mirror of
https://github.com/izzy2lost/Starship.git
synced 2026-07-05 15:19:42 -07:00
Rand and degree macros (#110)
* half * pm * dtor * pi and such * permuter settings * angles * float fix * macro * formatting * small thing
This commit is contained in:
+1
-1
@@ -1903,7 +1903,7 @@ typedef union {
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((flag) == 1) ? __gsSP1Triangle_w1(v1, v2, v0): \
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__gsSP1Triangle_w1(v2, v0, v1))
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# define __gsSPLine3D_w1(v0, v1, wd) \
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(_SHIFTL((v0)*2,16,8)|_SHIFT((v1)*2,8,8)|_SHIFT((wd),0,8))
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(_SHIFTL((v0)*2,16,8)|_SHIFTL((v1)*2,8,8)|_SHIFTL((wd),0,8))
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# define __gsSPLine3D_w1f(v0, v1, wd, flag) \
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(((flag) == 0) ? __gsSPLine3D_w1(v0, v1, wd): \
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__gsSPLine3D_w1(v1, v0, wd))
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+1
-1
@@ -49,7 +49,7 @@
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#define _SHIFTR(v, s, w) \
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((unsigned int)(((unsigned int)(v) >> (s)) & ((0x01 << (w)) - 1)))
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#define _SHIFT _SHIFTL /* old, for compatibility only */
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// #define _SHIFT _SHIFTL /* old, for compatibility only */
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#define G_ON (1)
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#define G_OFF (0)
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+62
-62
@@ -37,14 +37,14 @@ u8* func_8001C3EC(void);
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void func_8001C8B8(u8);
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void func_8001CA24(u8);
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void func_8001CB80(u8, u8);
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void func_8001CCDC(u8, f32 *);
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void func_8001CE28(u8, f32 *);
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void func_8001CCDC(u8, f32*);
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void func_8001CE28(u8, f32*);
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void func_8001D034(f32*, s32, u8);
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void func_8001D10C(f32*, u32);
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void func_8001D15C(u8);
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void func_8001D1C8(u8, u32);
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void func_8001D2FC(f32 *, u16);
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void func_8001D3A0(f32 *, u16);
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void func_8001D2FC(f32*, u16);
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void func_8001D3A0(f32*, u16);
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void func_8001D400(s8);
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void func_8001D410(s32);
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void func_8001D444(u8, u16, u8, u8);
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@@ -108,9 +108,9 @@ void func_8002E694(Actor*);
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void func_8002E6B8(Actor*);
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void func_8002E6DC(Actor*);
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bool func_8002E4F8(u16*, RadioCharacterId);
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void func_8002E700(Player *);
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void func_8002E700(Player*);
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void func_8002EE34(void);
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void func_8002EE64(Actor * actor);
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void func_8002EE64(Actor* actor);
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void func_8002F180(void);
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void func_8002F5F4(u16* msg, RadioCharacterId character);
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void func_8002F69C(Actor*);
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@@ -122,7 +122,7 @@ void func_80035448(Actor* actor);
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void func_80038140(PlayerShot* shot);
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void func_80036318(PlayerShot* shot);
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void func_80035DEC(f32 xPos, f32 yPos, f32 zPos);
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void PlayerShot_Initialize(PlayerShot *);
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void PlayerShot_Initialize(PlayerShot*);
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void func_800365E4(f32, f32, f32, f32, f32, f32, f32, f32, f32, s32, s32);
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void func_8003D9B8(void);
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void func_8003DA0C(void);
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@@ -149,31 +149,31 @@ void func_800430DC(f32, f32, f32, f32, f32, f32, f32, f32, f32, f32, s32, s32);
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void func_8004319C(Player* player, f32 arg1, f32 arg2, f32 arg3);
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// fox_tank
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void func_80043468(Player* player);
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void func_800444BC(Player * player);
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void func_80043468(Player* player);
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void func_800444BC(Player* player);
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void func_80044868(Player*);
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void func_80045130(Player*);
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void func_80045678(Player*);
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void func_80045E7C(Player*);
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void func_80047504(Player * player);
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void func_80047504(Player* player);
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void func_80046358(Player*);
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// fox_demo
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void func_80048AC0(s32 teamId);
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void func_80049C0C(Player *);
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void func_8004A52C(Player *);
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void func_80049C0C(Player*);
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void func_8004A52C(Player*);
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void func_8004AA84(void);
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void func_8004AAF4(Player *);
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void func_8004C930(Player *);
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void func_8004CCC0(Player *);
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void func_8004AAF4(Player*);
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void func_8004C930(Player*);
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void func_8004CCC0(Player*);
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void func_8004D440(Player* player);
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void func_8004E3D8(Player *);
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void func_8004E3D8(Player*);
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void func_8004F8AC(Actor*);
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void func_8004FEC0(Actor*);
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void func_800515C4(void);
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// fox_display
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void func_80053658(WingInfo *);
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void func_80053658(WingInfo*);
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void func_8005465C(s32);
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void func_80057814(Player*);
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void func_80057D00(void);
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@@ -249,7 +249,7 @@ s32 func_800631A8(Vec3f*, f32*, Vec3f*);
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s32 func_8006326C(Vec3f* , Vec3f* , ObjectId , Object* );
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s32 func_8006351C(s32 , Vec3f* , Vec3f* , s32 );
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void func_800652CC(Object_80*);
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void func_800654E4(Object *);
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void func_800654E4(Object*);
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void func_800656D4(Actor*);
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void func_800660F0(Actor*);
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void func_80066254(Actor*);
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@@ -261,8 +261,8 @@ void func_80066C00(Object_80*);
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void func_80066D5C(Object_80*);
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void func_80066E8C(Object_4C*);
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void func_80066EA8(Object_80*);
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void func_80066EF0(Item *);
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void func_800671D0(Item *);
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void func_80066EF0(Item*);
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void func_800671D0(Item*);
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void func_800674B4(f32, f32, f32, f32, f32, f32, f32, f32);
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void func_8006753C(Actor*);
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void func_80067874(Actor*);
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@@ -280,18 +280,18 @@ void func_80068C48(Item*);
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void func_80068C88(Item*);
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void func_80068FE0(Object_4C*);
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void func_800690D0(s32, ObjectId);
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void func_80069924(Effect *);
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void func_800693E8(Actor *);
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void func_80069658(Boss *);
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void func_800696F8(Object_80 *);
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void func_80069858(Object_4C *);
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void func_80069A10(Item *);
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void func_80069924(Effect*);
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void func_800693E8(Actor*);
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void func_80069658(Boss*);
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void func_800696F8(Object_80*);
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void func_80069858(Object_4C*);
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void func_80069A10(Item*);
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void Actor_Update(Actor*);
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void Boss_Update(Boss *);
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void Object_80_Update(Object_80 *);
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void Object_4C_Update(Object_4C *);
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void Item_Update(Item *);
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void Effect_Update(Effect *);
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void Boss_Update(Boss*);
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void Object_80_Update(Object_80*);
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void Object_4C_Update(Object_4C*);
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void Item_Update(Item*);
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void Effect_Update(Effect*);
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void func_8006A06C(UnkEntity30*);
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void func_8006A38C(void);
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void Object_UpdateAll(void);
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@@ -303,8 +303,8 @@ void func_8006AA98(Object_80*);
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void func_8006AC08(Actor*);
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void func_8006AD18(Actor*);
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void func_8006B094(Actor*);
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void func_8006B0A0(Actor *);
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void func_8006B74C(Actor *);
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void func_8006B0A0(Actor*);
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void func_8006B74C(Actor*);
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void func_8006B95C(Object_80*);
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void func_8006BB78(Actor*);
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void func_8006C008(Actor*);
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@@ -318,8 +318,8 @@ void func_8006F254(Actor*);
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void func_80072594(Actor*);
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s32 func_80074F90(Object_80*);
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void func_80074FF0(Actor*);
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void func_800763A4(Actor *);
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void func_8007717C(Actor *);
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void func_800763A4(Actor*);
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void func_8007717C(Actor*);
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void func_800771CC(Actor*);
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void func_80077218(Actor*);
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@@ -346,7 +346,7 @@ void func_8007879C(Effect* );
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void func_800788B0(Effect* );
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void func_80078A64(Effect* );
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void func_80078AEC(Effect* );
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void func_80078B8C(Effect *);
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void func_80078B8C(Effect*);
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void func_80078BE0(Effect* );
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void func_80078C84(Effect* );
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void func_80078CE8(Effect* );
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@@ -357,7 +357,7 @@ void func_800794CC(f32 xPos, f32 yPos, f32 zPos, f32 scale2);
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void func_8007953C(f32 xPos, f32 yPos, f32 zPos, f32 scale2);
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void func_800795AC(f32 xPos, f32 yPos, f32 zPos, f32 scale2);
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void func_80079618(f32 xPos, f32 yPos, f32 zPos, f32 scale2);
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void func_8007968C(Effect *);
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void func_8007968C(Effect*);
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s32 func_800798C4(s32 , Gfx** , Vec3f* , Vec3f* , void* ); //OverrideLimbDraw
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void func_800798F0(Effect* );
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void func_8007A28C(Effect* );
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@@ -481,7 +481,7 @@ void func_8008AD94(void);
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void func_8008B5B0(f32 x, f32 y);
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s32 func_8008B774(void);
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void func_8008BD00(u8*, s32, s32, u8);
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void func_8008C104(u16 *, u16 *);
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void func_8008C104(u16*, u16*);
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void func_8008C390(f32, f32, f32, s32);
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void func_8008C5C8(f32, f32, f32, s32);
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void func_8008C6F4(s32, s32);
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@@ -501,7 +501,7 @@ void func_800907C4(Boss*);
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s32 func_800915FC(Actor*);
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s32 func_800924E0(Actor*);
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s32 func_800927A0(Actor*);
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void func_80092D48(Actor *);
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void func_80092D48(Actor*);
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void func_80092EC0(Actor* actor);
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void func_80093164(Actor*);
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void func_800935E8(Player*);
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@@ -514,22 +514,22 @@ void func_80094BBC(Effect*);
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void func_80094D20(f32, f32);
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// fox_97F80
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void func_80098860(Plane *plane, Vec3f *point, Vec3f *normal);
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s32 func_800988B4(Vec3f *vec, Plane *plane);
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void func_80098860(Plane* plane, Vec3f* point, Vec3f* normal);
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s32 func_800988B4(Vec3f* vec, Plane* plane);
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s32 func_800998FC(Vec3f*, Vec3f*, Vec3f*, s32, Vec3f*, f32*);
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// fox_game
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void Game_Initialize(void);
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void Game_SetGameState(void);
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bool func_800A1B6C(void);
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void func_800A1C14(Gfx **);
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void func_800A1E68(Gfx **);
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void func_800A1C14(Gfx**);
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void func_800A1E68(Gfx**);
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void func_800A1F44(void);
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void func_800A1FB0(Gfx **, u8 , u8);
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void func_800A1FB0(Gfx**, u8 , u8);
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void func_800A24DC(s32);
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void func_800A26C0(void);
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void func_800A25DC(void);
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Actor *func_800A3608(s32);
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Actor* func_800A3608(s32);
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// fox_A4290
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bool func_800A3690(Vec3f*, Vec3f*, s32, Vec3f*);
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@@ -553,30 +553,30 @@ void Player_ApplyDamage(Player* player, s32 direction, s32 damage);
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bool func_800A73E4(f32* , s32* , f32 xPos, f32 yPos, f32 zPos);
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s32 func_800A78C4(Hitbox* hitbox, f32 , f32 , f32 , f32 , f32 , f32 );
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void func_800A8BA4(Player* player);
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void func_800AA800(Player *player);
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void func_800ACDC0(Player *, PlayerShot *, PlayerShotId );
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void func_800B0F50(Player *);
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void func_800B44C4(Player *);
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void func_800AA800(Player* player);
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void func_800ACDC0(Player*, PlayerShot*, PlayerShotId );
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void func_800B0F50(Player*);
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void func_800B44C4(Player*);
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void func_800AB334(void);
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void func_800ABA08(void);
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void func_800AE278(Player*);
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void func_800B2130(Player*);
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void func_800B2574(Player*);
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void func_800B5FBC(Player *, s32 , s32 );
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void func_800B63BC(Player *, s32);
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void func_800B6848(Player *, s32 );
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void func_800B6BFC(Player *, s32 );
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void func_800B5FBC(Player*, s32 , s32 );
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void func_800B63BC(Player*, s32);
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void func_800B6848(Player*, s32 );
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void func_800B6BFC(Player*, s32 );
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void func_800B6F50(f32, f32, f32, f32, f32, f32);
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void func_800B7184(Player *, s32);
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void func_800B73E0(Player *);
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void func_800B852C(ObjectId , Item *);
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void func_800B7184(Player*, s32);
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void func_800B73E0(Player*);
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void func_800B852C(ObjectId , Item*);
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void func_800B86CC(void);
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void func_800A668C(f32 xPos, f32 yPos, f32 zPos);
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void func_800AD7F0(Player *player);
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void func_800ADF58(Player *player);
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void func_800B415C(Player *player);
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void func_800B41E0(Player *player);
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void func_800B41EC(Player *player);
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void func_800AD7F0(Player* player);
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void func_800ADF58(Player* player);
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void func_800B415C(Player* player);
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void func_800B41E0(Player* player);
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void func_800B41EC(Player* player);
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void func_800A46A0(Player* player);
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void func_800A86E4(Player* player);
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void func_800A887C(Player* player);
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@@ -594,7 +594,7 @@ void func_800BB5D0(void);
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// fox_reset
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void Graphics_NMIWipe(void);
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// sf_versus
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// fox_versus
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s32 func_800C1E9C(void);
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void func_800C1ED4(void);
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void func_800C20B0(void);
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+5
-1
@@ -6,6 +6,7 @@
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#define M_PI 3.14159265358979323846f
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#define M_DTOR (M_PI / 180.0f)
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#define M_RTOD (180.0f / M_PI)
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#define M_DTOD 1.0f
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#define M_SQRT2 1.41421356237309504880f
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#define M_SQRT1_2 0.70710678118654752440f /* 1/sqrt(2) */
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#define FLT_MAX 340282346638528859811704183484516925440.0f
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@@ -13,7 +14,10 @@
|
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#define SHT_MINV (1.0f / SHT_MAX)
|
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|
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#define RAD_TO_DEG(radians) (((radians) * 180.0f) / M_PI)
|
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#define DEG_TO_RAD(degrees) (((degrees) * M_PI) / 180.0f)
|
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#define DEG_TO_RAD(degrees) (((degrees) / 180.0f) * M_PI)
|
||||
|
||||
#define SIN_DEG(angle) __sinf((M_DTOR)*(angle))
|
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#define COS_DEG(angle) __cosf((M_DTOR)*(angle))
|
||||
|
||||
typedef union {
|
||||
struct {
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||||
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||||
@@ -4,6 +4,14 @@
|
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#define SCREEN_WIDTH 320
|
||||
#define SCREEN_HEIGHT 240
|
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#define RAND_FLOAT(max) (Rand_ZeroOne()*(max))
|
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#define RAND_INT(max) ((s32)(Rand_ZeroOne()*(max)))
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#define RAND_FLOAT_CENTERED(width) ((Rand_ZeroOne()-0.5f)*(width))
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#define RAND_FLOAT_SEEDED(max) (Rand_ZeroOneSeeded()*(max))
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#define RAND_INT_SEEDED(max) ((s32)(Rand_ZeroOneSeeded()*(max)))
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#define RAND_FLOAT_CENTERED_SEEDED(width) ((Rand_ZeroOneSeeded()-0.5f)*(width))
|
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#define SEGMENTED_TO_VIRTUAL(segment) ((void*)OS_PHYSICAL_TO_K0(gSegments[((uintptr_t)(segment)<<4)>>0x1C]+(((uintptr_t)(segment))&0xFFFFFF)))
|
||||
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||||
#define ARRAY_COUNT(arr) (s32)(sizeof(arr) / sizeof(arr[0]))
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+24
-24
@@ -60,32 +60,32 @@ extern OSMesgQueue gPiMgrCmdQueue; // 800E2010
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extern OSMesg sPiMgrCmdBuff[50]; // 800E2028
|
||||
|
||||
extern OSMesgQueue gDmaMsgQueue;
|
||||
extern void *sDmaMsgBuff[1];
|
||||
extern void* sDmaMsgBuff[1];
|
||||
extern OSIoMesg gDmaIOMsg;
|
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extern OSMesgQueue gSerialEventQueue;
|
||||
extern void *sSerialEventBuff[1];
|
||||
extern void* sSerialEventBuff[1];
|
||||
extern OSMesgQueue gMainThreadMsgQueue;
|
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extern void *sMainThreadMsgBuff[32];
|
||||
extern void* sMainThreadMsgBuff[32];
|
||||
extern OSMesgQueue gTaskMsgQueue;
|
||||
extern void *sTaskMsgBuff[16];
|
||||
extern void* sTaskMsgBuff[16];
|
||||
extern OSMesgQueue gAudioVImsgQueue;
|
||||
extern void *sAudioVImsgBuff[1];
|
||||
extern void* sAudioVImsgBuff[1];
|
||||
extern OSMesgQueue gAudioTaskMsgQueue;
|
||||
extern void *sAudioTaskMsgBuff[1];
|
||||
extern void* sAudioTaskMsgBuff[1];
|
||||
extern OSMesgQueue gGfxVImsgQueue;
|
||||
extern void *sGfxVImsgBuff[4];
|
||||
extern void* sGfxVImsgBuff[4];
|
||||
extern OSMesgQueue gGfxTaskMsgQueue;
|
||||
extern void *sGfxTaskMsgBuff[2];
|
||||
extern void* sGfxTaskMsgBuff[2];
|
||||
extern OSMesgQueue gSerialThreadMsgQueue;
|
||||
extern void *sSerialThreadMsgBuff[8];
|
||||
extern void* sSerialThreadMsgBuff[8];
|
||||
extern OSMesgQueue gControllerMsgQueue;
|
||||
extern void *sControllerMsgBuff[1];
|
||||
extern void* sControllerMsgBuff[1];
|
||||
extern OSMesgQueue gSaveMsgQueue;
|
||||
extern void *sSaveMsgBuff[1];
|
||||
extern void* sSaveMsgBuff[1];
|
||||
extern OSMesgQueue gTimerTaskMsgQueue;
|
||||
extern void *sTimerTaskMsgBuff[16];
|
||||
extern void* sTimerTaskMsgBuff[16];
|
||||
extern OSMesgQueue gTimerWaitMsgQueue;
|
||||
extern void *sTimerWaitMsgBuff[1];
|
||||
extern void* sTimerWaitMsgBuff[1];
|
||||
|
||||
extern GfxPool gGfxPools[2]; // 800E23B0
|
||||
|
||||
@@ -97,7 +97,7 @@ extern Gfx* gUnkDisp1;
|
||||
extern Gfx* gMasterDisp;
|
||||
extern Gfx* gUnkDisp2;
|
||||
extern Lightsn* gLight;
|
||||
extern FrameBuffer *gFrameBuffer;
|
||||
extern FrameBuffer* gFrameBuffer;
|
||||
extern u16* gTextureRender;
|
||||
|
||||
extern u8 D_80137E78;
|
||||
@@ -431,11 +431,11 @@ extern f32 D_80177958[4];
|
||||
extern f32 D_80177968;
|
||||
extern s32 D_8017796C;
|
||||
extern f32 D_80177970;
|
||||
extern OSContPad *gInputHold;
|
||||
extern OSContPad* gInputHold;
|
||||
extern f32 D_80177978;
|
||||
extern OSContPad* gInputPress;
|
||||
extern f32 D_80177980;
|
||||
extern u8 *D_80177984;
|
||||
extern u8* D_80177984;
|
||||
extern f32 D_80177988;
|
||||
//
|
||||
extern s32 D_80177990[4];
|
||||
@@ -580,24 +580,24 @@ extern u32* D_80178298;
|
||||
extern s32 gRadioState;
|
||||
//
|
||||
extern s32 D_801782A4;
|
||||
extern Object_58 *gObjects58;
|
||||
extern Object_58* gObjects58;
|
||||
extern s32 D_Timer_801782AC;
|
||||
//
|
||||
extern s32 D_Timer_801782B4;
|
||||
extern s32 D_801782B8;
|
||||
extern s32 D_801782BC;
|
||||
extern s32 D_801782C0;
|
||||
extern PosRot *D_801782C4;
|
||||
extern PosRot* D_801782C4;
|
||||
extern s32 D_801782C8;
|
||||
extern f32 *D_801782CC;
|
||||
extern f32* D_801782CC;
|
||||
extern s32 D_801782D0;
|
||||
extern f32* D_801782D4;
|
||||
extern s32 D_801782D8;
|
||||
extern f32 *D_801782DC;
|
||||
extern f32* D_801782DC;
|
||||
//
|
||||
extern f32 *D_801782E4;
|
||||
extern f32* D_801782E4;
|
||||
extern s32 D_801782E8;
|
||||
extern f32 *D_801782EC;
|
||||
extern f32* D_801782EC;
|
||||
// 0x8
|
||||
extern s32 D_801782F8;
|
||||
extern s32 D_801782FC;
|
||||
@@ -721,7 +721,7 @@ extern s32 D_80178578;
|
||||
|
||||
// fox_rcp?
