->groundY; - accel.y += (Math_Rand_ZeroOne() - 0.5f) * 0.2f; + accel.y += (Rand_ZeroOne() - 0.5f) * 0.2f; for (i = arg4; i >= 0; i--) { - pos.x = (func_800CA720(var) * arg3) + arg2->x; - pos.z = (func_800CA774(var) * arg3) + arg2->z; - accel.x = (Math_Rand_ZeroOne() - 0.5f) * arg5; - accel.z = (Math_Rand_ZeroOne() - 0.5f) * arg5; + pos.x = (Math_SinF(var) * arg3) + arg2->x; + pos.z = (Math_CosF(var) * arg3) + arg2->z; + accel.x = (Rand_ZeroOne() - 0.5f) * arg5; + accel.z = (Rand_ZeroOne() - 0.5f) * arg5; if (scale == 0) { func_8002857C(globalCtx, &pos, &velocity, &accel); @@ -3179,11 +3179,11 @@ void func_80033480(GlobalContext* globalCtx, Vec3f* arg1, f32 arg2, s32 arg3, s1 s32 i; for (i = arg3; i >= 0; i--) { - pos.x = arg1->x + ((Math_Rand_ZeroOne() - 0.5f) * arg2); - pos.y = arg1->y + ((Math_Rand_ZeroOne() - 0.5f) * arg2); - pos.z = arg1->z + ((Math_Rand_ZeroOne() - 0.5f) * arg2); + pos.x = arg1->x + ((Rand_ZeroOne() - 0.5f) * arg2); + pos.y = arg1->y + ((Rand_ZeroOne() - 0.5f) * arg2); + pos.z = arg1->z + ((Rand_ZeroOne() - 0.5f) * arg2); - scale = (s16)((Math_Rand_ZeroOne() * arg4) * 0.2f) + arg4; + scale = (s16)((Rand_ZeroOne() * arg4) * 0.2f) + arg4; var2 = arg6; if (var2 != 0) { @@ -3256,9 +3256,9 @@ Actor* func_80033780(GlobalContext* globalCtx, Actor* refActor, f32 arg2) { (itemActor->unk_210 == 0)) { actor = actor->next; } else { - deltaX = Math_Sins(itemActor->actor.posRot.rot.y) * (itemActor->actor.speedXZ * 10.0f); + deltaX = Math_SinS(itemActor->actor.posRot.rot.y) * (itemActor->actor.speedXZ * 10.0f); deltaY = itemActor->actor.velocity.y + (itemActor->actor.gravity * 10.0f); - deltaZ = Math_Coss(itemActor->actor.posRot.rot.y) * (itemActor->actor.speedXZ * 10.0f); + deltaZ = Math_CosS(itemActor->actor.posRot.rot.y) * (itemActor->actor.speedXZ * 10.0f); spA8.x = itemActor->actor.posRot.pos.x + deltaX; spA8.y = itemActor->actor.posRot.pos.y + deltaY; @@ -3366,8 +3366,8 @@ s16 func_800339B8(Actor* actor, GlobalContext* globalCtx, f32 arg2, s16 arg3) { Math_Vec3f_Copy(&sp30, &actor->posRot.pos); sp44 = actor->bgCheckFlags; - sp40 = Math_Sins(arg3) * arg2; - sp3C = Math_Coss(arg3) * arg2; + sp40 = Math_SinS(arg3) * arg2; + sp3C = Math_CosS(arg3) * arg2; actor->posRot.pos.x += sp40; actor->posRot.pos.z += sp3C; func_8002E4B4(globalCtx, actor, 0.0f, 0.0f, 0.0f, 4); @@ -3403,13 +3403,13 @@ f32 func_80033AEC(Vec3f* arg0, Vec3f* arg1, f32 arg2, f32 arg3, f32 arg4, f32 ar f32 ret = 0.0f; if (arg4 <= Math_Vec3f_DistXYZ(arg0, arg1)) { - ret = Math_SmoothScaleMaxMinF(&arg1->x, arg0->x, arg2, arg3, 0.0f); - ret += Math_SmoothScaleMaxMinF(&arg1->y, arg0->y, arg2, arg3, 0.0f); - ret += Math_SmoothScaleMaxMinF(&arg1->z, arg0->z, arg2, arg3, 0.0f); + ret = Math_SmoothStepToF(&arg1->x, arg0->x, arg2, arg3, 0.0f); + ret += Math_SmoothStepToF(&arg1->y, arg0->y, arg2, arg3, 0.0f); + ret += Math_SmoothStepToF(&arg1->z, arg0->z, arg2, arg3, 0.0f); } else if (arg5 < Math_Vec3f_DistXYZ(arg0, arg1)) { - ret = Math_SmoothScaleMaxMinF(&arg1->x, arg0->x, arg2, arg3, 