diff options
Diffstat (limited to 'src/code/z_player_lib.c')
| -rw-r--r-- | src/code/z_player_lib.c | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/src/code/z_player_lib.c b/src/code/z_player_lib.c index 0e3291372..6d1d6204a 100644 --- a/src/code/z_player_lib.c +++ b/src/code/z_player_lib.c @@ -754,7 +754,7 @@ void func_8008F87C(GlobalContext* globalCtx, Player* this, SkelAnime* skelAnime, sp58 = sp7C - SQ(sp60); sp58 = (sp7C < SQ(sp60)) ? 0.0f : sqrtf(sp58); - sp54 = Math_atan2f(sp58, sp60); + sp54 = Math_FAtan2F(sp58, sp60); sp6C = sp80 - spA4.y; @@ -765,9 +765,9 @@ void func_8008F87C(GlobalContext* globalCtx, Player* this, SkelAnime* skelAnime, sp58 = sp7C - SQ(sp60); sp58 = (sp7C < SQ(sp60)) ? 0.0f : sqrtf(sp58); - sp50 = Math_atan2f(sp58, sp60); + sp50 = Math_FAtan2F(sp58, sp60); - temp1 = (M_PI - (Math_atan2f(sp5C, sp58) + ((M_PI / 2) - sp50))) * 10430.378f; + temp1 = (M_PI - (Math_FAtan2F(sp5C, sp58) + ((M_PI / 2) - sp50))) * 10430.378f; temp1 = temp1 - skelAnime->limbDrawTbl[shinLimbIndex].z; if ((s16)(ABS(skelAnime->limbDrawTbl[shinLimbIndex].x) + ABS(skelAnime->limbDrawTbl[shinLimbIndex].y)) < @@ -814,7 +814,7 @@ s32 func_8008FCC8(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* p pos->y -= this->unk_6C4; if (this->unk_6C2 != 0) { - Matrix_Translate(pos->x, ((Math_Coss(this->unk_6C2) - 1.0f) * 200.0f) + pos->y, pos->z, MTXMODE_APPLY); + Matrix_Translate(pos->x, ((Math_CosS(this->unk_6C2) - 1.0f) * 200.0f) + pos->y, pos->z, MTXMODE_APPLY); Matrix_RotateX(this->unk_6C2 * (M_PI / 32768), MTXMODE_APPLY); Matrix_RotateRPY(rot->x, rot->y, rot->z, MTXMODE_APPLY); pos->x = pos->y = pos->z = 0.0f; @@ -1034,8 +1034,8 @@ void Player_DrawGetItemImpl(GlobalContext* globalCtx, Player* this, Vec3f* refPo gSPSegment(POLY_OPA_DISP++, 0x06, this->giObjectSegment); gSPSegment(POLY_XLU_DISP++, 0x06, this->giObjectSegment); - Matrix_Translate(refPos->x + (3.3f * Math_Sins(this->actor.shape.rot.y)), refPos->y + height, - refPos->z + ((3.3f + (IREG(90) / 10.0f)) * Math_Coss(this->actor.shape.rot.y)), MTXMODE_NEW); + Matrix_Translate(refPos->x + (3.3f * Math_SinS(this->actor.shape.rot.y)), refPos->y + height, + refPos->z + ((3.3f + (IREG(90) / 10.0f)) * Math_CosS(this->actor.shape.rot.y)), MTXMODE_NEW); Matrix_RotateRPY(0, globalCtx->gameplayFrames * 1000, 0, MTXMODE_APPLY); Matrix_Scale(0.2f, 0.2f, 0.2f, MTXMODE_APPLY); |