|
||||
extern u8 D_80178580[];
|
||||
extern void *D_80178710;
|
||||
extern void* D_80178710;
|
||||
|
||||
//fox_radio
|
||||
|
||||
@@ -738,7 +738,7 @@ extern s32 D_80178744;
|
||||
extern s32 D_80178748;
|
||||
extern s32 D_8017874C;
|
||||
|
||||
// sf_versus
|
||||
// fox_versus
|
||||
extern s32 D_80178750;
|
||||
extern s32 D_80178754;
|
||||
extern s32 D_80178758;
|
||||
|
||||
+39
-40
@@ -333,7 +333,7 @@ void func_8002EE64(Actor* actor) {
|
||||
actor->fwork[25] = spA8.y;
|
||||
actor->fwork[26] = spA0[0];
|
||||
actor->fwork[28] = spA0[1];
|
||||
actor->fwork[27] = (temp4 / 180.0f) * M_PI;
|
||||
actor->fwork[27] = DEG_TO_RAD(temp4);
|
||||
}
|
||||
} else {
|
||||
colId = COL2_0;
|
||||
@@ -344,7 +344,7 @@ void func_8002EE64(Actor* actor) {
|
||||
actor->fwork[25] = spB4.y;
|
||||
actor->fwork[26] = spB4.x;
|
||||
actor->fwork[28] = spB4.z;
|
||||
actor->fwork[27] = (temp4 / 180.0f) * M_PI;
|
||||
actor->fwork[27] = DEG_TO_RAD(temp4);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -702,8 +702,8 @@ s32 func_800301F4(Actor* actor) {
|
||||
if (gLevelMode == LEVELMODE_ON_RAILS) {
|
||||
return 0;
|
||||
}
|
||||
sp1C = __sinf(actor->obj.rot.y * M_DTOR);
|
||||
sp18 = __cosf(actor->obj.rot.y * M_DTOR);
|
||||
sp1C = SIN_DEG(actor->obj.rot.y);
|
||||
sp18 = COS_DEG(actor->obj.rot.y);
|
||||
temp_ft4 = actor->fwork[9] * 10.0f + (sp1C * 650.0f);
|
||||
temp_ft5 = actor->fwork[9] * 10.0f + (sp18 * 650.0f);
|
||||
for (i = 0; i < 200; i++) {
|
||||
@@ -751,8 +751,8 @@ s32 func_8003049C(Actor* actor) {
|
||||
if ((gLevelType == LEVELTYPE_SPACE) && (gCurrentLevel != LEVEL_BOLSE)) {
|
||||
return func_800301F4(actor);
|
||||
}
|
||||
sp40 = __sinf(actor->obj.rot.y * M_DTOR);
|
||||
sp3C = __cosf(actor->obj.rot.y * M_DTOR);
|
||||
sp40 = SIN_DEG(actor->obj.rot.y);
|
||||
sp3C = COS_DEG(actor->obj.rot.y);
|
||||
temp_fa0 = actor->fwork[9] * 10.0f + (sp40 * 650.0f);
|
||||
temp_ft4 = actor->fwork[9] * 10.0f + (sp3C * 650.0f);
|
||||
if (gLevelMode == LEVELMODE_ALL_RANGE) {
|
||||
@@ -870,8 +870,8 @@ void func_8003088C(Actor* actor) {
|
||||
Audio_PlaySfx(0x2903700B, actor->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
actor->timer_0C2 = 10;
|
||||
actor->timer_0BE = 0;
|
||||
actor->timer_04C = (Rand_ZeroOne() * 2.9f);
|
||||
switch ((s32) (Rand_ZeroOne() * 4.0f)) {
|
||||
actor->timer_04C = RAND_INT(2.9f);
|
||||
switch (RAND_INT(4.0f)) {
|
||||
case 0:
|
||||
actor->timer_0BC = 0;
|
||||
break;
|
||||
@@ -892,11 +892,11 @@ void func_8003088C(Actor* actor) {
|
||||
if (Rand_ZeroOne() < 0.5f) {
|
||||
actor->timer_0BC = 10;
|
||||
} else {
|
||||
actor->timer_0BC = (s32) (Rand_ZeroOne() * 50.0f);
|
||||
actor->timer_0BC = RAND_INT(50.0f);
|
||||
}
|
||||
}
|
||||
if ((actor->unk_0E4 >= 4) && (actor->unk_0E4 < 8)) {
|
||||
actor->timer_0BC = (s32) (Rand_ZeroOne() * 40.0f) + 60.0f;
|
||||
actor->timer_0BC = RAND_INT(40.0f) + 60.0f;
|
||||
}
|
||||
if (actor->damage >= 20) {
|
||||
actor->timer_0BC = 0;
|
||||
@@ -1013,7 +1013,7 @@ void func_8003088C(Actor* actor) {
|
||||
if (Rand_ZeroOne() < 0.5f) {
|
||||
sp48.x = -30.0f;
|
||||
}
|
||||
sp48.y = (Rand_ZeroOne() - 0.5f) * 30.0f;
|
||||
sp48.y = RAND_FLOAT_CENTERED(30.0f);
|
||||
sp48.z = 0.0f;
|
||||
if (actor->iwork[7] != 0) {
|
||||
sp48.x *= 1.5f;
|
||||
@@ -1194,7 +1194,7 @@ void func_800319AC(Actor* this) {
|
||||
return;
|
||||
}
|
||||
if ((this->iwork[17] != 0) && (this->iwork[16] == 0) && (this->unk_0E4 >= 4)) {
|
||||
switch ((s32) (Rand_ZeroOne() * 3.9f)) {
|
||||
switch (RAND_INT(3.9f)) {
|
||||
case 0:
|
||||
case 1:
|
||||
if (gCurrentLevel == LEVEL_VENOM_2) {
|
||||
@@ -1229,7 +1229,7 @@ void func_800319AC(Actor* this) {
|
||||
this->unk_046 = 0;
|
||||
break;
|
||||
case 9:
|
||||
this->timer_0BC = (s32) (Rand_ZeroOne() * 20.0f) + 30;
|
||||
this->timer_0BC = RAND_INT(20.0f) + 30;
|
||||
if (Rand_ZeroOne() < 0.5f) {
|
||||
this->fwork[19] = this->obj.rot.y + 50.0f;
|
||||
} else {
|
||||
@@ -1455,9 +1455,9 @@ void func_800319AC(Actor* this) {
|
||||
}
|
||||
if ((this->unk_0E4 >= 4) && (this->unk_0E4 != 8) &&
|
||||
((gCurrentLevel != LEVEL_VENOM_2) || (this->unk_0E4 != 4))) {
|
||||
spCC = __sinf(((this->index * 45) + gGameFrameCount) * M_DTOR) * 100.0f;
|
||||
spC8 = __cosf(((this->index * 45) + (gGameFrameCount * 2)) * M_DTOR) * 100.0f;
|
||||
spC4 = __sinf(((this->index * 45) + gGameFrameCount) * M_DTOR) * 100.0f;
|
||||
spCC = SIN_DEG((this->index * 45) + gGameFrameCount) * 100.0f;
|
||||
spC8 = COS_DEG((this->index * 45) + (gGameFrameCount * 2)) * 100.0f;
|
||||
spC4 = SIN_DEG((this->index * 45) + gGameFrameCount) * 100.0f;
|
||||
}
|
||||
if (gPlayer[0].unk_4DC == 0) {
|
||||
this->fwork[4] = gPlayer[0].pos.x + spCC;
|
||||
@@ -1485,9 +1485,9 @@ void func_800319AC(Actor* this) {
|
||||
}
|
||||
} else if (this->unk_0E6 != 100) {
|
||||
if (this->unk_0E4 >= 10) {
|
||||
spCC = __sinf(((this->index * 45) + gGameFrameCount) * M_DTOR) * 200.0f;
|
||||
spC8 = __cosf(((this->index * 45) + (gGameFrameCount * 2)) * M_DTOR) * 200.0f;
|
||||
spC4 = __sinf(((this->index * 45) + gGameFrameCount) * M_DTOR) * 200.0f;
|
||||
spCC = SIN_DEG((this->index * 45) + gGameFrameCount) * 200.0f;
|
||||
spC8 = COS_DEG((this->index * 45) + (gGameFrameCount * 2)) * 200.0f;
|
||||
spC4 = SIN_DEG((this->index * 45) + gGameFrameCount) * 200.0f;
|
||||
}
|
||||
this->fwork[4] = gActors[this->unk_0E6].obj.pos.x + spCC;
|
||||
this->fwork[5] = gActors[this->unk_0E6].obj.pos.y + spC8;
|
||||
@@ -1525,7 +1525,7 @@ void func_800319AC(Actor* this) {
|
||||
}
|
||||
}
|
||||
} else if (this->timer_0C0 == 0) {
|
||||
this->timer_0C0 = (s32) (Rand_ZeroOne() * 200.0f) + 200;
|
||||
this->timer_0C0 = RAND_INT(200.0f) + 200;
|
||||
this->fwork[10] = 20.0f;
|
||||
}
|
||||
if ((spE8 < spF4) && (spEC < spF4)) {
|
||||
@@ -1753,38 +1753,37 @@ void func_800319AC(Actor* this) {
|
||||
}
|
||||
if ((gLevelType == LEVELTYPE_SPACE) && (gCurrentLevel != LEVEL_BOLSE)) {
|
||||
if ((gCurrentLevel == LEVEL_SECTOR_Z) && (this->unk_0E4 == 8)) {
|
||||
Rand_ZeroOne();
|
||||
spE4 = 0.0f;
|
||||
spE0 = (Rand_ZeroOne() - 0.5f) * 500.0f;
|
||||
spDC = ((Rand_ZeroOne() - 0.5f) * 5000.0f) + 12000.0f;
|
||||
spE4 = RAND_FLOAT_CENTERED(0.0f);
|
||||
spE0 = RAND_FLOAT_CENTERED(500.0f);
|
||||
spDC = RAND_FLOAT_CENTERED(5000.0f) + 12000.0f;
|
||||
} else {
|
||||
spE4 = (Rand_ZeroOne() - 0.5f) * 15000.0f;
|
||||
spE0 = (Rand_ZeroOne() - 0.5f) * 1000.0f;
|
||||
spDC = (Rand_ZeroOne() - 0.5f) * 15000.0f;
|
||||
spE4 = RAND_FLOAT_CENTERED(15000.0f);
|
||||
spE0 = RAND_FLOAT_CENTERED(1000.0f);
|
||||
spDC = RAND_FLOAT_CENTERED(15000.0f);
|
||||
}
|
||||
} else {
|
||||
spE4 = (Rand_ZeroOne() - 0.5f) * 10000.0f;
|
||||
spE4 = RAND_FLOAT_CENTERED(10000.0f);
|
||||
if ((gCurrentLevel == LEVEL_BOLSE) || (gCurrentLevel == LEVEL_KATINA) ||
|
||||
(gCurrentLevel == LEVEL_VENOM_2)) {
|
||||
spE0 = Rand_ZeroOne() * 1000.0f;
|
||||
spE0 = RAND_FLOAT(1000.0f);
|
||||
} else {
|
||||
spE0 = 0.0f;
|
||||
}
|
||||
spDC = (Rand_ZeroOne() - 0.5f) * 10000.0f;
|
||||
spDC = RAND_FLOAT_CENTERED(10000.0f);
|
||||
if ((gCurrentLevel == LEVEL_KATINA) && (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_0)) {
|
||||
spE4 = (Rand_ZeroOne() - 0.5f) * 5000.0f;
|
||||
spDC = (Rand_ZeroOne() - 0.5f) * 5000.0f;
|
||||
spE4 = RAND_FLOAT_CENTERED(5000.0f);
|
||||
spDC = RAND_FLOAT_CENTERED(5000.0f);
|
||||
}
|
||||
}
|
||||
if ((fabsf(this->obj.pos.x - spE4) > 2000.0f) || (fabsf(this->obj.pos.z - spDC) > 2000.0f)) {
|
||||
this->fwork[4] = spE4;
|
||||
this->fwork[5] = spE0;
|
||||
this->fwork[6] = spDC;
|
||||
this->timer_0BC = (s32) (Rand_ZeroOne() * 20.0f) + 10;
|
||||
this->timer_0BC = RAND_INT(20.0f) + 10;
|
||||
}
|
||||
}
|
||||
if (this->timer_0C0 == 0) {
|
||||
this->timer_0C0 = (s32) (Rand_ZeroOne() * 200.0f) + 200;
|
||||
this->timer_0C0 = RAND_INT(200.0f) + 200;
|
||||
this->fwork[10] = 30.0f;
|
||||
}
|
||||
if ((this->unk_0E6 > 0) && (gActors[this->unk_0E6].obj.id == OBJ_ACTOR_197) &&
|
||||
@@ -1886,7 +1885,7 @@ void func_800319AC(Actor* this) {
|
||||
sp108 = func_8003049C(this);
|
||||
if ((sp108 != 0) && (this->unk_0E4 < 10) && (this->timer_0BE == 0) &&
|
||||
((this->fwork[7] < 0.01f) || (this->fwork[7] > 359.9f))) {
|
||||
this->timer_0BE = (s32) (Rand_ZeroOne() * 200.0f) + 200;
|
||||
this->timer_0BE = RAND_INT(200.0f) + 200;
|
||||
if (Rand_ZeroOne() < 0.5f) {
|
||||
this->fwork[8] = 0.0f;
|
||||
this->fwork[7] = 360.0f;
|
||||
@@ -1954,10 +1953,10 @@ void func_800319AC(Actor* this) {
|
||||
this->obj.rot.y = this->unk_0F4.y;
|
||||
Math_SmoothStepToF(&this->fwork[0], this->fwork[1], 0.2f, 1.0f, 0.1f);
|
||||
Math_SmoothStepToF(&this->fwork[2], this->fwork[3], 1.0f, 0.1f, 0.1f);
|
||||
spC0 = __sinf(this->obj.rot.x * M_DTOR);
|
||||
spB8 = __cosf(this->obj.rot.x * M_DTOR);
|
||||
spBC = __sinf(this->obj.rot.y * M_DTOR);
|
||||
spB4 = __cosf(this->obj.rot.y * M_DTOR);
|
||||
spC0 = SIN_DEG(this->obj.rot.x);
|
||||
spB8 = COS_DEG(this->obj.rot.x);
|
||||
spBC = SIN_DEG(this->obj.rot.y);
|
||||
spB4 = COS_DEG(this->obj.rot.y);
|
||||
|
||||
sp9C.z = (this->fwork[0] + this->fwork[9]) * spB8;
|
||||
sp9C.y = (this->fwork[0] + this->fwork[9]) * -spC0;
|
||||
@@ -2170,7 +2169,7 @@ void func_80035448(Actor* actor) {
|
||||
|
||||
if (actor->unk_0E4 != 1000) {
|
||||
if ((actor->iwork[8] != 0) && (actor->unk_0E4 < 100)) {
|
||||
pad2 = __sinf(actor->iwork[8] * 400.0f * M_DTOR);
|
||||
pad2 = SIN_DEG(actor->iwork[8] * 400.0f);
|
||||
sp38 = actor->iwork[8] * pad2;
|
||||
Matrix_RotateY(gGfxMatrix, M_DTOR * sp38, 1);
|
||||
Matrix_RotateX(gGfxMatrix, M_DTOR * sp38, 1);
|
||||
|
||||
@@ -556,7 +556,7 @@ bool func_80099254(Vec3f* arg0, Vec3f* arg1, Vec3f* arg2, CollisionHeader* arg3,
|
||||
sp108.dist = var_s0->dist;
|
||||
if ((DOT_XYZ(sp108.normal, temp_V3f1) + sp108.dist) <= 0.0f) {
|
||||
temp_fs0 = sp108.normal.x * arg2->x + sp108.normal.y * arg2->y + sp108.normal.z * arg2->z;
|
||||
if (Math_FAcosF(temp_fs0 / (sqrtf(VEC3F_SQ(sp108.normal)) * spEC)) > M_PI / 2.0f) {
|
||||
if (Math_FAcosF(temp_fs0 / (sqrtf(VEC3F_SQ(sp108.normal)) * spEC)) > M_PI / 2) {
|
||||
temp_fs0 = (DOT_XYZ(sp108.normal, temp_V3f1) + sp108.dist) / temp_fs0;
|
||||
spDC.x = temp_V3f1.x - (arg2->x * temp_fs0);
|
||||
spDC.y = temp_V3f1.y - (arg2->y * temp_fs0);
|
||||
|
||||
+14
-14
@@ -693,7 +693,7 @@ void func_80037CF4(PlayerShot* shot, Actor* actor, s32 hitIndex) {
|
||||
} else {
|
||||
shot->unk_64 = 25;
|
||||
shot->obj.rot.y += 90.0f;
|
||||
shot->obj.rot.x = Rand_ZeroOne() * 360.0f;
|
||||
shot->obj.rot.x = RAND_FLOAT(360.0f);
|
||||
Matrix_RotateY(gCalcMatrix, shot->obj.rot.y * M_DTOR, 0);
|
||||
Matrix_RotateX(gCalcMatrix, shot->obj.rot.x * M_DTOR, 1);
|
||||
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp44, &sp38);
|
||||
@@ -839,7 +839,7 @@ void func_80038140(PlayerShot* shot) {
|
||||
(fabsf(player->pos.y - shot->obj.pos.y) < temp_fa0)) {
|
||||
if (player->unk_280 >= 100) {
|
||||
shot->obj.rot.y = player->unk_0E8 + player->unk_114 + 180.0f + 90.0f;
|
||||
shot->obj.rot.x = Rand_ZeroOne() * 360.0f;
|
||||
shot->obj.rot.x = RAND_FLOAT(360.0f);
|
||||
Matrix_RotateY(gCalcMatrix, shot->obj.rot.y * M_DTOR, 0);
|
||||
Matrix_RotateX(gCalcMatrix, shot->obj.rot.x * M_DTOR, 1);
|
||||
sp88.x = sp88.y = 0.0f;
|
||||
@@ -1221,8 +1221,8 @@ void func_80039A50(PlayerShot* shot) {
|
||||
}
|
||||
} else {
|
||||
if ((shot->obj.id == PLAYERSHOT_5) || (shot->obj.id == PLAYERSHOT_6) || (shot->obj.id == PLAYERSHOT_7)) {
|
||||
shot->obj.rot.y = (-gPlayer[gPlayerNum].unk_058 * 180.0f) / M_PI;
|
||||
shot->obj.rot.x = (gPlayer[gPlayerNum].unk_05C * 180.0f) / M_PI;
|
||||
shot->obj.rot.y = RAD_TO_DEG(-gPlayer[gPlayerNum].unk_058);
|
||||
shot->obj.rot.x = RAD_TO_DEG(gPlayer[gPlayerNum].unk_05C);
|
||||
}
|
||||
if (shot->obj.id != PLAYERSHOT_2) {
|
||||
Matrix_RotateY(gGfxMatrix, shot->obj.rot.y * M_DTOR, 1);
|
||||
@@ -1334,7 +1334,7 @@ void func_80039A50(PlayerShot* shot) {
|
||||
var_fv1 = 0.0f;
|
||||
}
|
||||
Matrix_RotateY(gGfxMatrix, var_fv1, 1);
|
||||
Matrix_RotateZ(gGfxMatrix, 0.5235988f, 1);
|
||||
Matrix_RotateZ(gGfxMatrix, 30.0f * M_DTOR, 1);
|
||||
Matrix_Scale(gGfxMatrix, 2.0f, 2.0f, 2.0f, 1);
|
||||
Matrix_SetGfxMtx(&gMasterDisp);
|
||||
gSPDisplayList(gMasterDisp++, D_301AD60);
|
||||
@@ -1346,7 +1346,7 @@ void func_80039A50(PlayerShot* shot) {
|
||||
var_fv1 = 0.0f;
|
||||
}
|
||||
Matrix_RotateY(gGfxMatrix, var_fv1, 1);
|
||||
Matrix_RotateZ(gGfxMatrix, 0.5235988f, 1);
|
||||
Matrix_RotateZ(gGfxMatrix, 30.0f * M_DTOR, 1);
|
||||
Matrix_Scale(gGfxMatrix, 1.0f, 0.65f, 1.0f, 1);
|
||||
Matrix_SetGfxMtx(&gMasterDisp);
|
||||
RCP_SetupDL_68();
|
||||
@@ -1626,12 +1626,12 @@ void func_8003B55C(PlayerShot* shot, s32 index) {
|
||||
func_8007B8F8(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f);
|
||||
func_8007B8F8(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f);
|
||||
func_8007B8F8(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f);
|
||||
func_i3_801AC8A8(((Rand_ZeroOne() - 0.5f) * 10.0f) + shot->obj.pos.x,
|
||||
((Rand_ZeroOne() - 0.5f) * 10.0f) + shot->obj.pos.y, shot->obj.pos.z, 0.8f, 0);
|
||||
func_i3_801AC8A8(((Rand_ZeroOne() - 0.5f) * 10.0f) + shot->obj.pos.x,
|
||||
((Rand_ZeroOne() - 0.5f) * 10.0f) + shot->obj.pos.y, shot->obj.pos.z, 0.8f, 0);
|
||||
func_i3_801AC8A8(((Rand_ZeroOne() - 0.5f) * 10.0f) + shot->obj.pos.x,
|
||||
((Rand_ZeroOne() - 0.5f) * 10.0f) + shot->obj.pos.y, shot->obj.pos.z, 0.8f, 0);
|
||||
func_i3_801AC8A8(RAND_FLOAT_CENTERED(10.0f) + shot->obj.pos.x, RAND_FLOAT_CENTERED(10.0f) + shot->obj.pos.y,
|
||||
shot->obj.pos.z, 0.8f, 0);
|
||||
func_i3_801AC8A8(RAND_FLOAT_CENTERED(10.0f) + shot->obj.pos.x, RAND_FLOAT_CENTERED(10.0f) + shot->obj.pos.y,
|
||||
shot->obj.pos.z, 0.8f, 0);
|
||||
func_i3_801AC8A8(RAND_FLOAT_CENTERED(10.0f) + shot->obj.pos.x, RAND_FLOAT_CENTERED(10.0f) + shot->obj.pos.y,
|
||||
shot->obj.pos.z, 0.8f, 0);
|
||||
}
|
||||
}
|
||||
if (shot->unk_64 == 0) {
|
||||
@@ -1898,7 +1898,7 @@ void func_8003C4D0(PlayerShot* shot, s32 damage) {
|
||||
actor->vel.y = sp64 * 0.03f;
|
||||
actor->vel.z = sp60 * 0.03f;
|
||||
actor->obj.status = OBJ_DYING;
|
||||
actor->timer_0BC = (s32) (Rand_ZeroOne() * 15.0f) + 10;
|
||||
actor->timer_0BC = RAND_INT(15.0f) + 10;
|
||||
actor->timer_0BE = 0;
|
||||
actor->timer_04C = 4;
|
||||
actor->obj.rot.x = Math_ModF(actor->obj.rot.x, 360.0f);
|
||||
@@ -2204,7 +2204,7 @@ void func_8003D54C(PlayerShot* shot, s32 index) {
|
||||
if ((shot->bonus >= 7) && (gBossActive == 0) && (gLevelMode == LEVELMODE_ON_RAILS) &&
|
||||
((gTeamShields[1] > 0) || (gTeamShields[2] > 0) || (gTeamShields[3] > 0))) {
|
||||
do {
|
||||
teamId = (s32) (Rand_ZeroOne() * 2.9f) + 1;
|
||||
teamId = RAND_INT(2.9f) + 1;
|