0.0f); - ret += Math_SmoothScaleMaxMinF(&arg1->y, arg0->y, arg2, arg3, 0.0f); - ret += Math_SmoothScaleMaxMinF(&arg1->z, arg0->z, arg2, arg3, 0.0f); + ret = Math_SmoothStepToF(&arg1->x, arg0->x, arg2, arg3, 0.0f); + ret += Math_SmoothStepToF(&arg1->y, arg0->y, arg2, arg3, 0.0f); + ret += Math_SmoothStepToF(&arg1->z, arg0->z, arg2, arg3, 0.0f); } return ret; @@ -3475,12 +3475,12 @@ void func_80033E88(Actor* actor, GlobalContext* globalCtx, s16 arg2, s16 arg3) { func_80033DB8(globalCtx, arg2, arg3); } -f32 Math_Rand_ZeroFloat(f32 f) { - return Math_Rand_ZeroOne() * f; +f32 Rand_ZeroFloat(f32 f) { + return Rand_ZeroOne() * f; } -f32 Math_Rand_CenteredFloat(f32 f) { - return (Math_Rand_ZeroOne() - 0.5f) * f; +f32 Rand_CenteredFloat(f32 f) { + return (Rand_ZeroOne() - 0.5f) * f; } typedef struct { @@ -3666,7 +3666,7 @@ void func_800344BC(Actor* actor, struct_80034A14_arg1* arg1, s16 arg2, s16 arg3, sp40 = Math_Vec3f_Yaw(&actor->posRot.pos, &arg1->unk_18) - actor->shape.rot.y; temp1 = CLAMP(sp40, -arg2, arg2); - Math_SmoothScaleMaxMinS(&arg1->unk_08.y, temp1, 6, 2000, 1); + Math_SmoothStepToS(&arg1->unk_08.y, temp1, 6, 2000, 1); sp40 = (ABS(sp40) >= 0x8000) ? 0 : ABS(sp40); arg1->unk_08.y = CLAMP(arg1->unk_08.y, -sp40, sp40); @@ -3674,23 +3674,23 @@ void func_800344BC(Actor* actor, struct_80034A14_arg1* arg1, s16 arg2, s16 arg3, sp40 = sp40 - arg1->unk_08.y; temp1 = CLAMP(sp40, -arg5, arg5); - Math_SmoothScaleMaxMinS(&arg1->unk_0E.y, temp1, 6, 2000, 1); + Math_SmoothStepToS(&arg1->unk_0E.y, temp1, 6, 2000, 1); sp40 = (ABS(sp40) >= 0x8000) ? 0 : ABS(sp40); arg1->unk_0E.y = CLAMP(arg1->unk_0E.y, -sp40, sp40); if (arg8 != 0) { if (arg3) {} // Seems necessary to match - Math_SmoothScaleMaxMinS(&actor->shape.rot.y, sp44, 6, 2000, 1); + Math_SmoothStepToS(&actor->shape.rot.y, sp44, 6, 2000, 1); } temp1 = CLAMP(sp46, arg4, arg3); - Math_SmoothScaleMaxMinS(&arg1->unk_08.x, temp1, 6, 2000, 1); + Math_SmoothStepToS(&arg1->unk_08.x, temp1, 6, 2000, 1); temp2 = sp46 - arg1->unk_08.x; temp1 = CLAMP(temp2, arg7, arg6); - Math_SmoothScaleMaxMinS(&arg1->unk_0E.x, temp1, 6, 2000, 1); + Math_SmoothStepToS(&arg1->unk_0E.x, temp1, 6, 2000, 1); } #else #pragma GLOBAL_ASM("asm/non_matchings/code/z_actor/func_800344BC.s") @@ -3734,11 +3734,11 @@ s16 func_80034810(Actor* actor, struct_80034A14_arg1* arg1, f32 arg2, s16 arg3, switch (arg1->unk_06) { case 0: case 2: - arg1->unk_04 = Math_Rand_S16Offset(30, 30); + arg1->unk_04 = Rand_S16Offset(30, 30); arg1->unk_06++; return 1; case 1: - arg1->unk_04 = Math_Rand_S16Offset(10, 10); + arg1->unk_04 = Rand_S16Offset(10, 10); arg1->unk_06++; return 3; } @@ -3839,10 +3839,10 @@ s16 func_80034DD4(Actor* actor, GlobalContext* globalCtx, s16 arg2, f32 arg3) { if (arg3 < var) { actor->flags &= ~1; - Math_SmoothScaleMaxMinS(&arg2, 0, 6, 0x14, 1); + Math_SmoothStepToS(&arg2, 0, 6, 0x14, 1); } else { actor->flags |= 1; - Math_SmoothScaleMaxMinS(&arg2, 0xFF, 6, 0x14, 1); + Math_SmoothStepToS(&arg2, 0xFF, 6, 0x14, 1); } return arg2; @@ -3885,7 +3885,7 @@ s32 func_80035124(Actor* actor, GlobalContext* globalCtx) { actor->params = 1; } else if (!