||||
} while (gTeamShields[teamId] <= 0);
|
||||
switch (teamId) {
|
||||
case 1:
|
||||
|
||||
+5
-5
@@ -605,7 +605,7 @@ void func_8003E1E8(void) {
|
||||
case LEVEL_SECTOR_Z:
|
||||
Matrix_Translate(gGfxMatrix, sp138 - 120.0f, -(sp134 - 120.0f), -290.0f, 1);
|
||||
Matrix_Scale(gGfxMatrix, 0.5f, 0.5f, 0.5f, 1);
|
||||
Matrix_RotateX(gGfxMatrix, M_PI / 2.0f, 1);
|
||||
Matrix_RotateX(gGfxMatrix, M_PI / 2, 1);
|
||||
Matrix_SetGfxMtx(&gMasterDisp);
|
||||
gSPDisplayList(gMasterDisp++, D_6002F80);
|
||||
break;
|
||||
@@ -631,8 +631,8 @@ void func_8003E1E8(void) {
|
||||
sp124 = 0;
|
||||
sp48 = 0.0f;
|
||||
for (sp124 = 0; sp124 < 300; sp124++, sp50++, sp4C++) {
|
||||
*sp50 = (Rand_ZeroOneSeeded() * 480.0f) - 80.0f;
|
||||
*sp4C = (Rand_ZeroOneSeeded() * 360.0f) - 60.0f;
|
||||
*sp50 = RAND_FLOAT_SEEDED(480.0f) - 80.0f;
|
||||
*sp4C = RAND_FLOAT_SEEDED(360.0f) - 60.0f;
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
Matrix_Translate(gGfxMatrix, (*sp50 - 160.0f) * 10.0f, (*sp4C - 120.0f) * 10.0f, -5000.0f, 1);
|
||||
Matrix_RotateZ(gGfxMatrix, sp48, 1);
|
||||
@@ -640,7 +640,7 @@ void func_8003E1E8(void) {
|
||||
Matrix_SetGfxMtx(&gMasterDisp);
|
||||
gSPDisplayList(gMasterDisp++, D_800CFD80);
|
||||
Matrix_Pop(&gGfxMatrix);
|
||||
sp48 += M_PI / 4.0f;
|
||||
sp48 += M_PI / 4;
|
||||
}
|
||||
}
|
||||
break;
|
||||
@@ -766,7 +766,7 @@ void func_80040954(void) {
|
||||
Matrix_Translate(gGfxMatrix, *var_s7 * temp_fs0, *var_s7 * -temp_fs1, 0.0f, 1);
|
||||
Matrix_Scale(gGfxMatrix, *var_s6, *var_s6, *var_s6, 1);
|
||||
if (((i == 5) || (i == 11)) && (gCurrentLevel != LEVEL_KATINA)) {
|
||||
Matrix_RotateX(gGfxMatrix, M_PI / 2.0f, 1);
|
||||
Matrix_RotateX(gGfxMatrix, M_PI / 2, 1);
|
||||
}
|
||||
Matrix_SetGfxMtx(&gMasterDisp);
|
||||
var_fv0 = *var_s4;
|
||||
|
||||
+44
-49
@@ -84,7 +84,7 @@ f32 D_800CA080[] = { -400.0f, 0.0f, 400.0f };
|
||||
|
||||
f32 D_800CA08C[] = { 0.0f, 200.0f, 0.0f };
|
||||
|
||||
f32 D_800CA098[] = { 1.0f, -0.8999999762f, 0.6999999881f };
|
||||
f32 D_800CA098[] = { 1.0f, -0.9f, 0.7f };
|
||||
|
||||
f32 D_800CA0A4[] = { 150.0f, 100.0f, 200.0f };
|
||||
|
||||
@@ -110,13 +110,13 @@ Vec3f D_800CA110[8] = {
|
||||
};
|
||||
|
||||
f32 D_800CA170[] = {
|
||||
0.150000006f, 0.4499999881f, 0.75f, 1.299999952f, 0.75f, 0.4499999881f, 0.150000006f, 0.0f,
|
||||
0.15f, 0.45f, 0.75f, 1.3f, 0.75f, 0.45f, 0.15f, 0.0f,
|
||||
};
|
||||
|
||||
f32 D_800CA190[] = { 5.0f, 5.199999809f };
|
||||
f32 D_800CA190[] = { 5.0f, 5.2f };
|
||||
|
||||
f32 D_800CA198[] = {
|
||||
0.5f, 1.5f, 2.5f, 1.5f, 0.5f, 0.200000003f, 0.200000003f,
|
||||
0.5f, 1.5f, 2.5f, 1.5f, 0.5f, 0.2f, 0.2f,
|
||||
};
|
||||
|
||||
f32 D_800CA1B4[] = {
|
||||
@@ -124,7 +124,7 @@ f32 D_800CA1B4[] = {
|
||||
};
|
||||
|
||||
f32 D_800CA1D4[] = {
|
||||
1.5f, 0.8700000048f, 0.8299999833f, 0.75f, 0.6999999881f, 0.6000000238f, 0.400000006f, 0.1000000015f,
|
||||
1.5f, 0.87f, 0.83f, 0.75f, 0.7f, 0.6f, 0.4f, 0.1f,
|
||||
};
|
||||
|
||||
AnimationHeader* D_800CA1F4[] = {
|
||||
@@ -239,7 +239,7 @@ void func_80048E40(Player* player) {
|
||||
Math_SmoothStepToF(&D_80177A48[2], 1.2f, 0.1f, 0.01f, 0.0f);
|
||||
Math_SmoothStepToF(&D_80177A48[0], 0.1f, 0.1f, 0.002f, 0.0f);
|
||||
Math_SmoothStepToF(&player->unk_0D0, 0.0f, 1.0f, 0.5f, 0.0f);
|
||||
Matrix_RotateX(gCalcMatrix, -0.08726646f, 0);
|
||||
Matrix_RotateX(gCalcMatrix, -5.0f * M_DTOR, 0);
|
||||
Matrix_RotateY(gCalcMatrix, D_80177A48[1] * M_DTOR, 1);
|
||||
sp5C.x = 0.0f;
|
||||
sp5C.y = 0.0f;
|
||||
@@ -354,9 +354,9 @@ void func_80048E40(Player* player) {
|
||||
player->unk_138 = player->pos.z + player->unk_08C;
|
||||
player->unk_0F8 = player->unk_0EC + player->unk_12C + player->unk_130;
|
||||
player->unk_088 += 10.0f;
|
||||
player->unk_080 = (-__sinf(player->unk_088 * M_DTOR)) * 0.3f;
|
||||
player->unk_080 = (-SIN_DEG(player->unk_088)) * 0.3f;
|
||||
player->unk_0F4 += 8.0f;
|
||||
player->unk_0F0 = __sinf(player->unk_0F4 * M_DTOR);
|
||||
player->unk_0F0 = SIN_DEG(player->unk_0F4);
|
||||
}
|
||||
|
||||
void func_80049630(Actor* actor) {
|
||||
@@ -445,7 +445,7 @@ void func_80049A9C(Effect* effect, f32 x, f32 y, f32 z) {
|
||||
effect->obj.pos.y = y;
|
||||
effect->obj.pos.z = z;
|
||||
effect->vel.z = 40.0f;
|
||||
effect->obj.rot.z = Rand_ZeroOne() * 360.0f;
|
||||
effect->obj.rot.z = RAND_FLOAT(360.0f);
|
||||
Object_SetInfo(&effect->info, effect->obj.id);
|
||||
}
|
||||
|
||||
@@ -457,9 +457,9 @@ void func_80049B44(void) {
|
||||
|
||||
for (i = 0; i < ARRAY_COUNT(gEffects); i++) {
|
||||
if (gEffects[i].obj.status == OBJ_FREE) {
|
||||
x = (Rand_ZeroOne() - 0.5f) * 400.0f;
|
||||
y = (Rand_ZeroOne() - 0.5f) * 400.0f;
|
||||
z = (-D_80177D20 - 500.0f) - Rand_ZeroOne() * 500.0f;
|
||||
x = RAND_FLOAT_CENTERED(400.0f);
|
||||
y = RAND_FLOAT_CENTERED(400.0f);
|
||||
z = -D_80177D20 - 500.0f - RAND_FLOAT(500.0f);
|
||||
func_80049A9C(&gEffects[i], x, y, z);
|
||||
break;
|
||||
}
|
||||
@@ -753,8 +753,8 @@ void func_8004A700(Actor* actor, s32 arg1) {
|
||||
actor->fwork[1] = D_800CA05C[arg1];
|
||||
actor->fwork[2] = D_800CA068[arg1];
|
||||
actor->fwork[3] = 4.0f;
|
||||
actor->fwork[7] = Rand_ZeroOne() * 100.0f;
|
||||
actor->fwork[8] = Rand_ZeroOne() * 100.0f;
|
||||
actor->fwork[7] = RAND_FLOAT(100.0f);
|
||||
actor->fwork[8] = RAND_FLOAT(100.0f);
|
||||
actor->obj.rot.z = D_800CA074[arg1];
|
||||
actor->iwork[11] = 1;
|
||||
Object_SetInfo(&actor->info, actor->obj.id);
|
||||
@@ -774,8 +774,8 @@ void func_8004A888(Effect* effect) {
|
||||
Effect_Initialize(effect);
|
||||
|
||||
effect->obj.status = OBJ_INIT;
|
||||
sp2C.x = (Rand_ZeroOne() - 0.5f) * 1500.0f;
|
||||
sp2C.y = (Rand_ZeroOne() - 0.5f) * 800.0f;
|
||||
sp2C.x = RAND_FLOAT_CENTERED(1500.0f);
|
||||
sp2C.y = RAND_FLOAT_CENTERED(800.0f);
|
||||
sp2C.z = 3000.0f;
|
||||
|
||||
Matrix_MultVec3f(gCalcMatrix, &sp2C, &sp20);
|
||||
@@ -795,7 +795,7 @@ void func_8004A888(Effect* effect) {
|
||||
effect->obj.id = OBJ_EFFECT_352;
|
||||
effect->timer_50 = 0x28;
|
||||
effect->unk_46 = 0x90;
|
||||
effect->scale2 = (Rand_ZeroOne() * 30.0f) + 10.0f;
|
||||
effect->scale2 = RAND_FLOAT(30.0f) + 10.0f;
|
||||
|
||||
if (Rand_ZeroOne() < 0.5f) {
|
||||
effect->obj.rot.z = 180.0f;
|
||||
@@ -961,9 +961,9 @@ void func_8004AAF4(Player* player) {
|
||||
|
||||
player->unk_0F8 = player->unk_0EC + player->unk_12C + player->unk_130;
|
||||
player->unk_088 += 10.0f;
|
||||
player->unk_080 = -__sinf(player->unk_088 * M_DTOR) * 0.3f;
|
||||
player->unk_080 = -SIN_DEG(player->unk_088) * 0.3f;
|
||||
player->unk_0F4 += 8.0f;
|
||||
player->unk_0F0 = __sinf(player->unk_0F4 * M_DTOR);
|
||||
player->unk_0F0 = SIN_DEG(player->unk_0F4);
|
||||
|
||||
func_800AA800(player);
|
||||
}
|
||||
@@ -1361,9 +1361,9 @@ void func_8004B368(Player* player) {
|
||||
Math_SmoothStepToF(&player->camAt.z, D_801779C0, D_80177A48[0], 50000.0f, 0.f);
|
||||
|
||||
player->unk_088 += 10.0f;
|
||||
player->unk_080 = (-__sinf(player->unk_088 * M_DTOR)) * 0.3f;
|
||||
player->unk_080 = (-SIN_DEG(player->unk_088)) * 0.3f;
|
||||
player->unk_0F4 += 8.0f;
|
||||
player->unk_0F0 = __sinf(player->unk_0F4 * M_DTOR);
|
||||
player->unk_0F0 = SIN_DEG(player->unk_0F4);
|
||||
}
|
||||
|
||||
void func_8004C90C(Player* player) {
|
||||
@@ -1649,7 +1649,7 @@ void func_8004D440(Player* player) {
|
||||
if ((gCurrentLevel != LEVEL_TRAINING) &&
|
||||
((gTeamShields[1] > 0) || (gTeamShields[2] > 0) || (gTeamShields[3] > 0))) {
|
||||
do {
|
||||
teamId = (s32) (Rand_ZeroOne() * 2.9f) + 1;
|
||||
teamId = RAND_INT(2.9f) + 1;
|
||||
} while (gTeamShields[teamId] <= 0);
|
||||
|
||||
switch (teamId) {
|
||||
@@ -1732,13 +1732,12 @@ void func_8004D828(Player* player) {
|
||||
|
||||
if (gCamCount == 1) {
|
||||
if (!(gGameFrameCount & 1)) {
|
||||
func_8007D24C((Rand_ZeroOne() - 0.5f) * 20.0 + player->pos.x,
|
||||
(Rand_ZeroOne() - 0.5f) * 20.0 + player->pos.y, player->unk_138, 2.2f);
|
||||
func_8007D24C(RAND_FLOAT_CENTERED(20.0) + player->pos.x, RAND_FLOAT_CENTERED(20.0) + player->pos.y,
|
||||
player->unk_138, 2.2f);
|
||||
}
|
||||
} else if (!(gGameFrameCount & 3)) {
|
||||
func_8007D10C(((Rand_ZeroOne() - 0.5f) * 10.0f) + player->pos.x,
|
||||
(Rand_ZeroOne() - 0.5f) * 10.0f + player->pos.y,
|
||||
((Rand_ZeroOne() - 0.5f) * 10.0f) + player->unk_138, 2.2f);
|
||||
func_8007D10C(RAND_FLOAT_CENTERED(10.0f) + player->pos.x, RAND_FLOAT_CENTERED(10.0f) + player->pos.y,
|
||||
RAND_FLOAT_CENTERED(10.0f) + player->unk_138, 2.2f);
|
||||
}
|
||||
|
||||
if ((player->pos.y < player->unk_0A4) && (player->unk_1D0 == 0)) {
|
||||
@@ -1821,9 +1820,7 @@ void func_8004D828(Player* player) {
|
||||
}
|
||||
|
||||
void func_8004DEF8(Player* player) {
|
||||
s32 pad[2];
|
||||
f32 sp34;
|
||||
s32 var_s0;
|
||||
s32 i;
|
||||
|
||||
if (player->unk_0E4 < 0.0f) {
|
||||
player->unk_0E4 += 1.0f;
|
||||
@@ -1850,8 +1847,7 @@ void func_8004DEF8(Player* player) {
|
||||
}
|
||||
|
||||
if (!(gGameFrameCount & 1)) {
|
||||
sp34 = Rand_ZeroOne();
|
||||
func_8007D24C(((sp34 - 0.5f) * 20.0) + player->pos.x, ((Rand_ZeroOne() - 0.5f) * 20.0) + player->pos.y,
|
||||
func_8007D24C(RAND_FLOAT_CENTERED(20.0) + player->pos.x, RAND_FLOAT_CENTERED(20.0) + player->pos.y,
|
||||
player->unk_138, 2.2f);
|
||||
}
|
||||
|
||||
@@ -1887,11 +1883,11 @@ void func_8004DEF8(Player* player) {
|
||||
func_8007BFFC(player->pos.x, player->pos.y - player->vel.y, player->unk_138 - (2.0f * player->vel.z), 0.0f,
|
||||
0.0f, 0.0f, 3.0f, 0x14);
|
||||
if (gLevelType == LEVELTYPE_PLANET) {
|
||||
for (var_s0 = 0; var_s0 < 2; var_s0++) {
|
||||
for (i = 0; i < 2; i++) {
|
||||
func_800A69F8(2, player->pos.x, player->pos.y, player->unk_138);
|
||||
}
|
||||
|
||||
for (var_s0 = 0; var_s0 < 4; var_s0++) {
|
||||
for (i = 0; i < 4; i++) {
|
||||
func_800A69F8(4, player->pos.x, player->pos.y, player->unk_138);
|
||||
}
|
||||
}
|
||||
@@ -1952,9 +1948,9 @@ void func_8004E4D4(Actor* actor) {
|
||||
f32 sp34;
|
||||
|
||||
actor->fwork[7] += 3.0f;
|
||||
actor->unk_0F4.z = __sinf(actor->fwork[7] * M_DTOR) * 1.5f;
|
||||
actor->unk_0F4.z = SIN_DEG(actor->fwork[7]) * 1.5f;
|
||||
actor->fwork[8] += 2.0f;
|
||||
sp34 = __sinf(actor->fwork[8] * M_DTOR) * 10.0f;
|
||||
sp34 = SIN_DEG(actor->fwork[8]) * 10.0f;
|
||||
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
@@ -2040,7 +2036,7 @@ void func_8004E4D4(Actor* actor) {
|
||||
actor->fwork[1] = sp3C.y;
|
||||
actor->fwork[2] = sp3C.z - 100.0f;
|
||||
|
||||
Math_SmoothStepToF(&actor->obj.rot.z, __sinf(actor->fwork[3] * M_DTOR) * -30.0f, 0.1f, 2.0f, 0.0f);
|
||||
Math_SmoothStepToF(&actor->obj.rot.z, SIN_DEG(actor->fwork[3]) * -30.0f, 0.1f, 2.0f, 0.0f);
|
||||
Math_SmoothStepToF(&actor->obj.pos.x, actor->fwork[0] + sp38->pos.x, 0.03f, 10.0f, 0.0f);
|
||||
Math_SmoothStepToF(&actor->obj.pos.y, actor->fwork[1] + sp38->pos.y + sp34, 0.03f, 10.0f, 0.0f);
|
||||
Math_SmoothStepToF(&actor->obj.pos.z, actor->fwork[2] + sp38->unk_138, 0.03f, 10.0f, 0.0f);
|
||||
@@ -2181,7 +2177,7 @@ void func_8004EBD0(Actor* actor) {
|
||||
void func_8004F05C(Actor* actor) {
|
||||
if (((gLevelType == LEVELTYPE_PLANET) && (actor->unk_0B6 == 0)) || (gCurrentLevel == LEVEL_BOLSE)) {
|
||||
actor->fwork[0] += 3.0f;
|
||||
actor->fwork[1] = __sinf(actor->fwork[0] * M_DTOR) * 1.5f;
|
||||
actor->fwork[1] = SIN_DEG(actor->fwork[0]) * 1.5f;
|
||||
}
|
||||
|
||||
switch (gCurrentLevel) {
|
||||
@@ -2190,8 +2186,8 @@ void func_8004F05C(Actor* actor) {
|
||||
case 0:
|
||||
if (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_2) {
|
||||
actor->unk_0F4.z += actor->unk_0F4.y;
|
||||
actor->vel.x = __sinf(actor->unk_0F4.z * M_DTOR) * 10.0f;
|
||||
actor->obj.rot.z = __sinf(actor->unk_0F4.z * M_DTOR) * 40.0f;
|
||||
actor->vel.x = SIN_DEG(actor->unk_0F4.z) * 10.0f;
|
||||
actor->obj.rot.z = SIN_DEG(actor->unk_0F4.z) * 40.0f;
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -2641,12 +2637,12 @@ void func_8004FEC0(Actor* actor) {
|
||||
|
||||
for (sp2D0 = 0; sp2D0 < 30; sp2D0++) {
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
Matrix_Translate(gGfxMatrix, ((Rand_ZeroOneSeeded() - 0.5f) * 3000.0f) * actor->fwork[20],
|
||||
((Rand_ZeroOneSeeded() - 0.5f) * 3000.0f) * actor->fwork[20],
|
||||
((Rand_ZeroOneSeeded() - 0.5f) * 3000.0f) * actor->fwork[20], 1);
|
||||
Matrix_RotateY(gGfxMatrix, 2.0f * (Rand_ZeroOneSeeded() * M_PI), 1);
|
||||
Matrix_Translate(gGfxMatrix, RAND_FLOAT_CENTERED_SEEDED(3000.0f) * actor->fwork[20],
|
||||
RAND_FLOAT_CENTERED_SEEDED(3000.0f) * actor->fwork[20],
|
||||
RAND_FLOAT_CENTERED_SEEDED(3000.0f) * actor->fwork[20], 1);
|
||||
Matrix_RotateY(gGfxMatrix, 2.0f * RAND_FLOAT_SEEDED(M_PI), 1);
|
||||
Matrix_RotateZ(gGfxMatrix, (2.0f * gGameFrameCount) * M_DTOR, 1);
|
||||
Matrix_RotateX(gGfxMatrix, 2.0f * (Rand_ZeroOneSeeded() * M_PI), 1);
|
||||
Matrix_RotateX(gGfxMatrix, 2.0f * RAND_FLOAT_SEEDED(M_PI), 1);
|
||||
|
||||
switch (sp2D0 & 3) {
|
||||
case 0:
|
||||
@@ -2666,8 +2662,7 @@ void func_8004FEC0(Actor* actor) {
|
||||
break;
|
||||
}
|
||||
|
||||
Matrix_Scale(gGfxMatrix, (Rand_ZeroOneSeeded() * 8.0f) + 8.0f, (Rand_ZeroOneSeeded() * 8.0f) + 8.0f,
|
||||
10.0f, 1);
|
||||
Matrix_Scale(gGfxMatrix, RAND_FLOAT_SEEDED(8.0f) + 8.0f, RAND_FLOAT_SEEDED(8.0f) + 8.0f, 10.0f, 1);
|
||||
Matrix_SetGfxMtx(&gMasterDisp);
|
||||
gSPDisplayList(gMasterDisp++, D_1021E20);
|
||||
Matrix_Pop(&gGfxMatrix);
|
||||
@@ -2678,11 +2673,11 @@ void func_8004FEC0(Actor* actor) {
|
||||
|
||||
if (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_2) {
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
Matrix_RotateX(gGfxMatrix, 0.34906584f, 1);
|
||||
Matrix_RotateX(gGfxMatrix, 20.0f * M_DTOR, 1);
|
||||
Matrix_RotateY(gGfxMatrix, (gGameFrameCount * 0.5f) * M_DTOR, 1);
|
||||
Matrix_Scale(gGfxMatrix, 2.0f, 2.0f, 2.0f, 1);
|
||||
} else {
|
||||
Matrix_RotateX(gGfxMatrix, -0.17453292f, 1);
|
||||
Matrix_RotateX(gGfxMatrix, -10.0f * M_DTOR, 1);
|
||||
Matrix_RotateY(gGfxMatrix, (gGameFrameCount * 0.3f) * M_DTOR, 1);
|
||||
Matrix_Scale(gGfxMatrix, 4.0f, 4.0f, 4.0f, 1);
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
|
||||
+12
-12
@@ -71,10 +71,10 @@ void func_80051B30(void) {
|
||||
case 0:
|
||||
if (D_800CA234->sfxPos[0] > 0.0f) {
|
||||
sp78 = 20.0f;
|
||||
sp74 = M_PI / 2.0f;
|
||||
sp74 = M_PI / 2;
|
||||
} else {
|
||||
sp78 = -20.0f;
|
||||
sp74 = -M_PI / 2.0f;
|
||||
sp74 = -M_PI / 2;
|
||||
}
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
Matrix_Translate(gGfxMatrix, sp78, 0.0f, -50.0f, 1);
|
||||
@@ -87,7 +87,7 @@ void func_80051B30(void) {
|
||||
case 1:
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
Matrix_Translate(gGfxMatrix, 20.0f, 0.0f, -50.0f, 1);
|
||||
Matrix_RotateZ(gGfxMatrix, -M_PI / 2.0f, 1);
|
||||
Matrix_RotateZ(gGfxMatrix, -M_PI / 2, 1);
|
||||
Matrix_Scale(gGfxMatrix, 0.03f, 0.03f, 0.03f, 1);
|
||||
Matrix_SetGfxMtx(&gMasterDisp);
|
||||
gSPDisplayList(gMasterDisp++, D_1023700);
|
||||
@@ -95,7 +95,7 @@ void func_80051B30(void) {
|
||||
sp78 = -20.0f;
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
Matrix_Translate(gGfxMatrix, -20.0f, 0.0f, -50.0f, 1);
|
||||
Matrix_RotateZ(gGfxMatrix, M_PI / 2.0f, 1);
|
||||
Matrix_RotateZ(gGfxMatrix, M_PI / 2, 1);
|
||||
Matrix_Scale(gGfxMatrix, 0.03f, 0.03f, 0.03f, 1);
|
||||
Matrix_SetGfxMtx(&gMasterDisp);
|
||||
gSPDisplayList(gMasterDisp++, D_1023700);
|
||||
@@ -738,7 +738,7 @@ void func_80054300(Player* player) {
|
||||
case FORM_ON_FOOT:
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
Matrix_Scale(gGfxMatrix, 0.5f, 0.5f, 0.5f, 1);
|
||||
Matrix_RotateX(gGfxMatrix, M_PI / 2.0f, 1);
|
||||
Matrix_RotateX(gGfxMatrix, M_PI / 2, 1);
|
||||
Matrix_SetGfxMtx(&gMasterDisp);
|
||||
gSPClearGeometryMode(gMasterDisp++, G_CULL_BACK);
|
||||
gSPDisplayList(gMasterDisp++, D_102A8A0);
|
||||
@@ -1118,7 +1118,7 @@ void func_80055E98(Player* player) {
|
||||
Matrix_RotateY(gGfxMatrix, -(M_DTOR * var_fs0), 1);
|
||||
Matrix_Scale(gGfxMatrix, player->unk_25C, 1.0f, 50.0f, 1);
|
||||
Matrix_Translate(gGfxMatrix, 0.0f, 0.0f, -17.5f, 1);
|
||||
Matrix_RotateX(gGfxMatrix, M_PI / 2.0f, 1);
|
||||
Matrix_RotateX(gGfxMatrix, M_PI / 2, 1);
|
||||
Matrix_RotateY(gGfxMatrix, M_DTOR * sp54, 1);
|
||||
Matrix_SetGfxMtx(&gMasterDisp);
|
||||
gSPDisplayList(gMasterDisp++, D_102A8A0);
|
||||
@@ -1131,7 +1131,7 @@ void func_80055E98(Player* player) {
|
||||
Matrix_RotateY(gGfxMatrix, -(M_DTOR * var_fs0), 1);
|
||||
Matrix_Scale(gGfxMatrix, player->unk_25C, 1.0f, 50.0f, 1);
|
||||
Matrix_Translate(gGfxMatrix, 0.0f, 0.0f, -17.5f, 1);
|
||||
Matrix_RotateX(gGfxMatrix, M_PI / 2.0f, 1);
|
||||
Matrix_RotateX(gGfxMatrix, M_PI / 2, 1);
|
||||
Matrix_RotateY(gGfxMatrix, M_DTOR * sp54, 1);
|
||||
Matrix_SetGfxMtx(&gMasterDisp);
|
||||
gSPDisplayList(gMasterDisp++, D_102A8A0);
|
||||
@@ -1501,9 +1501,9 @@ void func_800578C4(Player* player) {
|
||||
D_801779D8.x = player->pos.x + sp40.x;
|
||||
D_801779D8.y = player->pos.y + sp40.y + 20.0f;
|
||||
D_801779D8.z = player->unk_138 + sp40.z;
|
||||
D_801779E8.x = (__sinf(gGameFrameCount * 3.0f * M_DTOR) * 3.0f) + player->pos.x;
|
||||
D_801779E8.y = (__cosf(gGameFrameCount * 4.0f * M_DTOR) * 3.0f) + player->pos.y;
|
||||
D_801779E8.z = (__sinf(gGameFrameCount * 3.5f * M_DTOR) * 3.0f) + player->unk_138;
|
||||
D_801779E8.x = (SIN_DEG(gGameFrameCount * 3.0f) * 3.0f) + player->pos.x;
|
||||
D_801779E8.y = (COS_DEG(gGameFrameCount * 4.0f) * 3.0f) + player->pos.y;
|
||||
D_801779E8.z = (SIN_DEG(gGameFrameCount * 3.5f) * 3.0f) + player->unk_138;
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -1557,7 +1557,7 @@ void func_80057D00(void) {
|
||||
D_801779E8.z += player->unk_138 + player->unk_144;
|
||||
|
||||
if ((player->unk_238 != 0) && (player->unk_110 > 5.0f)) {
|
||||
D_801779E8.x += __sinf(gGameFrameCount * 150.0f * M_DTOR) * player->unk_110 * 0.2f;
|
||||
D_801779E8.x += SIN_DEG(gGameFrameCount * 150.0f) * player->unk_110 * 0.2f;
|
||||
}
|
||||
} else if (player->state_1C8 == PLAYERSTATE_1C8_7) {
|
||||
func_800578C4(player);
|
||||
@@ -1580,7 +1580,7 @@ void func_80057D00(void) {
|
||||
sp78.z = 0.0f;
|
||||
Matrix_MultVec3f(gCalcMatrix, &sp78, &sp6C);
|
||||
if (D_80178410 != 0) {
|
||||
D_80178428 = (gPlayer[0].unk_034 / 180.0f) * M_PI;
|
||||
D_80178428 = DEG_TO_RAD(gPlayer[0].unk_034);
|
||||
func_800B6F50(D_801779D8.x, D_801779D8.y, D_801779D8.z, D_801779E8.x, D_801779E8.y, D_801779E8.z);
|
||||
func_8003DAF0();
|
||||
}
|
||||
|
||||
+14
-14
@@ -160,7 +160,7 @@ void func_80059FDC(Item* item) {
|
||||
|
||||
void func_8005A010(Object_4C* obj4C) {
|
||||
if (obj4C->unk_48 == 0) {
|
||||
Matrix_RotateY(gGfxMatrix, M_PI / 2.0f, 1);
|
||||
Matrix_RotateY(gGfxMatrix, M_PI / 2, 1);
|
||||
Matrix_SetGfxMtx(&gMasterDisp);
|
||||
gSPDisplayList(gMasterDisp++, D_60361F0);
|
||||
}
|
||||
@@ -459,7 +459,7 @@ void func_8005ADAC(Actor* actor) {
|
||||
Matrix_Translate(gGfxMatrix, 70.0f, -10.0f, -100.0f, 1);
|
||||
Matrix_Scale(gGfxMatrix, sp5C, 1.0f, 50.0f, 1);
|
||||
Matrix_Translate(gGfxMatrix, 0.0f, 0.0f, -17.5f, 1);
|
||||
Matrix_RotateX(gGfxMatrix, M_PI / 2.0f, 1);
|
||||
Matrix_RotateX(gGfxMatrix, M_PI / 2, 1);
|
||||
Matrix_RotateY(gGfxMatrix, M_DTOR * sp54, 1);
|
||||
Matrix_SetGfxMtx(&gMasterDisp);
|
||||
gSPDisplayList(gMasterDisp++, D_102A8A0);
|
||||
@@ -468,7 +468,7 @@ void func_8005ADAC(Actor* actor) {
|
||||
Matrix_Translate(gGfxMatrix, -70.0f, -10.0f, -100.0f, 1);
|
||||
Matrix_Scale(gGfxMatrix, sp5C, 1.0f, 50.0f, 1);
|
||||
Matrix_Translate(gGfxMatrix, 0.0f, 0.0f, -17.5f, 1);
|
||||
Matrix_RotateX(gGfxMatrix, M_PI / 2.0f, 1);
|
||||
Matrix_RotateX(gGfxMatrix, M_PI / 2, 1);
|
||||
Matrix_RotateY(gGfxMatrix, M_DTOR * sp54, 1);
|
||||
Matrix_SetGfxMtx(&gMasterDisp);
|
||||
gSPDisplayList(gMasterDisp++, D_102A8A0);
|
||||
@@ -624,7 +624,7 @@ void func_8005BAB4(ObjectId objId, s32 index) {
|
||||
case OBJ_EFFECT_374:
|
||||
if (gEffects[index].state == 0) {
|
||||
Matrix_Scale(gGfxMatrix, 1.2f, 0.0f, 1.2f, 1);
|
||||
Matrix_RotateX(gGfxMatrix, M_PI / 2.0f, 1);
|
||||
Matrix_RotateX(gGfxMatrix, M_PI / 2, 1);
|
||||
Matrix_SetGfxMtx(&gMasterDisp);
|
||||
gSPDisplayList(gMasterDisp++, D_102A8A0);
|
||||
}
|
||||
@@ -636,7 +636,7 @@ void func_8005BAB4(ObjectId objId, s32 index) {
|
||||
switch (gActors[index].unk_0B4) {
|
||||
case 3:
|
||||
Matrix_Scale(gGfxMatrix, 2.3f, 0.0f, 2.3f, 1);
|
||||
Matrix_RotateX(gGfxMatrix, M_PI / 2.0f, 1);
|
||||
Matrix_RotateX(gGfxMatrix, M_PI / 2, 1);
|
||||
Matrix_SetGfxMtx(&gMasterDisp);
|
||||
gSPDisplayList(gMasterDisp++, D_102A010);
|
||||
break;
|
||||
@@ -646,7 +646,7 @@ void func_8005BAB4(ObjectId objId, s32 index) {
|
||||
gDPSetEnvColor(gMasterDisp++, 0, 0, 0, 255);
|
||||
temp_fv0 = gActors[index].fwork[15] * 3.0f;
|
||||
Matrix_Scale(gGfxMatrix, temp_fv0, temp_fv0, temp_fv0, 1);
|
||||
Matrix_RotateX(gGfxMatrix, -M_PI / 2.0f, 1);
|
||||
Matrix_RotateX(gGfxMatrix, -M_PI / 2, 1);
|
||||
Matrix_SetGfxMtx(&gMasterDisp);
|
||||
gSPDisplayList(gMasterDisp++, D_1024AC0);
|
||||
break;
|
||||
@@ -670,7 +670,7 @@ void func_8005BAB4(ObjectId objId, s32 index) {
|
||||
RCP_SetupDL(&gMasterDisp, 0x40);
|
||||
gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 0, 0, 0, 200);
|
||||
}
|
||||
Matrix_RotateX(gGfxMatrix, M_PI / 2.0f, 1);
|
||||
Matrix_RotateX(gGfxMatrix, M_PI / 2, 1);
|
||||
Graphics_SetScaleMtx(150.0f);
|
||||
gSPDisplayList(gMasterDisp++, D_102A8A0);
|
||||
break;
|
||||
@@ -678,7 +678,7 @@ void func_8005BAB4(ObjectId objId, s32 index) {
|
||||
case OBJ_BOSS_294:
|
||||
case OBJ_BOSS_295:
|
||||
case OBJ_BOSS_296:
|
||||
__cosf(gBosses[index].obj.rot.z * M_DTOR);
|
||||
COS_DEG(gBosses[index].obj.rot.z);
|
||||
if (D_80161A88 == 2) {
|
||||
gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, 90);
|
||||
} else {
|
||||
@@ -712,7 +712,7 @@ void func_8005BAB4(ObjectId objId, s32 index) {
|
||||
Matrix_RotateX(gGfxMatrix, gActors[index].fwork[0], 1);
|
||||
Matrix_RotateZ(gGfxMatrix, gActors[index].fwork[2], 1);
|
||||
Matrix_Scale(gGfxMatrix, gActors[index].scale, 1.0f, gActors[index].scale, 1);
|
||||
Matrix_RotateX(gGfxMatrix, -M_PI / 2.0f, 1);
|
||||
Matrix_RotateX(gGfxMatrix, -M_PI / 2, 1);
|
||||
Matrix_SetGfxMtx(&gMasterDisp);
|
||||
gSPDisplayList(gMasterDisp++, D_1024AC0);
|
||||
break;
|
||||
@@ -726,7 +726,7 @@ void func_8005BAB4(ObjectId objId, s32 index) {
|
||||
Matrix_RotateZ(gGfxMatrix, gActors[index].fwork[2] * M_DTOR, 1);
|
||||
Matrix_RotateY(gGfxMatrix, gActors[index].obj.rot.y * M_DTOR, 1);
|
||||
Matrix_Scale(gGfxMatrix, 6.0f, 1.0f, 7.5f, 1);
|
||||
Matrix_RotateX(gGfxMatrix, -M_PI / 2.0f, 1);
|
||||
Matrix_RotateX(gGfxMatrix, -M_PI / 2, 1);
|
||||
Matrix_SetGfxMtx(&gMasterDisp);
|
||||
gSPDisplayList(gMasterDisp++, D_1024AC0);
|
||||
break;
|
||||
@@ -738,7 +738,7 @@ void func_8005BAB4(ObjectId objId, s32 index) {
|
||||
Matrix_RotateZ(gGfxMatrix, gActors[index].fwork[2], 1);
|
||||
Matrix_Translate(gGfxMatrix, 0.0f, 0.0f, 0.0f, 1);
|
||||
Matrix_Scale(gGfxMatrix, 1.2f, 1.0f, 1.2f, 1);
|
||||
Matrix_RotateX(gGfxMatrix, -M_PI / 2.0f, 1);
|
||||
Matrix_RotateX(gGfxMatrix, -M_PI / 2, 1);
|
||||
Matrix_SetGfxMtx(&gMasterDisp);
|
||||
gSPDisplayList(gMasterDisp++, D_1024AC0);
|
||||
break;
|
||||
@@ -1447,7 +1447,7 @@ void Object_58_Draw(Object_58* obj58) {
|
||||
Matrix_RotateY(gGfxMatrix, obj58->obj.rot.y * M_DTOR, 1);
|
||||
Matrix_RotateX(gGfxMatrix, obj58->obj.rot.x * M_DTOR, 1);
|
||||
Matrix_RotateZ(gGfxMatrix, obj58->obj.rot.z * M_DTOR, 1);
|
||||
Matrix_RotateY(gGfxMatrix, M_PI / 2.0f, 1);
|
||||
Matrix_RotateY(gGfxMatrix, M_PI / 2, 1);
|
||||
Matrix_Translate(gGfxMatrix, -551.0f, 0.0f, 0.0f, 1);
|
||||
Matrix_SetGfxMtx(&gMasterDisp);
|
||||
gSPDisplayList(gMasterDisp++, D_6007650);
|
||||
@@ -1679,8 +1679,8 @@ void func_8006046C(s32 arg0) {
|
||||
for (i = 0, effect = gEffects; i < ARRAY_COUNT(gEffects); i++, effect++) {
|
||||
if (effect->obj.status >= OBJ_ACTIVE) {
|
||||
if (effect->info.unk_14 == 1) {
|
||||
effect->obj.rot.y = (-gPlayer[gPlayerNum].unk_058 * 180.0f) / M_PI;
|
||||
effect->obj.rot.x = (gPlayer[gPlayerNum].unk_05C * 180.0f) / M_PI;
|
||||
effect->obj.rot.y = RAD_TO_DEG(-gPlayer[gPlayerNum].unk_058);
|
||||
effect->obj.rot.x = RAD_TO_DEG(gPlayer[gPlayerNum].unk_05C);
|
||||
}
|
||||
if (gLevelMode == LEVELMODE_ALL_RANGE) {
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
|
||||
+104
-108
@@ -208,7 +208,7 @@ void func_800778C4(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 y
|
||||
effect->scale2 = scale2;
|
||||
effect->unk_4C = 0;
|
||||
effect->scale1 = 0.5f;
|
||||
effect->obj.rot.z = Rand_ZeroOne() * 360.0f;
|
||||
effect->obj.rot.z = RAND_FLOAT(360.0f);
|
||||
Object_SetInfo(&effect->info, effect->obj.id);
|
||||
effect->unk_44 = 255;
|
||||
}
|
||||
@@ -403,7 +403,7 @@ void func_80078438(Effect* effect) {
|
||||
void func_800784B4(Effect* effect) {
|
||||
gDPSetPrimColor(gMasterDisp++, 0, 0, 255, 255, 255, effect->unk_46);
|
||||
Graphics_SetScaleMtx(effect->scale2);
|
||||
Matrix_RotateX(gGfxMatrix, (M_PI / 2.0f), 1);
|
||||
Matrix_RotateX(gGfxMatrix, M_PI / 2, 1);
|
||||
Matrix_SetGfxMtx(&gMasterDisp);
|
||||
gSPDisplayList(gMasterDisp++, D_200D750);
|
||||
}
|
||||
@@ -430,7 +430,7 @@ void func_8007868C(Effect* effect) {
|
||||
gSPClearGeometryMode(gMasterDisp++, G_CULL_BACK);
|
||||
Matrix_Scale(gGfxMatrix, effect->scale2, effect->scale2, effect->scale2, 1);
|
||||
if (effect->unk_44 >= 2) {
|
||||
Matrix_RotateX(gGfxMatrix, (M_PI / 2.0f), 1);
|
||||
Matrix_RotateX(gGfxMatrix, M_PI / 2, 1);
|
||||
}
|
||||
Matrix_SetGfxMtx(&gMasterDisp);
|
||||
gSPDisplayList(gMasterDisp++, D_1029780);
|
||||
@@ -441,7 +441,7 @@ void func_8007879C(Effect* effect) {
|
||||
RCP_SetupDL_60(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar);
|
||||
gSPClearGeometryMode(gMasterDisp++, G_CULL_BACK);
|
||||
Matrix_Scale(gGfxMatrix, effect->scale2 * 0.6f, 1.0f, effect->scale2 * 3.5f, 1);
|
||||
Matrix_RotateX(gGfxMatrix, (M_PI / 2.0f), 1);
|
||||
Matrix_RotateX(gGfxMatrix, M_PI / 2, 1);
|
||||
Matrix_SetGfxMtx(&gMasterDisp);
|
||||
gSPDisplayList(gMasterDisp++, D_1029780);
|
||||
RCP_SetupDL(&gMasterDisp, 0x40);
|
||||
@@ -609,12 +609,12 @@ void func_8007905C(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2, u8
|
||||
effect->vel.x = (xPos - gBosses[1].obj.pos.x) * 0.1f;
|
||||
effect->vel.z = (zPos - gBosses[1].obj.pos.z) * 0.1f;
|
||||
} else if (scale2 == 1.3f) {
|
||||
effect->vel.x = ((Rand_ZeroOne() * 0.05f) + 0.03f) * xPos;
|
||||
effect->vel.z = ((Rand_ZeroOne() * 0.05f) + 0.03f) * zPos;
|
||||
effect->vel.x = (RAND_FLOAT(0.05f) + 0.03f) * xPos;
|
||||
effect->vel.z = (RAND_FLOAT(0.05f) + 0.03f) * zPos;
|
||||
effect->vel.y = 5.0f;
|
||||
} else if (scale2 == 1.55f) {
|
||||
effect->vel.x = (Rand_ZeroOne() - 0.5f) * 10.0f;
|
||||
effect->vel.z = (Rand_ZeroOne() - 0.5f) * 10.0f;
|
||||
effect->vel.x = RAND_FLOAT_CENTERED(10.0f);
|
||||
effect->vel.z = RAND_FLOAT_CENTERED(10.0f);
|
||||
} else if ((gCurrentLevel == LEVEL_BOLSE) && ((scale2 == 5.11f) || (scale2 == 7.22f))) {
|
||||
sp3C.x = gPlayer[0].pos.x;
|
||||
sp3C.y = gPlayer[0].pos.y;
|
||||
@@ -624,25 +624,24 @@ void func_8007905C(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2, u8
|
||||
xAng = -Math_Atan2F(sp3C.y - yPos, sp38);
|
||||
Matrix_RotateY(gCalcMatrix, yAng, 0);
|
||||
Matrix_RotateX(gCalcMatrix, xAng, 1);
|
||||
sp54.x = (Rand_ZeroOne() - 0.5f) * 50.0f;
|
||||
sp54.y = (Rand_ZeroOne() - 0.5f) * 50.0f;
|
||||
sp54.z = (Rand_ZeroOne() * 10.0f) + 150.0f;
|
||||
sp54.x = RAND_FLOAT_CENTERED(50.0f);
|
||||
sp54.y = RAND_FLOAT_CENTERED(50.0f);
|
||||
sp54.z = RAND_FLOAT(10.0f) + 150.0f;
|
||||
Matrix_MultVec3f(gCalcMatrix, &sp54, &sp48);
|
||||
effect->vel.x = sp48.x;
|
||||
effect->vel.y = sp48.y;
|
||||
effect->vel.z = sp48.z;
|
||||
} else {
|
||||
effect->vel.y =
|
||||
(gLevelType == LEVELTYPE_PLANET) ? (Rand_ZeroOne() * 7.0f) + 7.0f : (Rand_ZeroOne() - 0.5f) * 10.0f;
|
||||
effect->vel.x = (Rand_ZeroOne() - 0.5f) * 10.0f;
|
||||
effect->vel.z = (Rand_ZeroOne() - 0.5f) * 10.0f;
|
||||
effect->vel.y = (gLevelType == LEVELTYPE_PLANET) ? RAND_FLOAT(7.0f) + 7.0f : RAND_FLOAT_CENTERED(10.0f);
|
||||
effect->vel.x = RAND_FLOAT_CENTERED(10.0f);
|
||||
effect->vel.z = RAND_FLOAT_CENTERED(10.0f);
|
||||
}
|
||||
effect->scale2 = ((Rand_ZeroOne() * 0.8f) + 0.3f) * scale2;
|
||||
effect->timer_50 = (s32) (Rand_ZeroOne() * 50.0f) + 70;
|
||||
effect->obj.rot.x = Rand_ZeroOne() * 360.0f;
|
||||
effect->unk_60.x = (Rand_ZeroOne() - 0.5f) * 30.0f;
|
||||
effect->unk_60.y = (Rand_ZeroOne() - 0.5f) * 30.0f;
|
||||
effect->unk_60.z = (Rand_ZeroOne() - 0.5f) * 30.0f;
|
||||
effect->scale2 = (RAND_FLOAT(0.8f) + 0.3f) * scale2;
|
||||
effect->timer_50 = RAND_INT(50.0f) + 70;
|
||||
effect->obj.rot.x = RAND_FLOAT(360.0f);
|
||||
effect->unk_60.x = RAND_FLOAT_CENTERED(30.0f);
|
||||
effect->unk_60.y = RAND_FLOAT_CENTERED(30.0f);
|
||||
effect->unk_60.z = RAND_FLOAT_CENTERED(30.0f);
|
||||
Object_SetInfo(&effect->info, effect->obj.id);
|
||||
}
|
||||
|
||||
@@ -1029,10 +1028,10 @@ void func_8007A818(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale1, u8
|
||||
effect->scale1 = scale1;
|
||||
effect->unk_44 = arg5;
|
||||
effect->unk_46 = arg6;
|
||||
effect->unk_60.z = (Rand_ZeroOne() - 0.5f) * 10.0f;
|
||||
effect->unk_60.z = RAND_FLOAT_CENTERED(10.0f);
|
||||
effect->unk_60.y = scale1 * 0.1f;
|
||||
if (arg7 != 0) {
|
||||
effect->vel.x = (Rand_ZeroOne() - 0.5f) * 30.0f;
|
||||
effect->vel.x = RAND_FLOAT_CENTERED(30.0f);
|
||||
}
|
||||