(actor->bgCheckFlags & 1)) { Actor_MoveForward(actor); - Math_SmoothScaleMaxMinF(&actor->speedXZ, 0.0f, 1.0f, 0.1f, 0.0f); + Math_SmoothStepToF(&actor->speedXZ, 0.0f, 1.0f, 0.1f, 0.0f); } else if ((actor->bgCheckFlags & 2) && (actor->velocity.y < -4.0f)) { ret = 1; } else { @@ -4070,8 +4070,8 @@ void func_80035844(Vec3f* arg0, Vec3f* arg1, s16* arg2, s32 arg3) { f32 dz = arg1->z - arg0->z; f32 dy = arg3 ? (arg1->y - arg0->y) : (arg0->y - arg1->y); - arg2[1] = atan2s(dz, dx); - arg2[0] = atan2s(sqrtf(SQ(dx) + SQ(dz)), dy); + arg2[1] = Math_Atan2S(dz, dx); + arg2[0] = Math_Atan2S(sqrtf(SQ(dx) + SQ(dz)), dy); } /** @@ -4117,15 +4117,15 @@ void func_800359B8(Actor* actor, s16 arg1, Vec3s* arg2) { sp40 = floorPoly->norm.y * (1.0f / 32767); sp3C = floorPoly->norm.z * (1.0f / 32767); - sp38 = Math_Sins(arg1); - sp34 = Math_Coss(arg1); + sp38 = Math_SinS(arg1); + sp34 = Math_CosS(arg1); sp28 = (-(sp44 * sp38) - (sp3C * sp34)); - arg2->x = -(s16)(Math_atan2f(sp28 * sp40, 1.0f) * (32768 / M_PI)); + arg2->x = -(s16)(Math_FAtan2F(sp28 * sp40, 1.0f) * (32768 / M_PI)); - sp2C = Math_Sins(arg1 - 16375); - sp30 = Math_Coss(arg1 - 16375); + sp2C = Math_SinS(arg1 - 16375); + sp30 = Math_CosS(arg1 - 16375); sp24 = (-(sp44 * sp2C) - (sp3C * sp30)); - arg2->z = -(s16)(Math_atan2f(sp24 * sp40, 1.0f) * (32768 / M_PI)); + arg2->z = -(s16)(Math_FAtan2F(sp24 * sp40, 1.0f) * (32768 / M_PI)); } } @@ -5433,10 +5433,10 @@ s32 func_80037D98(GlobalContext* globalCtx, Actor* actor, s16 arg2, s32* arg3) { } s32 func_80037F30(Vec3s* arg0, Vec3s* arg1) { - Math_SmoothScaleMaxMinS(&arg0->y, 0, 6, 6200, 100); - Math_SmoothScaleMaxMinS(&arg0->x, 0, 6, 6200, 100); - Math_SmoothScaleMaxMinS(&arg1->y, 0, 6, 6200, 100); - Math_SmoothScaleMaxMinS(&arg1->x, 0, 6, 6200, 100); + Math_SmoothStepToS(&arg0->y, 0, 6, 6200, 100); + Math_SmoothStepToS(&arg0->x, 0, 6, 6200, 100); + Math_SmoothStepToS(&arg1->y, 0, 6, 6200, 100); + Math_SmoothStepToS(&arg1->x, 0, 6, 6200, 100); return 1; } @@ -5448,17 +5448,17 @@ s32 func_80037FC8(Actor* actor, Vec3f* arg1, Vec3s* arg2, Vec3s* arg3) { sp36 = Math_Vec3f_Pitch(&actor->posRot2.pos, arg1); sp34 = Math_Vec3f_Yaw(&actor->posRot2.pos, arg1) - actor->posRot.rot.y; - Math_SmoothScaleMaxMinS(&arg2->x, sp36, 6, 2000, 1); + Math_SmoothStepToS(&arg2->x, sp36, 6, 2000, 1); arg2->x = (arg2->x < -6000) ? -6000 : ((arg2->x > 6000) ? 6000 : arg2->x); - var = Math_SmoothScaleMaxMinS(&arg2->y, sp34, 6, 2000, 1); + var = Math_SmoothStepToS(&arg2->y, sp34, 6, 2000, 1); arg2->y = (arg2->y < -8000) ? -8000 : ((arg2->y > 8000) ? 8000 : arg2->y); if (var && (ABS(arg2->y) < 8000)) { return 0; } - Math_SmoothScaleMaxMinS(&arg3->y, sp34 - arg2->y, 4, 2000, 1); + Math_SmoothStepToS(&arg3->y, sp34 - arg2->y, 4, 2000, 1); arg3->y = (arg3->y < -12000) ? -12000 : ((arg3->y > 12000) ? 12000 : arg3->y); return 1; |