Object_SetInfo(&effect->info, effect->obj.id);
|
||||
}
|
||||
@@ -1154,8 +1153,8 @@ void func_8007ADF4(f32 xPos, f32 yPos, f32 zPos, f32 scale2, f32 scale1) {
|
||||
for (yRot = 11.25f, i = 0; i < 16; i++, yRot += 22.5f) {
|
||||
for (j = 0; j < ARRAY_COUNT(gEffects); j++) {
|
||||
if (gEffects[j].obj.status == OBJ_FREE) {
|
||||
sinf = __sinf(M_DTOR * yRot) * scale1 * 20.0f;
|
||||
cosf = __cosf(M_DTOR * yRot) * scale1 * 20.0f;
|
||||
sinf = SIN_DEG(yRot) * scale1 * 20.0f;
|
||||
cosf = COS_DEG(yRot) * scale1 * 20.0f;
|
||||
func_8007AD58(&gEffects[j], xPos + sinf, yPos, zPos + cosf, scale2, scale1, yRot);
|
||||
break;
|
||||
}
|
||||
@@ -1391,8 +1390,8 @@ void func_8007B7E8(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2) {
|
||||
effect->obj.pos.y = yPos;
|
||||
effect->obj.pos.z = zPos;
|
||||
|
||||
effect->vel.x = (Rand_ZeroOne() - 0.5f) * 5.0f;
|
||||
effect->vel.y = (Rand_ZeroOne() - 0.5f) * 3.0f;
|
||||
effect->vel.x = RAND_FLOAT_CENTERED(5.0f);
|
||||
effect->vel.y = RAND_FLOAT_CENTERED(3.0f);
|
||||
effect->unk_48 = 3;
|
||||
|
||||
if (Rand_ZeroOne() < 0.5f) {
|
||||
@@ -1401,7 +1400,7 @@ void func_8007B7E8(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2) {
|
||||
effect->unk_4A = 50;
|
||||
effect->unk_46 = 1;
|
||||
effect->scale2 = scale2 * 0.2f;
|
||||
effect->obj.rot.z = Rand_ZeroOne() * 360.0f;
|
||||
effect->obj.rot.z = RAND_FLOAT(360.0f);
|
||||
Object_SetInfo(&effect->info, effect->obj.id);
|
||||
}
|
||||
|
||||
@@ -1459,8 +1458,8 @@ void func_8007BB14(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2) {
|
||||
effect->obj.pos.y = yPos;
|
||||
effect->obj.pos.z = zPos;
|
||||
|
||||
effect->vel.x = (Rand_ZeroOne() - 0.5f) * 5.0f;
|
||||
effect->vel.y = (Rand_ZeroOne() - 0.5f) * 3.0f;
|
||||
effect->vel.x = RAND_FLOAT_CENTERED(5.0f);
|
||||
effect->vel.y = RAND_FLOAT_CENTERED(3.0f);
|
||||
effect->unk_48 = 3;
|
||||
|
||||
if (Rand_ZeroOne() < 0.5f) {
|
||||
@@ -1476,7 +1475,7 @@ void func_8007BB14(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2) {
|
||||
}
|
||||
|
||||
effect->scale2 = scale2 * 0.25f;
|
||||
effect->obj.rot.z = Rand_ZeroOne() * 360.0f;
|
||||
effect->obj.rot.z = RAND_FLOAT(360.0f);
|
||||
|
||||
if (scale2 == 6.0f) {
|
||||
effect->vel.z = gPlayer[0].vel.z * 0.6f;
|
||||
@@ -1497,8 +1496,8 @@ void func_8007BC7C(f32 xPos, f32 yPos, f32 zPos, f32 scale2) {
|
||||
|
||||
void func_8007BCE8(Effect* effect) {
|
||||
if (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_7) {
|
||||
effect->obj.rot.x = (gPlayer[0].unk_05C * 180.0f) / M_PI;
|
||||
effect->obj.rot.y = (-gPlayer[0].unk_058 * 180.0f) / M_PI;
|
||||
effect->obj.rot.x = RAD_TO_DEG(gPlayer[0].unk_05C);
|
||||
effect->obj.rot.y = RAD_TO_DEG(-gPlayer[0].unk_058);
|
||||
}
|
||||
if (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_6) {
|
||||
effect->unk_46 = 2;
|
||||
@@ -1628,9 +1627,9 @@ void func_8007C250(Effect* effect) {
|
||||
}
|
||||
|
||||
if (!(effect->timer_50 & var_v0)) {
|
||||
randX = (Rand_ZeroOne() - 0.5f) * 40.0f;
|
||||
randY = (Rand_ZeroOne() - 0.5f) * 40.0f;
|
||||
randOther = ((Rand_ZeroOne() * 0.5f) + 1.0f);
|
||||
randX = RAND_FLOAT_CENTERED(40.0f);
|
||||
randY = RAND_FLOAT_CENTERED(40.0f);
|
||||
randOther = RAND_FLOAT(0.5f) + 1.0f;
|
||||
func_8007D0E0(effect->obj.pos.x + randX, effect->obj.pos.y + randY, effect->obj.pos.z,
|
||||
effect->scale2 * randOther);
|
||||
if (effect->timer_50 == 0) {
|
||||
@@ -1654,8 +1653,8 @@ void func_8007C3B4(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 y
|
||||
|
||||
effect->scale2 = scale2;
|
||||
effect->unk_4A = arg8;
|
||||
effect->unk_4C = (s32) (Rand_ZeroOne() * 12.0f);
|
||||
effect->obj.rot.z = Rand_ZeroOne() * 360.0f;
|
||||
effect->unk_4C = RAND_INT(12.0f);
|
||||
effect->obj.rot.z = RAND_FLOAT(360.0f);
|
||||
Object_SetInfo(&effect->info, effect->obj.id);
|
||||
effect->unk_44 = 0xFF;
|
||||
}
|
||||
@@ -1677,9 +1676,9 @@ void func_8007C50C(Effect* effect) {
|
||||
f32 randOther;
|
||||
|
||||
if (!(effect->timer_50 & 7)) {
|
||||
randX = (Rand_ZeroOne() - 0.5f) * 40.0f * effect->scale2;
|
||||
randY = (Rand_ZeroOne() - 0.5f) * 40.0f * effect->scale2;
|
||||
randOther = (Rand_ZeroOne() + 1.0f);
|
||||
randX = RAND_FLOAT_CENTERED(40.0f) * effect->scale2;
|
||||
randY = RAND_FLOAT_CENTERED(40.0f) * effect->scale2;
|
||||
randOther = RAND_FLOAT(1.0f) + 1.0f;
|
||||
func_8007C484(effect->obj.pos.x + randX, effect->obj.pos.y + randY, effect->obj.pos.z, effect->vel.x,
|
||||
effect->vel.y, effect->vel.z, effect->scale2 * randOther, 0);
|
||||
if (effect->timer_50 == 0) {
|
||||
@@ -1734,7 +1733,7 @@ void func_8007C6FC(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2) {
|
||||
}
|
||||
|
||||
effect->scale2 = scale2 * 0.25f;
|
||||
effect->obj.rot.z = Rand_ZeroOne() * 360.0f;
|
||||
effect->obj.rot.z = RAND_FLOAT(360.0f);
|
||||
effect->unk_44 = 0;
|
||||
|
||||
if (Rand_ZeroOne() < 0.3f) {
|
||||
@@ -1742,7 +1741,7 @@ void func_8007C6FC(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2) {
|
||||
effect->unk_4A = 255;
|
||||
effect->scale2 = scale2 * 0.3f;
|
||||
}
|
||||
effect->scale1 = Rand_ZeroOne() * 0.2f;
|
||||
effect->scale1 = RAND_FLOAT(0.2f);
|
||||
Object_SetInfo(&effect->info, effect->obj.id);
|
||||
}
|
||||
|
||||
@@ -1769,9 +1768,9 @@ void func_8007C8C4(Effect* effect) {
|
||||
}
|
||||
|
||||
if (!(effect->timer_50 & var_v0) && (gLevelType == LEVELTYPE_PLANET)) {
|
||||
randX = (Rand_ZeroOne() - 0.5f) * 10.0f;
|
||||
randY = (Rand_ZeroOne() - 0.5f) * 10.0f;
|
||||
randOther = ((Rand_ZeroOne() * 0.5f) + 1.0f);
|
||||
randX = RAND_FLOAT_CENTERED(10.0f);
|
||||
randY = RAND_FLOAT_CENTERED(10.0f);
|
||||
randOther = RAND_FLOAT(0.5f) + 1.0f;
|
||||
func_8007C85C(effect->obj.pos.x + randX, effect->obj.pos.y + randY, effect->obj.pos.z,
|
||||
effect->scale2 * randOther);
|
||||
if (effect->timer_50 == 0) {
|
||||
@@ -1825,7 +1824,7 @@ void func_8007CC00(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2) {
|
||||
effect->scale2 = scale2;
|
||||
effect->scale1 = 0.5f;
|
||||
effect->unk_4C = 0;
|
||||
effect->obj.rot.z = Rand_ZeroOne() * 360.0f;
|
||||
effect->obj.rot.z = RAND_FLOAT(360.0f);
|
||||
Object_SetInfo(&effect->info, effect->obj.id);
|
||||
if (gLevelType == LEVELTYPE_PLANET) {
|
||||
effect->unk_44 = 230;
|
||||
@@ -1846,7 +1845,7 @@ void func_8007CCBC(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2) {
|
||||
effect->scale2 = scale2;
|
||||
effect->unk_4C = 3;
|
||||
effect->scale1 = 0.2f;
|
||||
effect->obj.rot.z = Rand_ZeroOne() * 360.0f;
|
||||
effect->obj.rot.z = RAND_FLOAT(360.0f);
|
||||
Object_SetInfo(&effect->info, effect->obj.id);
|
||||
if (gLevelType == LEVELTYPE_PLANET) {
|
||||
effect->unk_44 = 230;
|
||||
@@ -1871,7 +1870,7 @@ void func_8007CD7C(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2, s32
|
||||
}
|
||||
effect->unk_4A = 0xFF;
|
||||
effect->scale2 = scale2;
|
||||
effect->obj.rot.z = Rand_ZeroOne() * 360.0f;
|
||||
effect->obj.rot.z = RAND_FLOAT(360.0f);
|
||||
|
||||
if ((Rand_ZeroOne() < 0.5f) && (gLevelType == LEVELTYPE_PLANET) && (timer50 != 1)) {
|
||||
effect->unk_44 = 1;
|
||||
@@ -1958,7 +1957,7 @@ void func_8007D138(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2) {
|
||||
effect->obj.pos.z = zPos;
|
||||
|
||||
effect->scale2 = scale2;
|
||||
effect->obj.rot.z = Rand_ZeroOne() * 360.0f;
|
||||
effect->obj.rot.z = RAND_FLOAT(360.0f);
|
||||
Object_SetInfo(&effect->info, effect->obj.id);
|
||||
if (gLevelType == LEVELTYPE_PLANET) {
|
||||
effect->unk_4C = 15;
|
||||
@@ -2272,13 +2271,13 @@ void func_8007E014(Effect* effect) {
|
||||
if (D_801784AC == 4) {
|
||||
func_i5_801B6E20(effect->obj.pos.x, effect->obj.pos.z + D_80177D20, &x, &y, &z);
|
||||
effect->obj.pos.y = y + 3.0f;
|
||||
effect->obj.rot.x = (x * 180.0f) / M_PI;
|
||||
effect->obj.rot.z = (z * 180.0f) / M_PI;
|
||||
effect->obj.rot.x = RAD_TO_DEG(x);
|
||||
effect->obj.rot.z = RAD_TO_DEG(z);
|
||||
}
|
||||
|
||||
if (((effect->unk_44 == 1) || (effect->unk_44 == 3)) && ((effect->timer_50 & 3) == 1) && (Rand_ZeroOne() < 0.5f)) {
|
||||
func_8007D10C(effect->obj.pos.x, effect->obj.pos.y + (effect->scale2 * 5.0f), effect->obj.pos.z + 3.0f,
|
||||
((Rand_ZeroOne() * 0.7f) + 1.0f) * (effect->scale2 * 1.2f));
|
||||
(RAND_FLOAT(0.7f) + 1.0f) * (effect->scale2 * 1.2f));
|
||||
}
|
||||
|
||||
for (i = 0; i < ARRAY_COUNT(gEffects); i++) {
|
||||
@@ -2418,8 +2417,8 @@ void func_8007E6B8(Effect* effect, u32 objId, f32 xPos, f32 yPos, f32 zPos, f32
|
||||
effect->vel.z = sp34.z - D_80177D08;
|
||||
|
||||
if ((objId == OBJ_EFFECT_353) || (objId == OBJ_EFFECT_354)) {
|
||||
effect->obj.rot.x = (sp54 * 180.0f) / M_PI;
|
||||
effect->obj.rot.y = (sp50 * 180.0f) / M_PI;
|
||||
effect->obj.rot.x = RAD_TO_DEG(sp54);
|
||||
effect->obj.rot.y = RAD_TO_DEG(sp50);
|
||||
}
|
||||
|
||||
if (objId == OBJ_EFFECT_356) {
|
||||
@@ -2427,7 +2426,7 @@ void func_8007E6B8(Effect* effect, u32 objId, f32 xPos, f32 yPos, f32 zPos, f32
|
||||
}
|
||||
|
||||
if (objId == OBJ_EFFECT_376) {
|
||||
effect->obj.rot.z = Rand_ZeroOne() * 360.0f;
|
||||
effect->obj.rot.z = RAND_FLOAT(360.0f);
|
||||
effect->unk_4A = 180;
|
||||
effect->scale2 = 5.0f;
|
||||
return;
|
||||
@@ -2475,8 +2474,8 @@ void func_8007E93C(Effect* effect, u32 objId, f32 xPos, f32 yPos, f32 zPos, f32
|
||||
effect->vel.z = sp34.z - D_80177D08;
|
||||
|
||||
if (objId == OBJ_EFFECT_353) {
|
||||
effect->obj.rot.x = (sp54 * 180.0f) / M_PI;
|
||||
effect->obj.rot.y = (sp50 * 180.0f) / M_PI;
|
||||
effect->obj.rot.x = RAD_TO_DEG(sp54);
|
||||
effect->obj.rot.y = RAD_TO_DEG(sp50);
|
||||
}
|
||||
|
||||
if (objId == OBJ_EFFECT_356) {
|
||||
@@ -2484,7 +2483,7 @@ void func_8007E93C(Effect* effect, u32 objId, f32 xPos, f32 yPos, f32 zPos, f32
|
||||
}
|
||||
|
||||
if (objId == OBJ_EFFECT_376) {
|
||||
effect->obj.rot.z = Rand_ZeroOne() * 360.0f;
|
||||
effect->obj.rot.z = RAND_FLOAT(360.0f);
|
||||
effect->unk_4A = 180;
|
||||
effect->scale2 = 5.0f;
|
||||
return;
|
||||
@@ -2737,7 +2736,7 @@ void func_8007F6B0(Effect* effect) {
|
||||
}
|
||||
|
||||
if (!(gGameFrameCount & 3) && (effect->state == 0)) {
|
||||
randfloat = Rand_ZeroOne() * 30.0f;
|
||||
randfloat = RAND_FLOAT(30.0f);
|
||||
for (i = 0; i < 36; i += 2) {
|
||||
temp = (i * 10.0f * M_DTOR) + randfloat;
|
||||
sin = __sinf(temp) * effect->scale2 * 8.0f;
|
||||
@@ -2784,7 +2783,7 @@ void func_8007F958(Effect* effect) {
|
||||
}
|
||||
|
||||
if (!(gGameFrameCount & 1)) {
|
||||
randFloat = Rand_ZeroOne() * 144.0f;
|
||||
randFloat = RAND_FLOAT(144.0f);
|
||||
for (i = 0; i < 5; i++) {
|
||||
temp = (i * 72.0f * M_DTOR) + randFloat;
|
||||
sin = __sinf(temp) * effect->scale2 * 16.0f;
|
||||
@@ -2825,7 +2824,7 @@ void func_8007FBE0(Effect* effect) {
|
||||
}
|
||||
|
||||
if (!(gGameFrameCount & 1)) {
|
||||
randFloat = Rand_ZeroOne() * 144.0f;
|
||||
randFloat = RAND_FLOAT(144.0f);
|
||||
for (i = 0; i < 10; i++) {
|
||||
temp = (i * 36.0f * M_DTOR) + randFloat;
|
||||
sin = __sinf(temp) * effect->scale2 * 16.0f;
|
||||
@@ -2886,7 +2885,7 @@ void func_8007FE88(Effect* effect) {
|
||||
(fabsf(gPlayer[0].pos.y - effect->obj.pos.y) < (30.0f + var_fa0))) {
|
||||
if ((gPlayer[0].unk_280 != 0) || (gPlayer[0].timer_27C != 0)) {
|
||||
effect->obj.rot.y = 90.0f;
|
||||
effect->obj.rot.x = Rand_ZeroOne() * 360.0f;
|
||||
effect->obj.rot.x = RAND_FLOAT(360.0f);
|
||||
Matrix_RotateY(gCalcMatrix, effect->obj.rot.y * M_DTOR, 0);
|
||||
Matrix_RotateX(gCalcMatrix, effect->obj.rot.x * M_DTOR, 1);
|
||||
srcVelocity.x = 0.0f;
|
||||
@@ -3019,7 +3018,7 @@ void func_8008040C(Effect* effect) {
|
||||
(fabsf(gPlayer[0].pos.y - effect->obj.pos.y) < (30.0f + var_fa0))) {
|
||||
if ((gPlayer[0].unk_280 != 0) || (gPlayer[0].timer_27C != 0)) {
|
||||
effect->obj.rot.y = 90.0f;
|
||||
effect->obj.rot.x = Rand_ZeroOne() * 360.0f;
|
||||
effect->obj.rot.x = RAND_FLOAT(360.0f);
|
||||
Matrix_RotateY(gCalcMatrix, effect->obj.rot.y * M_DTOR, 0);
|
||||
Matrix_RotateX(gCalcMatrix, effect->obj.rot.x * M_DTOR, 1);
|
||||
srcVelocity.y = 0.0f;
|
||||
@@ -3089,7 +3088,7 @@ void func_8008092C(Effect* effect) {
|
||||
RCP_SetupDL(&gMasterDisp, 0x31);
|
||||
gDPSetPrimColor(gMasterDisp++, 0, 0, 255, 255, 0, 255);
|
||||
gDPSetEnvColor(gMasterDisp++, 255, 0, 0, 255);
|
||||
Matrix_RotateZ(gGfxMatrix, 0.5235988f, 1);
|
||||
Matrix_RotateZ(gGfxMatrix, 30.0f * M_DTOR, 1);
|
||||
Matrix_Scale(gGfxMatrix, 3.0f, 1.5f, 3.0f, 1);
|
||||
Matrix_SetGfxMtx(&gMasterDisp);
|
||||
gSPDisplayList(gMasterDisp++, D_1024AC0);
|
||||
@@ -3269,7 +3268,7 @@ void func_80080D04(Effect* effect) {
|
||||
|
||||
for (i = 0; i < 7; i++) {
|
||||
Matrix_Translate(gGfxMatrix, 0.0f, 10.0f, 0.0f, 1);
|
||||
Matrix_RotateZ(gGfxMatrix, (M_PI / 4), 1);
|
||||
Matrix_RotateZ(gGfxMatrix, M_PI / 4, 1);
|
||||
Matrix_Translate(gGfxMatrix, 1.0f, 20.0f, 0.0f, 1);
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
Matrix_Scale(gGfxMatrix, 0.25f, 1.0f, 1.0f, 1);
|
||||
@@ -3353,12 +3352,12 @@ void func_8008165C(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2, s32
|
||||
break;
|
||||
|
||||
case 5:
|
||||
effect->vel.x = (Rand_ZeroOne() - 0.5f) * 20.0f;
|
||||
effect->vel.y = (Rand_ZeroOne() * 20.0f) + 30.0f;
|
||||
effect->vel.z = Rand_ZeroOne() * 30.0f;
|
||||
effect->vel.x = RAND_FLOAT_CENTERED(20.0f);
|
||||
effect->vel.y = RAND_FLOAT(20.0f) + 30.0f;
|
||||
effect->vel.z = RAND_FLOAT(30.0f);
|
||||
|
||||
effect->unk_46 = 5;
|
||||
effect->unk_44 = ((Rand_ZeroOne() - 0.5f) * 20.0f) * 1.5f;
|
||||
effect->unk_44 = RAND_FLOAT_CENTERED(20.0f) * 1.5f;
|
||||
effect->info.unk_14 = 0;
|
||||
effect->unk_4A = 0xFF;
|
||||
break;
|
||||
@@ -3369,27 +3368,27 @@ void func_8008165C(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2, s32
|
||||
break;
|
||||
|
||||
case 7:
|
||||
effect->vel.y = (Rand_ZeroOne() * 7.0f) + 7.0f;
|
||||
effect->vel.x = (Rand_ZeroOne() - 0.5f) * 10.0f;
|
||||
effect->vel.z = (Rand_ZeroOne() - 0.5f) * 10.0f;
|
||||
effect->vel.y = RAND_FLOAT(7.0f) + 7.0f;
|
||||
effect->vel.x = RAND_FLOAT_CENTERED(10.0f);
|
||||
effect->vel.z = RAND_FLOAT_CENTERED(10.0f);
|
||||
|
||||
effect->scale2 = ((Rand_ZeroOne() * 0.8f) + 0.3f) * scale2;
|
||||
effect->timer_50 = (s32) (Rand_ZeroOne() * 50.0f) + 70;
|
||||
effect->obj.rot.x = Rand_ZeroOne() * 360.0f;
|
||||
effect->scale2 = (RAND_FLOAT(0.8f) + 0.3f) * scale2;
|
||||
effect->timer_50 = RAND_INT(50.0f) + 70;
|
||||
effect->obj.rot.x = RAND_FLOAT(360.0f);
|
||||
|
||||
effect->unk_60.x = (Rand_ZeroOne() - 0.5f) * 30.0f;
|
||||
effect->unk_60.y = (Rand_ZeroOne() - 0.5f) * 30.0f;
|
||||
effect->unk_60.z = (Rand_ZeroOne() - 0.5f) * 30.0f;
|
||||
effect->unk_60.x = RAND_FLOAT_CENTERED(30.0f);
|
||||
effect->unk_60.y = RAND_FLOAT_CENTERED(30.0f);
|
||||
effect->unk_60.z = RAND_FLOAT_CENTERED(30.0f);
|
||||
|
||||
effect->info.unk_14 = 0;
|
||||
break;
|
||||
|
||||
case 9:
|
||||
effect->obj.pos.x += (Rand_ZeroOne() - 0.5f) * 600.0f;
|
||||
effect->obj.pos.y += (Rand_ZeroOne() - 0.5f) * 600.0f;
|
||||
effect->obj.pos.z += ((Rand_ZeroOne() - 0.5f) * 300.0f) + 300.0f;
|
||||
effect->obj.pos.x += RAND_FLOAT_CENTERED(600.0f);
|
||||
effect->obj.pos.y += RAND_FLOAT_CENTERED(600.0f);
|
||||
effect->obj.pos.z += RAND_FLOAT_CENTERED(300.0f) + 300.0f;
|
||||
effect->scale1 = 0.0f;
|
||||
effect->scale2 = Rand_ZeroOne() + 1.0f;
|
||||
effect->scale2 = RAND_FLOAT(1.0f) + 1.0f;
|
||||
break;
|
||||
|
||||
case 10:
|
||||
@@ -3514,10 +3513,10 @@ void func_80081C5C(Effect* effect) {
|
||||
}
|
||||
|
||||
if (!(gGameFrameCount & 1)) {
|
||||
func_8007C484(((Rand_ZeroOne() - 0.5f) * 50.0f) + effect->obj.pos.x,
|
||||
((Rand_ZeroOne() - 0.5f) * 50.0f) + effect->obj.pos.y,
|
||||
((Rand_ZeroOne() - 0.5f) * 50.0f) + effect->obj.pos.z, effect->vel.x, effect->vel.y,
|
||||
effect->vel.z, (Rand_ZeroOne() * 0.05f) + 0.05f, 0);
|
||||
func_8007C484(RAND_FLOAT_CENTERED(50.0f) + effect->obj.pos.x,
|
||||
RAND_FLOAT_CENTERED(50.0f) + effect->obj.pos.y,
|
||||
RAND_FLOAT_CENTERED(50.0f) + effect->obj.pos.z, effect->vel.x, effect->vel.y,
|
||||
effect->vel.z, RAND_FLOAT(0.05f) + 0.05f, 0);
|
||||
}
|
||||
|
||||
if (func_8006351C(effect->index, &effect->obj.pos, &velocity, 1) != 0) {
|
||||
@@ -3580,10 +3579,10 @@ void func_80081C5C(Effect* effect) {
|
||||
}
|
||||
|
||||
if (!(gGameFrameCount & 3)) {
|
||||
func_8007C120((((Rand_ZeroOne() - 0.5f) * effect->scale2) * 50.0f) + effect->obj.pos.x,
|
||||
(((Rand_ZeroOne() - 0.5f) * effect->scale2) * 50.0f) + effect->obj.pos.y,
|
||||
(((Rand_ZeroOne() - 0.5f) * effect->scale2) * 50.0f) + effect->obj.pos.z, effect->vel.x,
|
||||
effect->vel.y, effect->vel.z, (Rand_ZeroOne() * 0.03f) + 0.05f, 10);
|
||||
func_8007C120((RAND_FLOAT_CENTERED(effect->scale2) * 50.0f) + effect->obj.pos.x,
|
||||
(RAND_FLOAT_CENTERED(effect->scale2) * 50.0f) + effect->obj.pos.y,
|
||||
(RAND_FLOAT_CENTERED(effect->scale2) * 50.0f) + effect->obj.pos.z, effect->vel.x,
|
||||
effect->vel.y, effect->vel.z, RAND_FLOAT(0.03f) + 0.05f, 10);
|
||||
}
|
||||
if (func_8006351C(effect->index, &effect->obj.pos, &velocity, 1) != 0) {
|
||||
func_8007B344(effect->obj.pos.x, effect->obj.pos.y, effect->obj.pos.z, 3.0f, 7);
|
||||
@@ -3784,14 +3783,13 @@ void func_80081C5C(Effect* effect) {
|
||||
effect->unk_46 -= 1;
|
||||
}
|
||||
if ((!(gGameFrameCount & 0xF)) && (effect->timer_50 == 0)) {
|
||||
D_800D18EC = Math_Atan2F(gPlayer[0].camEye.x - gBosses[0].obj.pos.x,
|
||||
gPlayer[0].camEye.z - (gBosses[0].obj.pos.z + D_80177D20)) *
|
||||
180.0f / M_PI;
|
||||
D_800D18EC = RAD_TO_DEG(Math_Atan2F(gPlayer[0].camEye.x - gBosses[0].obj.pos.x,
|
||||
gPlayer[0].camEye.z - (gBosses[0].obj.pos.z + D_80177D20)));
|
||||
|
||||
D_800D18E8 = -Math_Atan2F(gPlayer[0].camEye.y - gBosses[0].obj.pos.y,
|
||||
sqrtf(SQ(gPlayer[0].camEye.z - (gBosses[0].obj.pos.z + D_80177D20)) +
|
||||
SQ(gPlayer[0].camEye.x - gBosses[0].obj.pos.x))) *
|
||||
180.0f / M_PI;
|
||||
D_800D18E8 = RAD_TO_DEG(
|
||||
-Math_Atan2F(gPlayer[0].camEye.y - gBosses[0].obj.pos.y,
|
||||
sqrtf(SQ(gPlayer[0].camEye.z - (gBosses[0].obj.pos.z + D_80177D20)) +
|
||||
SQ(gPlayer[0].camEye.x - gBosses[0].obj.pos.x))));
|
||||
}
|
||||
if (gBosses[0].timer_050 == 0) {
|
||||
gBosses[0].swork[39] = effect->index;
|
||||
@@ -4051,10 +4049,10 @@ void func_800837EC(Effect* effect) {
|
||||
var_fv1 = effect->unk_60.y * 100.0f;
|
||||
}
|
||||
for (i = 0; i < var_s2; i++) {
|
||||
func_80081BEC(((Rand_ZeroOne() - 0.5f) * (effect->scale2 * 200.0f)) + effect->obj.pos.x,
|
||||
((Rand_ZeroOne() - 0.5f) * (effect->scale2 * 100.0f)) + (effect->obj.pos.y + var_fv1),
|
||||
((Rand_ZeroOne() - 0.5f) * (effect->scale2 * 200.0f)) + effect->obj.pos.z,
|
||||
0.3f - ((Rand_ZeroOne() - 0.5f) * 0.2f), 0xB);
|
||||
func_80081BEC(effect->obj.pos.x + RAND_FLOAT_CENTERED(effect->scale2 * 200.0f),
|
||||
effect->obj.pos.y + var_fv1 + RAND_FLOAT_CENTERED(effect->scale2 * 100.0f),
|
||||
effect->obj.pos.z + RAND_FLOAT_CENTERED(effect->scale2 * 200.0f),
|
||||
0.3f - RAND_FLOAT_CENTERED(0.2f), 11);
|
||||
}
|
||||
effect->state++;
|
||||
}
|
||||
@@ -4071,10 +4069,8 @@ void func_800837EC(Effect* effect) {
|
||||
break;
|
||||
}
|
||||
|
||||
effect->obj.rot.y =
|
||||
(Math_Atan2F(gPlayer[0].camEye.x - effect->obj.pos.x, gPlayer[0].camEye.z - (effect->obj.pos.z + D_80177D20)) *
|
||||
180.0f) /
|
||||
M_PI;
|
||||
effect->obj.rot.y = RAD_TO_DEG(
|
||||
Math_Atan2F(gPlayer[0].camEye.x - effect->obj.pos.x, gPlayer[0].camEye.z - (effect->obj.pos.z + D_80177D20)));
|
||||
}
|
||||
|
||||
void func_80083B8C(Effect* effect) {
|
||||
@@ -4174,8 +4170,8 @@ void func_80083FA8(Effect* effect) {
|
||||
return;
|
||||
}
|
||||
|
||||
effect->obj.rot.y = (-gPlayer[0].unk_058 * 180.0f) / M_PI;
|
||||
effect->obj.rot.x = (gPlayer[0].unk_05C * 180.0f) / M_PI;
|
||||
effect->obj.rot.y = RAD_TO_DEG(-gPlayer[0].unk_058);
|
||||
effect->obj.rot.x = RAD_TO_DEG(gPlayer[0].unk_05C);
|
||||
effect->obj.rot.z += 20.0f;
|
||||
|
||||
Matrix_RotateZ(gCalcMatrix, effect->unk_60.z * M_DTOR, 0);
|
||||
|
||||
+36
-45
@@ -258,12 +258,12 @@ void func_80061958(Effect* effect, f32 xPos, f32 yPos, f32 zPos) {
|
||||
if (gCurrentLevel == LEVEL_AQUAS) {
|
||||
effect->timer_50 = 200;
|
||||
effect->scale2 = 0.3f;
|
||||
effect->scale1 = Rand_ZeroOne() * 255.0f;
|
||||
effect->scale1 = RAND_FLOAT(255.0f);
|
||||
}
|
||||
effect->obj.pos.x = xPos;
|
||||
effect->obj.pos.y = yPos;
|
||||
effect->obj.pos.z = zPos;
|
||||
effect->obj.rot.z = Rand_ZeroOne() * 360.0f;
|
||||
effect->obj.rot.z = RAND_FLOAT(360.0f);
|
||||
Object_SetInfo(&effect->info, effect->obj.id);
|
||||
if (gLevelType == LEVELTYPE_PLANET) {
|
||||
effect->info.unk_10 = 100.0f;
|
||||
@@ -275,14 +275,11 @@ void func_80061A4C(void) {
|
||||
f32 x;
|
||||
f32 y;
|
||||
f32 z;
|
||||
f32 sp1C;
|
||||
|
||||
for (i = 0; i < ARRAY_COUNT(gEffects); i++) {
|
||||
if (gEffects[i].obj.status == OBJ_FREE) {
|
||||
sp1C = (Rand_ZeroOne() - 0.5f);
|
||||
x = gPlayer[0].pos.x + (sp1C * 400.0f) + (5.0f * gPlayer[0].vel.x);
|
||||
sp1C = (Rand_ZeroOne() - 0.5f);
|
||||
y = gPlayer[0].pos.y + (sp1C * 400.0f) + (5.0f * gPlayer[0].vel.y);
|
||||
x = gPlayer[0].pos.x + RAND_FLOAT_CENTERED(400.0f) + (5.0f * gPlayer[0].vel.x);
|
||||
y = gPlayer[0].pos.y + RAND_FLOAT_CENTERED(400.0f) + (5.0f * gPlayer[0].vel.y);
|
||||
z = -D_80177D20 - 500.0f;
|
||||
if (D_80177D08 < 0.0f) {
|
||||
z = -D_80177D20 + 500.0f;
|
||||
@@ -298,17 +295,14 @@ void func_80061B68(void) {
|
||||
f32 x;
|
||||
f32 y;
|
||||
f32 z;
|
||||
f32 sp1C;
|
||||
|
||||
for (i = 0; i < ARRAY_COUNT(gEffects); i++) {
|
||||
if (gEffects[i].obj.status == OBJ_FREE) {
|
||||
|
||||
sp1C = (Rand_ZeroOne() - 0.5f);
|
||||
x = gPlayer[0].pos.x + (sp1C * 2000.0f) + (5.0f * gPlayer[0].vel.x);
|
||||
x = gPlayer[0].pos.x + RAND_FLOAT_CENTERED(2000.0f) + (5.0f * gPlayer[0].vel.x);
|
||||
y = 0;
|
||||
while (y <= gGroundLevel) {
|
||||
sp1C = (Rand_ZeroOne() - 0.5f);
|
||||
y = gPlayer[0].pos.y + (sp1C * 2000.0f) + (5.0f * gPlayer[0].vel.y);
|
||||
y = gPlayer[0].pos.y + RAND_FLOAT_CENTERED(2000.0f) + (5.0f * gPlayer[0].vel.y);
|
||||
}
|
||||
z = -D_80177D20 - 3000.0f;
|
||||
if (D_80177D08 < 0.0f) {
|
||||
@@ -325,15 +319,12 @@ void func_80061CD0(void) {
|
||||
f32 x;
|
||||
f32 y;
|
||||
f32 z;
|
||||
f32 sp1C;
|
||||
|
||||
for (i = 0; i < ARRAY_COUNT(gEffects); i++) {
|
||||
if (gEffects[i].obj.status == OBJ_FREE) {
|
||||
sp1C = (Rand_ZeroOne() - 0.5f);
|
||||
x = gPlayer[gPlayerNum].pos.x + (sp1C * 3000.0f) + (5.0f * gPlayer[gPlayerNum].vel.x);
|
||||
sp1C = (Rand_ZeroOne() - 0.5f);
|
||||
y = gPlayer[gPlayerNum].pos.y + 1000.0f + (sp1C * 500.0f) + (5.0f * gPlayer[gPlayerNum].vel.y);
|
||||
z = -D_80177D20 - 2000.0f * Rand_ZeroOne();
|
||||
x = gPlayer[gPlayerNum].pos.x + RAND_FLOAT_CENTERED(3000.0f) + (5.0f * gPlayer[gPlayerNum].vel.x);
|
||||
y = gPlayer[gPlayerNum].pos.y + 1000.0f + RAND_FLOAT_CENTERED(500.0f) + (5.0f * gPlayer[gPlayerNum].vel.y);
|
||||
z = -D_80177D20 - RAND_FLOAT(2000.0f);
|
||||
if (D_80177D08 < 0.0f) {
|
||||
z = -D_80177D20 + 1000.0f;
|
||||
}
|
||||
@@ -926,7 +917,7 @@ void func_80063CAC(Object_80* obj80) {
|
||||
gActors[i].obj.pos.x = obj80->obj.pos.x;
|
||||
gActors[i].obj.pos.y = obj80->obj.pos.y;
|
||||
gActors[i].obj.pos.z = obj80->obj.pos.z;
|
||||
gActors[i].obj.rot.y = Rand_ZeroOne() * 360.0f;
|
||||
gActors[i].obj.rot.y = RAND_FLOAT(360.0f);
|
||||
Object_SetInfo(&gActors[i].info, gActors[i].obj.id);
|
||||
break;
|
||||
}
|
||||
@@ -1022,8 +1013,8 @@ void Object_Init(s32 index, ObjectId objId) {
|
||||
func_i5_801B6E20(gEffects[index].obj.pos.x, gEffects[index].obj.pos.z + D_80177D20, &sp54, &sp4C,
|
||||
&sp50);
|
||||
gEffects[index].obj.pos.y = sp4C + 3.0f;
|
||||
gEffects[index].obj.rot.x = (sp54 * 180.0f) / M_PI;
|
||||
gEffects[index].obj.rot.z = (sp50 * 180.0f) / M_PI;
|
||||
gEffects[index].obj.rot.x = RAD_TO_DEG(sp54);
|
||||
gEffects[index].obj.rot.z = RAD_TO_DEG(sp50);
|
||||
} else if (gCurrentLevel == LEVEL_MACBETH) {
|
||||
gEffects[index].obj.status = OBJ_FREE;
|
||||
}
|
||||
@@ -1106,12 +1097,12 @@ void Object_Init(s32 index, ObjectId objId) {
|
||||
case OBJ_ACTOR_186:
|
||||
gActors[index].unk_046 = gFogRed;
|
||||
gActors[index].unk_048 = gFogNear;
|
||||
gActors[index].obj.rot.x = Rand_ZeroOne() * 360.0f;
|
||||
gActors[index].obj.rot.y = Rand_ZeroOne() * 360.0f;
|
||||
gActors[index].obj.rot.x = RAND_FLOAT(360.0f);
|
||||
gActors[index].obj.rot.y = RAND_FLOAT(360.0f);
|
||||
break;
|
||||
case OBJ_ACTOR_181:
|
||||
gActors[index].obj.rot.x = Rand_ZeroOne() * 360.0f;
|
||||
gActors[index].obj.rot.y = Rand_ZeroOne() * 360.0f;
|
||||
gActors[index].obj.rot.x = RAND_FLOAT(360.0f);
|
||||
gActors[index].obj.rot.y = RAND_FLOAT(360.0f);
|
||||
gActors[index].health = 200;
|
||||
break;
|
||||
case OBJ_ACTOR_202:
|
||||
@@ -1332,8 +1323,8 @@ void func_800652CC(Object_80* obj80) {
|
||||
if ((D_801784AC == 4) && (obj80->state == 0)) {
|
||||
func_i5_801B6E20(obj80->obj.pos.x, obj80->obj.pos.z + D_80177D20, &sp2C, &sp24, &sp28);
|
||||
obj80->obj.pos.y = sp24 + 3.0f;
|
||||
obj80->obj.rot.x = (sp2C * 180.0f) / M_PI;
|
||||
obj80->obj.rot.z = (sp28 * 180.0f) / M_PI;
|
||||
obj80->obj.rot.x = RAD_TO_DEG(sp2C);
|
||||
obj80->obj.rot.z = RAD_TO_DEG(sp28);
|
||||
obj80->state++;
|
||||
}
|
||||
}
|
||||
@@ -1342,7 +1333,7 @@ void func_80065380(Actor* actor, f32 xPos, f32 yPos, f32 zPos, f32 arg4, f32 arg
|
||||
Actor_Initialize(actor);
|
||||
actor->obj.status = OBJ_ACTIVE;
|
||||
actor->obj.id = OBJ_ACTOR_182;
|
||||
actor->timer_0BC = (s32) (Rand_ZeroOne() * 10.0f) + 10;
|
||||
actor->timer_0BC = RAND_INT(10.0f) + 10;
|
||||
actor->timer_0C2 = 30;
|
||||
actor->vel.x = arg4;
|
||||
actor->vel.y = arg5;
|
||||
@@ -1352,8 +1343,8 @@ void func_80065380(Actor* actor, f32 xPos, f32 yPos, f32 zPos, f32 arg4, f32 arg
|
||||
actor->obj.pos.z = zPos;
|
||||
actor->unk_046 = 0xFF;
|
||||
actor->unk_048 = 900;
|
||||
actor->obj.rot.z = Rand_ZeroOne() * 360.0f;
|
||||
actor->obj.rot.y = Rand_ZeroOne() * 360.0f;
|
||||
actor->obj.rot.z = RAND_FLOAT(360.0f);
|
||||
actor->obj.rot.y = RAND_FLOAT(360.0f);
|
||||
Object_SetInfo(&actor->info, actor->obj.id);
|
||||
}
|
||||
|
||||
@@ -1375,8 +1366,8 @@ void func_800654E4(Object* obj) {
|
||||
|
||||
func_8007D2C8(obj->pos.x, obj->pos.y, obj->pos.z, 12.0f);
|
||||
for (var_s1 = 0; var_s1 < 4; var_s1++) {
|
||||
func_8006546C(obj->pos.x, obj->pos.y, obj->pos.z, (Rand_ZeroOne() - 0.5f) * 40.0f,
|
||||
(Rand_ZeroOne() - 0.5f) * 40.0f, Rand_ZeroOne() * -20.0f);
|
||||
func_8006546C(obj->pos.x, obj->pos.y, obj->pos.z, RAND_FLOAT_CENTERED(40.0f), RAND_FLOAT_CENTERED(40.0f),
|
||||
RAND_FLOAT(-20.0f));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1495,7 +1486,7 @@ void func_800656D4(Actor* actor) {
|
||||
actor->unk_180 = gActors[spC4].obj.pos.x;
|
||||
if ((fabsf(actor->obj.pos.x - gActors[spC4].obj.pos.x) < 400.0f) &&
|
||||
(fabsf(actor->obj.pos.z - gActors[spC4].obj.pos.z) < 400.0f)) {
|
||||
if ((Rand_ZeroOne() * (spC4 - 1)) < 0.6f) {
|
||||
if (RAND_FLOAT(spC4 - 1) < 0.6f) {
|
||||
gActors[spC4].iwork[9] = 1;
|
||||
}
|
||||
}
|
||||
@@ -1516,10 +1507,10 @@ void func_800656D4(Actor* actor) {
|
||||
if (actor->unk_0B4 == 1) {
|
||||
sp80 = 0.1f;
|
||||
}
|
||||
spD0 = __sinf(actor->fwork[0] * M_DTOR) * sp80;
|
||||
sp88 = __cosf(actor->fwork[1] * M_DTOR) * sp80;
|
||||
spD4 = __cosf(actor->obj.rot.y * M_DTOR) * sp88;
|
||||
spCC = -__sinf(actor->obj.rot.y * M_DTOR) * sp88;
|
||||
spD0 = SIN_DEG(actor->fwork[0]) * sp80;
|
||||
sp88 = COS_DEG(actor->fwork[1]) * sp80;
|
||||
spD4 = COS_DEG(actor->obj.rot.y) * sp88;
|
||||
spCC = -SIN_DEG(actor->obj.rot.y) * sp88;
|
||||
sp88 = (actor->unk_180 + spD4) - actor->obj.pos.x;
|
||||
sp84 = (actor->unk_184 + spD0) - actor->obj.pos.y;
|
||||
sp80 = (actor->unk_188 + spCC) - actor->obj.pos.z;
|
||||
@@ -1699,8 +1690,8 @@ void func_8006654C(Actor* actor) {
|
||||
actor->obj.pos.y = gGroundLevel + 130.0f;
|
||||
actor->vel.y = 0.0f;
|
||||
}
|
||||
actor->vel.x = __sinf(actor->obj.rot.y * M_DTOR) * actor->fwork[0];
|
||||
actor->vel.z = __cosf(actor->obj.rot.y * M_DTOR) * actor->fwork[0];
|
||||
actor->vel.x = SIN_DEG(actor->obj.rot.y) * actor->fwork[0];
|
||||
actor->vel.z = COS_DEG(actor->obj.rot.y) * actor->fwork[0];
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
if (actor->fwork[0] < 20.0f) {
|
||||
@@ -1739,7 +1730,7 @@ void func_8006654C(Actor* actor) {
|
||||
actor->scale = 0.8f;
|
||||
if (actor->unk_0D0 != 0) {
|
||||
actor->obj.status = OBJ_DYING;
|
||||
actor->vel.y = (Rand_ZeroOne() * 5.0f) + 6.0f;
|
||||
actor->vel.y = RAND_FLOAT(5.0f) + 6.0f;
|
||||
if (actor->unk_0D0 == 2) {
|
||||
actor->vel.y = -2.0f;
|
||||
}
|
||||
@@ -1830,7 +1821,7 @@ void func_80066C00(Object_80* obj80) {
|
||||
sp64.z = zf;
|
||||
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp64, &sp58);
|
||||
func_8007D0E0(obj80->obj.pos.x + sp58.x, obj80->obj.pos.y + sp58.y, obj80->obj.pos.z + sp58.z,
|
||||
Rand_ZeroOne() + 2.0f);
|
||||
RAND_FLOAT(1.0f) + 2.0f);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1934,7 +1925,7 @@ void func_800671D0(Item* item) {
|
||||
if (!(var_v0 & gGameFrameCount)) {
|
||||
Matrix_RotateY(gCalcMatrix, gGameFrameCount * 23.0f * M_DTOR, 0);
|
||||
sp40.x = 50.0f;
|
||||
sp40.y = (Rand_ZeroOne() - 0.5f) * 120.0f;
|
||||
sp40.y = RAND_FLOAT_CENTERED(120.0f);
|
||||
sp40.z = 0.0f;
|
||||
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp40, &sp34);
|
||||
func_80078E50(item->obj.pos.x + sp34.x, item->obj.pos.y + sp34.y, item->obj.pos.z + sp34.z, 3.0f);
|
||||
@@ -1956,7 +1947,7 @@ void func_80067348(Actor* actor, f32 xPos, f32 yPos, f32 zPos, f32 xRot, f32 yRo
|
||||
actor->vel.x = arg6;
|
||||
actor->vel.y = arg7;
|
||||
actor->vel.z = arg8;
|
||||
actor->timer_0BC = (s32) (Rand_ZeroOne() * 15.0f) + 25.0f;
|
||||
actor->timer_0BC = RAND_INT(15.0f) + 25.0f;
|
||||
actor->gravity = 0.5f;
|
||||
Object_SetInfo(&actor->info, actor->obj.id);
|
||||
}
|
||||
@@ -2006,8 +1997,8 @@ void func_8006753C(Actor* actor) {
|
||||
for (i = 0; i < 6; i++) {
|
||||
func_800674B4(D_800CFEC4[i].x + actor->obj.pos.x, D_800CFEC4[i].y + actor->obj.pos.y,
|
||||
D_800CFEC4[i].z + actor->obj.pos.z, D_800CFF0C[i].y + actor->obj.rot.y,
|
||||
D_800CFF0C[i].x + actor->obj.rot.x, (Rand_ZeroOne() - 0.5f) * 40.0f,
|
||||
(Rand_ZeroOne() * 10.0f) + 10.0f, (Rand_ZeroOne() - 0.5f) * 40.0f);
|
||||
D_800CFF0C[i].x + actor->obj.rot.x, RAND_FLOAT_CENTERED(40.0f), RAND_FLOAT(10.0f) + 10.0f,
|
||||
RAND_FLOAT_CENTERED(40.0f));
|
||||
func_800794CC(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 0.6f);
|
||||
}
|
||||
Object_Kill(&actor->obj, actor->sfxPos);
|
||||
|
||||
+76
-81
@@ -35,7 +35,7 @@ void func_8006A800(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 arg4) {
|
||||
effect->scale1 = 0.1f;
|
||||
}
|
||||
|
||||
effect->obj.rot.z = Rand_ZeroOne() * 360.0f;
|
||||
effect->obj.rot.z = RAND_FLOAT(360.0f);
|
||||
Object_SetInfo(&effect->info, effect->obj.id);
|
||||
}
|
||||
|
||||
@@ -67,9 +67,9 @@ void func_8006A984(Effect* effect, f32 xPos, f32 yPos, f32 zPos) {
|
||||
|
||||
effect->unk_44 = 40;
|
||||
effect->scale2 = 5.0f;
|
||||
effect->scale1 = 2.0f * (Rand_ZeroOne() - 0.5f);
|
||||
effect->scale1 = RAND_FLOAT_CENTERED(2.0f);
|
||||
effect->vel.y = 10.0f;
|
||||
effect->obj.rot.z = Rand_ZeroOne() * 360.0f;
|
||||
effect->obj.rot.z = RAND_FLOAT(360.0f);
|
||||
Object_SetInfo(&effect->info, effect->obj.id);
|
||||
}
|
||||
|
||||
@@ -92,8 +92,8 @@ void func_8006AA98(Object_80* obj80) {
|
||||
if ((gGameFrameCount % 4) == 0) {
|
||||
Matrix_RotateY(gCalcMatrix, obj80->obj.rot.y * M_DTOR, 0);
|
||||
|
||||
sp18.x = (Rand_ZeroOne() - 0.5f) * 700.0f;
|
||||
sp18.y = Rand_ZeroOne() * 50.0f;
|
||||
sp18.x = RAND_FLOAT_CENTERED(700.0f);
|
||||
sp18.y = RAND_FLOAT(50.0f);
|
||||
sp18.z = 700.0f;
|
||||
|
||||
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp18, &sp24);
|
||||
@@ -359,8 +359,8 @@ void func_8006BA64(Effect* effect, f32 xPos, f32 yPos, f32 zPos) {
|
||||
|
||||
effect->scale2 = 0.0f;
|
||||
effect->scale1 = 0.12f;
|
||||
effect->obj.rot.y = Rand_ZeroOne() * 360.0f;
|
||||
effect->unk_60.y = (Rand_ZeroOne() - 0.5f) * 3.0f;
|
||||
effect->obj.rot.y = RAND_FLOAT(360.0f);
|
||||
effect->unk_60.y = RAND_FLOAT_CENTERED(3.0f);
|
||||
Object_SetInfo(&effect->info, effect->obj.id);
|
||||
}
|
||||
|
||||
@@ -380,7 +380,7 @@ void func_8006BB78(Actor* actor) {
|
||||
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
actor->fwork[10] = (Rand_ZeroOne() - 0.5f) * 1000.0f;
|
||||
actor->fwork[10] = RAND_FLOAT_CENTERED(1000.0f);
|
||||
actor->state = 1;
|
||||
break;
|
||||
|
||||
@@ -444,7 +444,7 @@ void func_8006BB78(Actor* actor) {
|
||||
case 4:
|
||||
if (actor->timer_0BC == 0) {
|
||||
actor->state = 0;
|
||||
actor->obj.rot.y = Rand_ZeroOne() * 360.0f;
|
||||
actor->obj.rot.y = RAND_FLOAT(360.0f);
|
||||
}
|
||||
break;
|
||||
}
|
||||
@@ -454,8 +454,8 @@ void func_8006BB78(Actor* actor) {
|
||||
}
|
||||
|
||||
if (!(gGameFrameCount & 7)) {
|
||||
func_8006A900(((Rand_ZeroOne() - 0.5f) * 50.0f) + actor->obj.pos.x, actor->obj.pos.y + 10.0f,
|
||||
((Rand_ZeroOne() - 0.5f) * 50.0f) + actor->obj.pos.z, 0.5f);
|
||||
func_8006A900(RAND_FLOAT_CENTERED(50.0f) + actor->obj.pos.x, actor->obj.pos.y + 10.0f,
|
||||
RAND_FLOAT_CENTERED(50.0f) + actor->obj.pos.z, 0.5f);
|
||||
}
|
||||
|
||||
if ((actor->unk_0D0 != 0) && (actor->unk_0B6 != 0)) {
|
||||
@@ -626,9 +626,9 @@ void func_8006C008(Actor* actor) {
|
||||
case 58:
|
||||
if (actor->unk_046 == 0) {
|
||||
actor->unk_046++;
|
||||
actor->fwork[0] = (Rand_ZeroOne() - 0.5f) * 30.0f;
|
||||
actor->fwork[1] = (Rand_ZeroOne() - 0.5f) * 30.0f;
|
||||
actor->fwork[2] = (Rand_ZeroOne() - 0.5f) * 30.0f;
|
||||
actor->fwork[0] = RAND_FLOAT_CENTERED(30.0f);
|
||||
actor->fwork[1] = RAND_FLOAT_CENTERED(30.0f);
|
||||
actor->fwork[2] = RAND_FLOAT_CENTERED(30.0f);
|
||||
}
|
||||
|
||||
actor->obj.rot.x += actor->fwork[0];
|
||||
@@ -701,9 +701,9 @@ void func_8006C008(Actor* actor) {
|
||||
default:
|
||||
if (actor->unk_046 == 0) {
|
||||
actor->unk_046++;
|
||||
actor->fwork[10] = (Rand_ZeroOne() - 0.5f) * 30.0f;
|
||||
actor->fwork[11] = (Rand_ZeroOne() - 0.5f) * 30.0f;
|
||||
actor->fwork[12] = (Rand_ZeroOne() - 0.5f) * 30.0f;
|
||||
actor->fwork[10] = RAND_FLOAT_CENTERED(30.0f);
|
||||
actor->fwork[11] = RAND_FLOAT_CENTERED(30.0f);
|
||||
actor->fwork[12] = RAND_FLOAT_CENTERED(30.0f);
|
||||
}
|
||||
|
||||
actor->obj.rot.x += actor->fwork[10];
|
||||
@@ -769,12 +769,12 @@ void func_8006C008(Actor* actor) {
|
||||
if ((actor->state != 2) && (actor->state != 4)) {
|
||||
func_8006BF7C(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z);
|
||||
} else if (gCurrentLevel == LEVEL_FORTUNA) {
|
||||
func_8007BC7C(((Rand_ZeroOne() - 0.5f) * 10.0f) + actor->obj.pos.x, actor->obj.pos.y,
|
||||
actor->obj.pos.z, 1.0f);
|
||||
func_8007BC7C(((Rand_ZeroOne() - 0.5f) * 10.0f) + actor->obj.pos.x, actor->obj.pos.y,
|
||||
actor->obj.pos.z, 1.0f);
|
||||
func_8007BC7C(((Rand_ZeroOne() - 0.5f) * 10.0f) + actor->obj.pos.x, actor->obj.pos.y,
|
||||
actor->obj.pos.z, 1.0f);
|
||||
func_8007BC7C(RAND_FLOAT_CENTERED(10.0f) + actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z,
|
||||
1.0f);
|
||||
func_8007BC7C(RAND_FLOAT_CENTERED(10.0f) + actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z,
|
||||
1.0f);
|
||||
func_8007BC7C(RAND_FLOAT_CENTERED(10.0f) + actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z,
|
||||
1.0f);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1817,8 +1817,8 @@ void func_8006F40C(Actor* actor) {
|
||||
case 8:
|
||||
sp6C.x = gPlayer[0].pos.x;
|
||||
sp6C.y = gPlayer[0].pos.y;
|
||||
gPlayer[0].pos.x += (Rand_ZeroOne() - 0.5f) * 300.0f;
|
||||
gPlayer[0].pos.y += (Rand_ZeroOne() - 0.5f) * 300.0f;
|
||||
gPlayer[0].pos.x += RAND_FLOAT_CENTERED(300.0f);
|
||||
gPlayer[0].pos.y += RAND_FLOAT_CENTERED(300.0f);
|
||||
func_8007F11C(OBJ_EFFECT_353, actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, D_80177828);
|
||||
gPlayer[0].pos.x = sp6C.x;
|
||||
gPlayer[0].pos.y = sp6C.y;
|
||||
@@ -1947,8 +1947,8 @@ void func_8006FEEC(Actor* actor) {
|
||||
|
||||
if (actor->health <= 0) {
|
||||
for (i = 3; i < 11; i++) {
|
||||
func_i3_801900FC(&actor->vwork[i], &actor->vwork[i + 11], (Rand_ZeroOne() - 0.5f) * 20.0f,
|
||||
Rand_ZeroOne() * -10.0f, Rand_ZeroOne() * 10.0f, 41, actor->scale, 200, i);
|
||||
func_i3_801900FC(&actor->vwork[i], &actor->vwork[i + 11], RAND_FLOAT_CENTERED(20.0f),
|
||||
RAND_FLOAT(-10.0f), RAND_FLOAT(10.0f), 41, actor->scale, 200, i);
|
||||
}
|
||||
actor->unk_044 = 0;
|
||||
func_80066254(actor);
|
||||
@@ -2053,7 +2053,7 @@ void func_800701E0(Actor* actor) {
|
||||
actor->unk_0C9 = 1;
|
||||
|
||||
if (gLevelType == LEVELTYPE_PLANET) {
|
||||
actor->timer_04C = (s16) (s32) (Rand_ZeroOne() * 2.9f);
|
||||
actor->timer_04C = RAND_INT(2.9f);
|
||||
if (actor->unk_0B4 == 2) {
|
||||
actor->timer_04C = 1;
|
||||
if (actor->obj.pos.x < actor->unk_0D8.x) {
|
||||
@@ -2068,14 +2068,14 @@ void func_800701E0(Actor* actor) {
|
||||
|
||||
if (gLevelMode != LEVELMODE_ALL_RANGE) {
|
||||
actor->vel.x *= 0.5f;
|
||||
actor->vel.y = Rand_ZeroOne() * 5.0f;
|
||||
actor->vel.y = RAND_FLOAT(5.0f);
|
||||
if (actor->vel.z < 0.0f) {
|
||||
actor->vel.z = actor->vel.z;
|
||||
} else {
|
||||
actor->vel.z = actor->vel.z * 0.3f;
|
||||
}
|
||||
if (((actor->obj.pos.z + D_80177D20) > -3000.0f) && (actor->vel.z > 0.0f)) {
|
||||
actor->vel.z = Rand_ZeroOne() * -10.0f;
|
||||
actor->vel.z = RAND_FLOAT(-10.0f);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2107,8 +2107,8 @@ void func_800701E0(Actor* actor) {
|
||||
default:
|
||||
actor->timer_0BC = 35;
|
||||
actor->timer_04C = 2;
|
||||
actor->vel.y = (Rand_ZeroOne() - 0.5f) * 20.0f;
|
||||
actor->vel.x = (Rand_ZeroOne() - 0.5f) * 20.0f;
|
||||
actor->vel.y = RAND_FLOAT_CENTERED(20.0f);
|
||||
actor->vel.x = RAND_FLOAT_CENTERED(20.0f);
|
||||
actor->vel.z = 0.0f;
|
||||
break;
|
||||
}
|
||||
@@ -2756,17 +2756,17 @@ void func_80071DC0(Actor* actor) {
|
||||
Matrix_RotateZ(gCalcMatrix, actor->obj.rot.z * M_DTOR, 1);
|
||||
|
||||
if (actor->unk_0B4 == 30) {
|
||||
rInd = Rand_ZeroOne() * (ARRAY_COUNT(D_800D1074) - 1.1f); // off by 1 error?
|
||||
rInd = RAND_FLOAT(ARRAY_COUNT(D_800D1074) - 1.1f); // off by 1 error?
|
||||
Matrix_MultVec3fNoTranslate(gCalcMatrix, &D_800D1074[rInd], &sp38);
|
||||
}
|
||||
|
||||
if (actor->unk_0B4 == 17) {
|
||||
rInd = Rand_ZeroOne() * (ARRAY_COUNT(D_800D0DD4) - 0.1f);
|
||||
rInd = RAND_FLOAT(ARRAY_COUNT(D_800D0DD4) - 0.1f);
|
||||
Matrix_MultVec3fNoTranslate(gCalcMatrix, &D_800D0DD4[rInd], &sp38);
|
||||
}
|
||||
|
||||
if (actor->unk_0B4 == 31) {
|
||||
rInd = Rand_ZeroOne() * (ARRAY_COUNT(D_800D1194) - 0.1f);
|
||||
rInd = RAND_FLOAT(ARRAY_COUNT(D_800D1194) - 0.1f);
|
||||
Matrix_MultVec3fNoTranslate(gCalcMatrix, &D_800D1194[rInd], &sp38);
|
||||
}
|
||||
|
||||
@@ -2853,8 +2853,8 @@ void func_800722EC(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 yRot) {
|
||||
effect->obj.pos.z = zPos;
|
||||
effect->unk_44 = 250;
|
||||
effect->scale2 = 2.0f;
|
||||
effect->scale1 = (Rand_ZeroOne() - 0.5f) * 200.0f;
|
||||
effect->obj.rot.z = Rand_ZeroOne() * 360.0f;
|
||||
effect->scale1 = RAND_FLOAT_CENTERED(200.0f);
|
||||
effect->obj.rot.z = RAND_FLOAT(360.0f);
|
||||
effect->unk_4C = effect->state = 1;
|
||||
Object_SetInfo(&effect->info, effect->obj.id);
|
||||
}
|
||||
@@ -2912,9 +2912,9 @@ void func_80072594(Actor* actor) {
|
||||
f32 spE8;
|
||||
f32 spE4;
|
||||
f32 spE0;
|
||||
f32 spDC;
|
||||
f32 spD8;
|
||||
f32 spD4;
|
||||
f32 spDC = 0.0f;
|
||||
f32 spD8 = 0.0f;
|
||||
f32 spD4 = 0.0f;
|
||||
s32 pad;
|
||||
f32 spCC;
|
||||
f32 spC8;
|
||||
@@ -2923,10 +2923,6 @@ void func_80072594(Actor* actor) {
|
||||
Vec3f spAC;
|
||||
Vec3f spA0;
|
||||
|
||||
spDC = 0.0f;
|
||||
spD8 = 0.0f;
|
||||
spD4 = 0.0f;
|
||||
|
||||
if ((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_7) || (D_8017828C != 0)) {
|
||||
Object_Kill(&actor->obj, actor->sfxPos);
|
||||
return;
|
||||
@@ -3114,8 +3110,8 @@ void func_80072594(Actor* actor) {
|
||||
break;
|
||||
|
||||
case 13:
|
||||
spDC = __sinf(((actor->index * 45) + gGameFrameCount) * M_DTOR) * actor->fwork[17];
|
||||
spD8 = __cosf(((actor->index * 45) + (gGameFrameCount * 2)) * M_DTOR) * actor->fwork[17];
|
||||
spDC = SIN_DEG((actor->index * 45) + gGameFrameCount) * actor->fwork[17];
|
||||
spD8 = COS_DEG((actor->index * 45) + (gGameFrameCount * 2)) * actor->fwork[17];
|
||||
pad = actor->iwork[1];
|
||||
pad = gActors[pad].iwork[12];
|
||||
D_Timer_80161670[pad] = 5;
|
||||
@@ -3386,9 +3382,9 @@ void func_80072594(Actor* actor) {
|
||||
case 95:
|
||||
case 96:
|
||||
if (!(gGameFrameCount & 7)) {
|
||||
actor->fwork[18] = Rand_ZeroOne() * 255.0f;
|
||||
actor->fwork[19] = Rand_ZeroOne() * 255.0f;
|
||||
actor->fwork[20] = Rand_ZeroOne() * 255.0f;
|
||||
actor->fwork[18] = RAND_FLOAT(255.0f);
|
||||
actor->fwork[19] = RAND_FLOAT(255.0f);
|
||||
actor->fwork[20] = RAND_FLOAT(255.0f);
|
||||
}
|
||||
Math_SmoothStepToF(&actor->fwork[15], actor->fwork[18], 1.0f, 10.0f, 0.0f);
|
||||
Math_SmoothStepToF(&actor->fwork[16], actor->fwork[19], 1.0f, 10.0f, 0.0f);
|
||||
@@ -3442,7 +3438,7 @@ void func_80072594(Actor* actor) {
|
||||
}
|
||||
if (((s32) gGameFrameCount % 3) == 0) {
|
||||
func_i3_8019E9F4(actor->obj.pos.x, actor->obj.pos.y - 20, actor->obj.pos.z - 180.0f, 0.0f,
|
||||
Rand_ZeroOne() * 20.0f * -1.0f, 0.0f, 4.0f, 2);
|
||||
RAND_FLOAT(20.0f) * -1.0f, 0.0f, 4.0f, 2);
|
||||
}
|
||||
} else if (actor->unk_0B6 >= Animation_GetFrameCount(&D_40057AC)) {
|
||||
actor->unk_0B6 = 0;
|
||||
@@ -3507,22 +3503,22 @@ void func_80072594(Actor* actor) {
|
||||
effect->obj.pos.x = actor->obj.pos.x + sp90.x;
|
||||
effect->obj.pos.y = actor->obj.pos.y + sp90.y;
|
||||
effect->obj.pos.z = actor->obj.pos.z;
|
||||
effect->obj.rot.x = Rand_ZeroOne() * 360.0f;
|
||||
effect->obj.rot.y = Rand_ZeroOne() * 360.0f;
|
||||
effect->obj.rot.z = Rand_ZeroOne() * 360.0f;
|
||||
sp84.x = (Rand_ZeroOne() * 25.0f) + 30.0f;
|
||||
sp84.y = (Rand_ZeroOne() * 25.0f) + 20.0f;
|
||||
effect->obj.rot.x = RAND_FLOAT(360.0f);
|
||||
effect->obj.rot.y = RAND_FLOAT(360.0f);
|
||||
effect->obj.rot.z = RAND_FLOAT(360.0f);
|
||||
sp84.x = RAND_FLOAT(25.0f) + 30.0f;
|
||||
sp84.y = RAND_FLOAT(25.0f) + 20.0f;
|
||||
sp84.z = 0.0f;
|
||||
effect->unk_44 = 10;
|
||||
effect->scale2 = 1.0f;
|
||||
Matrix_RotateY(gCalcMatrix, ((Rand_ZeroOne() * 180.0f) + 180.0f) * M_DTOR, 0);
|
||||
Matrix_RotateY(gCalcMatrix, (RAND_FLOAT(180.0f) + 180.0f) * M_DTOR, 0);
|
||||
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp84, &sp78);
|
||||
effect->vel.x = sp78.x;
|
||||
effect->vel.y = sp78.y;
|
||||
effect->vel.z = sp78.z;
|
||||
effect->unk_60.x = (Rand_ZeroOne() - 0.5f) + 5.0f;
|
||||
effect->unk_60.y = (Rand_ZeroOne() - 0.5f) + 5.0f;
|
||||
effect->unk_60.z = (Rand_ZeroOne() - 0.5f) + 5.0f;
|
||||
effect->unk_60.x = RAND_FLOAT_CENTERED(1.0f) + 5.0f;
|
||||
effect->unk_60.y = RAND_FLOAT_CENTERED(1.0f) + 5.0f;
|
||||
effect->unk_60.z = RAND_FLOAT_CENTERED(1.0f) + 5.0f;
|
||||
}
|
||||
}
|
||||
actor->unk_046++;
|
||||
@@ -3540,14 +3536,14 @@ void func_80072594(Actor* actor) {
|
||||
|
||||
effect->obj.status = OBJ_ACTIVE;
|
||||
|
||||
effect->obj.pos.x = ((Rand_ZeroOne() - 0.5f) * 3.0f) + actor->obj.pos.x + sp90.x;
|
||||
effect->obj.pos.y = ((Rand_ZeroOne() - 0.5f) * 3.0f) + actor->obj.pos.y + sp90.y;
|
||||
effect->obj.pos.z = ((Rand_ZeroOne() - 0.5f) * 3.0f) + actor->obj.pos.z + 180.0f;
|
||||
effect->obj.pos.x = actor->obj.pos.x + RAND_FLOAT_CENTERED(3.0f) + sp90.x;
|
||||
effect->obj.pos.y = actor->obj.pos.y + RAND_FLOAT_CENTERED(3.0f) + sp90.y;
|
||||
effect->obj.pos.z = actor->obj.pos.z + RAND_FLOAT_CENTERED(3.0f) + 180.0f;
|
||||
|
||||
effect->scale2 = 9.0f;
|
||||
effect->obj.rot.z = Rand_ZeroOne() * 360.0f;
|
||||
effect->vel.x = (Rand_ZeroOne() - 0.5f) * 5.0f;
|
||||
effect->vel.y = (Rand_ZeroOne() - 0.5f) * 3.0f + 30.0f;
|
||||
effect->obj.rot.z = RAND_FLOAT(360.0f);
|
||||
effect->vel.x = RAND_FLOAT_CENTERED(5.0f);
|
||||
effect->vel.y = RAND_FLOAT_CENTERED(3.0f) + 30.0f;
|
||||
effect->unk_44 = 100;
|
||||
effect->unk_46 = -8;
|
||||
effect->unk_60.z = 3;
|
||||
@@ -3566,13 +3562,13 @@ void func_80072594(Actor* actor) {
|
||||
if (effect != NULL) {
|
||||
effect->unk_78 = effect->unk_7A = 11;
|
||||
effect->obj.status = OBJ_ACTIVE;
|
||||
effect->obj.pos.x = ((Rand_ZeroOne() - 0.5f) * 3.0f) + actor->obj.pos.x;
|
||||
effect->obj.pos.y = ((Rand_ZeroOne() - 0.5f) * 5.0f) + actor->obj.pos.y + 50.0f;
|
||||
effect->obj.pos.z = ((Rand_ZeroOne() - 0.5f) * 3.0f) + actor->obj.pos.z + 200.0f;
|
||||
effect->obj.pos.x = RAND_FLOAT_CENTERED(3.0f) + actor->obj.pos.x;
|
||||
effect->obj.pos.y = RAND_FLOAT_CENTERED(5.0f) + actor->obj.pos.y + 50.0f;
|
||||
effect->obj.pos.z = RAND_FLOAT_CENTERED(3.0f) + actor->obj.pos.z + 200.0f;
|
||||
effect->scale2 = 9.0f;
|
||||
effect->obj.rot.z = Rand_ZeroOne() * 360.0f;
|
||||
effect->vel.x = (Rand_ZeroOne() - 0.5f) * 5.0f;
|
||||
effect->vel.y = (Rand_ZeroOne() - 0.5f) * 3.0f + 10.0f;
|
||||
effect->obj.rot.z = RAND_FLOAT(360.0f);
|
||||
effect->vel.x = RAND_FLOAT_CENTERED(5.0f);
|
||||
effect->vel.y = RAND_FLOAT_CENTERED(3.0f) + 10.0f;
|
||||
effect->unk_44 = 100;
|
||||
effect->unk_46 = -8;
|
||||
effect->unk_60.z = 3;
|
||||
@@ -3634,9 +3630,9 @@ void func_80072594(Actor* actor) {
|
||||
actor->unk_0B6 = 49;
|
||||
}
|
||||
if (gGameFrameCount & 1) {
|
||||
func_i3_801AC8A8(((Rand_ZeroOne() - 0.5f) * 100.0f) + actor->obj.pos.x,
|
||||
(Rand_ZeroOne() * 50.0f) + actor->obj.pos.y,
|
||||
((Rand_ZeroOne() - 0.5f) * 100.0f) + actor->obj.pos.z, 1.0f, 0);
|
||||
func_i3_801AC8A8(RAND_FLOAT_CENTERED(100.0f) + actor->obj.pos.x,
|
||||
RAND_FLOAT(50.0f) + actor->obj.pos.y,
|
||||
RAND_FLOAT_CENTERED(100.0f) + actor->obj.pos.z, 1.0f, 0);
|
||||
}
|
||||
}
|
||||
actor->timer_0C2 = 10000;
|
||||
@@ -3769,7 +3765,7 @@ void func_80074FF0(Actor* actor) {
|
||||
if ((actor->unk_0B4 != 0x15) && (actor->unk_0B4 != 0x17) && (actor->unk_0B4 != 0x4F) &&
|
||||
(actor->unk_0B4 != 0x53) && (actor->unk_0B4 != 0x1B) && (actor->unk_0B4 != 0x33) &&
|
||||
(actor->unk_0B4 != 0xD) && (actor->unk_0B4 != 0x48) && (actor->unk_0B4 != 0x1C) && (actor->scale > 0.5f)) {
|
||||
sp40 = __sinf(actor->timer_0C6 * 400.0f * M_DTOR) * actor->timer_0C6;
|
||||
sp40 = SIN_DEG(actor->timer_0C6 * 400.0f) * actor->timer_0C6;
|
||||
Matrix_RotateY(gGfxMatrix, M_DTOR * sp40, 1);
|
||||
Matrix_RotateX(gGfxMatrix, M_DTOR * sp40, 1);
|
||||
Matrix_RotateZ(gGfxMatrix, M_DTOR * sp40, 1);
|
||||
@@ -3920,10 +3916,9 @@ void func_80074FF0(Actor* actor) {
|
||||
case 27:
|
||||
if (actor->timer_0C2 != 0) {
|
||||
if (!(actor->timer_0C2 & 3) && (D_80177854 != 0x64)) {
|
||||
func_8007D0E0(((Rand_ZeroOne() - 0.5f) * 200.0f) + actor->obj.pos.x,
|
||||
((Rand_ZeroOne() - 0.5f) * 200.0f) + actor->obj.pos.y,
|
||||
((Rand_ZeroOne() - 0.5f) * 200.0f) + actor->obj.pos.z,
|
||||
(Rand_ZeroOne() * 1.5f) + 2.5f);
|
||||
func_8007D0E0(RAND_FLOAT_CENTERED(200.0f) + actor->obj.pos.x,
|
||||
RAND_FLOAT_CENTERED(200.0f) + actor->obj.pos.y,
|
||||
RAND_FLOAT_CENTERED(200.0f) + actor->obj.pos.z, RAND_FLOAT(1.5f) + 2.5f);
|
||||
}
|
||||
RCP_SetupDL(&gMasterDisp, 0x39);
|
||||
gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK);
|
||||
@@ -3934,7 +3929,7 @@ void func_80074FF0(Actor* actor) {
|
||||
break;
|
||||
|
||||
case 31:
|
||||
Matrix_RotateX(gGfxMatrix, M_PI / 2.0f, 1);
|
||||
Matrix_RotateX(gGfxMatrix, M_PI / 2, 1);
|
||||
Matrix_SetGfxMtx(&gMasterDisp);
|
||||
gSPDisplayList(gMasterDisp++, D_600E0C0);
|
||||
break;
|
||||
@@ -4190,7 +4185,7 @@ void func_800763A4(Actor* actor) {
|
||||
}
|
||||
|
||||
actor->obj.pos.y -= actor->vel.y;
|
||||
actor->vel.y = Rand_ZeroOne() * 10.0f;
|
||||
actor->vel.y = RAND_FLOAT(10.0f);
|
||||
actor->timer_04C = 3;
|
||||
|
||||
if (gLevelMode == LEVELMODE_ALL_RANGE) {
|
||||
|
||||
+58
-61
@@ -252,10 +252,10 @@ void func_80084B94(s32 arg0) {
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
Matrix_Translate(gGfxMatrix, D_800D1A70[i - 1].x, D_800D1A70[i - 1].y, D_800D1A70[i - 1].z, 1);
|
||||
Matrix_Scale(gGfxMatrix, 0.68f, 0.68f, 1.0f, 1);
|
||||
Matrix_RotateZ(gGfxMatrix, M_PI / 4.0f, 1);
|
||||
Matrix_RotateZ(gGfxMatrix, M_PI / 4, 1);
|
||||
Matrix_SetGfxMtx(&gMasterDisp);
|
||||
gSPDisplayList(gMasterDisp++, D_500B600);
|
||||
Matrix_RotateZ(gGfxMatrix, 3.0f * M_PI / 2.0f, 1);
|
||||
Matrix_RotateZ(gGfxMatrix, 3 * M_PI / 2, 1);
|
||||
Matrix_SetGfxMtx(&gMasterDisp);
|
||||
gSPDisplayList(gMasterDisp++, D_500B600);
|
||||
Matrix_Pop(&gGfxMatrix);
|
||||
@@ -264,11 +264,11 @@ void func_80084B94(s32 arg0) {
|
||||
} else {
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
Matrix_Translate(gGfxMatrix, -234.0f, -167.0f, -600.0f, 1);
|
||||
Matrix_RotateZ(gGfxMatrix, M_PI / 4.0f, 1);
|
||||
Matrix_RotateZ(gGfxMatrix, M_PI / 4, 1);
|
||||
Matrix_Scale(gGfxMatrix, 0.68f, 0.68f, 1.0f, 1);
|
||||
Matrix_SetGfxMtx(&gMasterDisp);
|
||||
gSPDisplayList(gMasterDisp++, D_500B600);
|
||||
Matrix_RotateZ(gGfxMatrix, 3.0f * M_PI / 2.0f, 1);
|
||||
Matrix_RotateZ(gGfxMatrix, 3 * M_PI / 2, 1);
|
||||
Matrix_SetGfxMtx(&gMasterDisp);
|
||||
gSPDisplayList(gMasterDisp++, D_500B600);
|
||||
Matrix_Pop(&gGfxMatrix);
|
||||
@@ -437,7 +437,7 @@ void func_80085944(void) {
|
||||
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
Matrix_Translate(gGfxMatrix, D_800D1AC4[i + 1], D_800D1AD8[i + 1], -100.0f, 0);
|
||||
Matrix_RotateZ(gGfxMatrix, (3.14159265358979323846f / 180.0f) * D_801618B0[0], 1);
|
||||
Matrix_RotateZ(gGfxMatrix, M_DTOR * D_801618B0[0], 1);
|
||||
Matrix_Scale(gGfxMatrix, D_801618B0[i + 2], D_801618B0[i + 2], D_801618B0[i + 2], 1);
|
||||
|
||||
Matrix_SetGfxMtx(&gMasterDisp);
|
||||
@@ -2721,7 +2721,7 @@ void func_8008C104(u16* texture, u16* arg1) {
|
||||
break;
|
||||
}
|
||||
|
||||
angle = (height / 2) * __cosf(M_DTOR * temp1);
|
||||
angle = (height / 2) * COS_DEG(temp1);
|
||||
temp2 = angle;
|
||||
|
||||
if (temp2 >= height) {
|
||||
@@ -3733,7 +3733,7 @@ void func_8008FFF0(Boss* boss, s32 arg1) {
|
||||
temp /= 2.0f;
|
||||
}
|
||||
|
||||
i = Rand_ZeroOne() * 36.0f;
|
||||
i = RAND_INT(36.0f);
|
||||
|
||||
if (!(gGameFrameCount & 2)) {
|
||||
func_8007C120(boss->obj.pos.x + D_800D21C8[i].x, boss->obj.pos.y + D_800D21C8[i].y,
|
||||
@@ -3846,8 +3846,8 @@ s32 func_80090200(Boss* boss) {
|
||||
player->camAt.y = boss->obj.pos.x;
|
||||
player->camAt.z = boss->obj.pos.x;
|
||||
|
||||
player->camAt.x += __cosf(M_DTOR * ((f32) boss->timer_050 * 60)) * boss->fwork[9];
|
||||
player->camAt.y += __sinf(M_DTOR * ((f32) boss->timer_050 * 179)) * boss->fwork[9];
|
||||
player->camAt.x += COS_DEG(boss->timer_050 * 60.0f) * boss->fwork[9];
|
||||
player->camAt.y += SIN_DEG(boss->timer_050 * 179.0f) * boss->fwork[9];
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4007,7 +4007,7 @@ bool func_80090CCC(Actor* actor) {
|
||||
}
|
||||
|
||||
if (actor->timer_0BE == 0) {
|
||||
actor->timer_0BE = (s32) (Rand_ZeroOne() * 200.0f) + 200;
|
||||
actor->timer_0BE = RAND_INT(200.0f) + 200;
|
||||
actor->fwork[10] = 30.0f;
|
||||
}
|
||||
|
||||
@@ -4029,20 +4029,20 @@ s32 func_80090E8C(Actor* actor) {
|
||||
|
||||
if (actor->timer_0BC == 0) {
|
||||
if (gLevelType == LEVELTYPE_SPACE) {
|
||||
x = (Rand_ZeroOne() - 0.5f) * 20000.0f;
|
||||
y = (Rand_ZeroOne() - 0.5f) * 5000.0f;
|
||||
z = (Rand_ZeroOne() - 0.5f) * 20000.0f;
|
||||
x = RAND_FLOAT_CENTERED(20000.0f);
|
||||
y = RAND_FLOAT_CENTERED(5000.0f);
|
||||
z = RAND_FLOAT_CENTERED(20000.0f);
|
||||
} else {
|
||||
x = (Rand_ZeroOne() - 0.5f) * 10000.0f;
|
||||
y = Rand_ZeroOne() * 1000.0f;
|
||||
z = (Rand_ZeroOne() - 0.5f) * 10000.0f;
|
||||
x = RAND_FLOAT_CENTERED(10000.0f);
|
||||
y = RAND_FLOAT(1000.0f);
|
||||
z = RAND_FLOAT_CENTERED(10000.0f);
|
||||
}
|
||||
|
||||
if ((fabsf(actor->obj.pos.x - x) > 2000.0f) && (fabsf(actor->obj.pos.z - z) > 2000.0f)) {
|
||||
actor->fwork[4] = x;
|
||||
actor->fwork[5] = y;
|
||||
actor->fwork[6] = z;
|
||||
actor->timer_0BC = (s32) (Rand_ZeroOne() * 20.0f) + 10;
|
||||
actor->timer_0BC = RAND_INT(20.0f) + 10;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4058,7 +4058,7 @@ s32 func_80090E8C(Actor* actor) {
|
||||
}
|
||||
|
||||
if (actor->timer_0BE == 0) {
|
||||
actor->timer_0BE = (s32) (Rand_ZeroOne() * 200.0f) + 200;
|
||||
actor->timer_0BE = RAND_INT(200.0f) + 200;
|
||||
actor->fwork[10] = 30.0f;
|
||||
}
|
||||
return false;
|
||||
@@ -4068,10 +4068,10 @@ bool func_800910C0(Actor* actor) {
|
||||
f32 var_fv1;
|
||||
|
||||
if (actor->timer_0BC == 0) {
|
||||
actor->vwork[28].x = (Rand_ZeroOne() - 0.5f) * 2000.0f;
|
||||
actor->vwork[28].y = (Rand_ZeroOne() * 1000.0f) + 200.0f;
|
||||
actor->vwork[28].z = (Rand_ZeroOne() - 0.5f) * 2000.0f;
|
||||
actor->timer_0BC = (s32) (Rand_ZeroOne() * 20.0f) + 10;
|
||||
actor->vwork[28].x = RAND_FLOAT_CENTERED(2000.0f);
|
||||
actor->vwork[28].y = RAND_FLOAT(1000.0f) + 200.0f;
|
||||
actor->vwork[28].z = RAND_FLOAT_CENTERED(2000.0f);
|
||||
actor->timer_0BC = RAND_INT(20.0f) + 10;
|
||||
}
|
||||
|
||||
actor->fwork[4] = gBosses[0].obj.pos.x + actor->vwork[28].x;
|
||||
@@ -4090,7 +4090,7 @@ bool func_800910C0(Actor* actor) {
|
||||
}
|
||||
|
||||
if (actor->timer_0BE == 0) {
|
||||
actor->timer_0BE = (s32) (Rand_ZeroOne() * 200.0f) + 200;
|
||||
actor->timer_0BE = RAND_INT(200.0f) + 200;
|
||||
actor->fwork[10] = 30.0f;
|
||||
}
|
||||
return false;
|
||||
@@ -4148,7 +4148,7 @@ bool func_80091368(Actor* actor) {
|
||||
}
|
||||
|
||||
if (actor->timer_0BC == 0) {
|
||||
actor->timer_0BC = (s32) (Rand_ZeroOne() * 20.0f) + 30;
|
||||
actor->timer_0BC = RAND_INT(20.0f) + 30;
|
||||
actor->fwork[7] = 360.0f;
|
||||
actor->fwork[8] = 0.0f;
|
||||
}
|
||||
@@ -4413,7 +4413,7 @@ bool func_80091F00(Actor* actor) {
|
||||
sp40.x = 20.0f;
|
||||
}
|
||||
|
||||
sp40.y = (Rand_ZeroOne() - 0.5f) * 20.0f;
|
||||
sp40.y = RAND_FLOAT_CENTERED(20.0f);
|
||||
sp40.z = 0.0f;
|
||||
|
||||
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp40, &sp34);
|
||||
@@ -4499,17 +4499,15 @@ void func_800922F4(Actor* actor) {
|
||||
}
|
||||
|
||||
if (!(gGameFrameCount & temp)) {
|
||||
func_8007D10C(actor->obj.pos.x + ((Rand_ZeroOne() - 0.5f) * 10.0f),
|
||||
actor->obj.pos.y + (Rand_ZeroOne() * 10.0f),
|
||||
actor->obj.pos.z + ((Rand_ZeroOne() - 0.5f) * 10.0f), 2.2f);
|
||||
func_8007D10C(actor->obj.pos.x + RAND_FLOAT_CENTERED(10.0f), actor->obj.pos.y + RAND_FLOAT(10.0f),
|
||||
actor->obj.pos.z + RAND_FLOAT_CENTERED(10.0f), 2.2f);
|
||||
}
|
||||
|
||||
if (!((temp >> 2) & gGameFrameCount)) {
|
||||
if (Rand_ZeroOne() < 0.5f) {
|
||||
func_8007C120(actor->obj.pos.x + ((Rand_ZeroOne() - 0.5f) * 30.0f),
|
||||
actor->obj.pos.y + (Rand_ZeroOne() * 10.0f),
|
||||
actor->obj.pos.z + ((Rand_ZeroOne() - 0.5f) * 30.0f), actor->vel.x, actor->vel.y,
|
||||
actor->vel.z, actor->scale * 0.07f, 3);
|
||||
func_8007C120(actor->obj.pos.x + RAND_FLOAT_CENTERED(30.0f), actor->obj.pos.y + RAND_FLOAT(10.0f),
|
||||
actor->obj.pos.z + RAND_FLOAT_CENTERED(30.0f), actor->vel.x, actor->vel.y, actor->vel.z,
|
||||
actor->scale * 0.07f, 3);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -4699,7 +4697,7 @@ bool func_800927A0(Actor* actor) {
|
||||
actor->obj.rot.z = actor->vwork[29].z + actor->fwork[20];
|
||||
actor->obj.pos.y += actor->fwork[28];
|
||||
|
||||
Matrix_RotateY(gCalcMatrix, actor->unk_0F4.y * 0.017453292f, 0U);
|
||||
Matrix_RotateY(gCalcMatrix, actor->unk_0F4.y * M_DTOR, 0U);
|
||||
Matrix_RotateX(gCalcMatrix, -(M_DTOR * (actor->unk_0F4.x + actor->vwork[29].x + actor->fwork[19])), 1);
|
||||
|
||||
src.z = actor->fwork[1];
|
||||
@@ -4803,7 +4801,7 @@ void func_80092EC0(Actor* actor) {
|
||||
case 1:
|
||||
if (func_800924E0(actor) != 0) {
|
||||
actor->unk_048 = 0;
|
||||
actor->iwork[9] = (s32) (Rand_ZeroOne() * 30.0f) + 90;
|
||||
actor->iwork[9] = RAND_INT(30.0f) + 90;
|
||||
}
|
||||
break;
|
||||
|
||||
@@ -4811,7 +4809,7 @@ void func_80092EC0(Actor* actor) {
|
||||
if (func_800927A0(actor) != 0) {
|
||||
actor->unk_04A = 0;
|
||||
actor->unk_048 = actor->unk_04A;
|
||||
actor->iwork[9] = (s32) (Rand_ZeroOne() * 30.0f) + 90;
|
||||
actor->iwork[9] = RAND_INT(30.0f) + 90;
|
||||
}
|
||||
break;
|
||||
}
|
||||
@@ -4904,13 +4902,13 @@ void func_800933D8(f32 x, f32 y, f32 z, f32 arg3) {
|
||||
effect->scale1 = 0.4f;
|
||||
effect->unk_44 = 0;
|
||||
effect->unk_46 = 24;
|
||||
effect->unk_48 = Rand_ZeroOne() * 4.0f;
|
||||
effect->unk_48 = RAND_INT(4.0f);
|
||||
if (Rand_ZeroOne() < 0.5f) {
|
||||
effect->unk_48 = -effect->unk_48;
|
||||
}
|
||||
} else {
|
||||
effect->vel.x = (Rand_ZeroOne() - 0.5f) * 5.0f;
|
||||
effect->vel.y = (Rand_ZeroOne() - 0.5f) * 3.0f;
|
||||
effect->vel.x = RAND_FLOAT_CENTERED(5.0f);
|
||||
effect->vel.y = RAND_FLOAT_CENTERED(3.0f);
|
||||
effect->unk_48 = 0;
|
||||
|
||||
if (Rand_ZeroOne() < 0.5f) {
|
||||
@@ -4927,7 +4925,7 @@ void func_800933D8(f32 x, f32 y, f32 z, f32 arg3) {
|
||||
}
|
||||
|
||||
effect->scale2 = arg3 * 0.2f;
|
||||
effect->obj.rot.z = Rand_ZeroOne() * 360.0f;
|
||||
effect->obj.rot.z = RAND_FLOAT(360.0f);
|
||||
Object_SetInfo(&effect->info, effect->obj.id);
|
||||
break;
|
||||
}
|
||||
@@ -5013,11 +5011,11 @@ void func_800935E8(Player* player) {
|
||||
|
||||
case 1:
|
||||
if ((player->unk_208 == 0) && (gCsFrameCount < 250)) {
|
||||
i = Rand_ZeroOne() * 64.0f;
|
||||
i = RAND_INT(64.0f);
|
||||
if (i < 32) {
|
||||
for (j = 0; j < 4; j++) {
|
||||
src.x = D_800D2320[i].x;
|
||||
src.y = D_800D2320[i].y + (Rand_ZeroOne() * 12.0f);
|
||||
src.y = D_800D2320[i].y + RAND_FLOAT(12.0f);
|
||||
src.z = D_800D2320[i].z;
|
||||
|
||||
Matrix_Translate(gCalcMatrix, actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 0);
|
||||
@@ -5036,7 +5034,7 @@ void func_800935E8(Player* player) {
|
||||
i -= 32;
|
||||
for (j = 0; j < 4; j++) {
|
||||
src.x = -D_800D2320[i].x;
|
||||
src.y = D_800D2320[i].y + (Rand_ZeroOne() * 12.0f);
|
||||
src.y = D_800D2320[i].y + RAND_FLOAT(12.0f);
|
||||
src.z = D_800D2320[i].z;
|
||||
|
||||
Matrix_Translate(gCalcMatrix, actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 0);
|
||||
@@ -5052,7 +5050,7 @@ void func_800935E8(Player* player) {
|
||||
i = (i + 1) % 32;
|
||||
}
|
||||
}
|
||||
player->unk_208 = (s32) (Rand_ZeroOne() * 3.0f) + 1;
|
||||
player->unk_208 = RAND_INT(3.0f) + 1;
|
||||
} else {
|
||||
player->unk_208--;
|
||||
}
|
||||
@@ -5201,7 +5199,7 @@ void func_800935E8(Player* player) {
|
||||
if (temp > 20.0f) {
|
||||
temp = 20.0f;
|
||||
}
|
||||
temp2 = __sinf(M_DTOR * (((f32) gGameFrameCount) * 70.0f)) * temp;
|
||||
temp2 = SIN_DEG(gGameFrameCount * 70.0f) * temp;
|
||||
}
|
||||
|
||||
player->camEye.y = D_80177980 + temp2;
|
||||
@@ -5237,9 +5235,9 @@ void func_800935E8(Player* player) {
|
||||
|
||||
if (((gGameFrameCount % 3) == 0) && (player->timer_1F8 <= 740)) {
|
||||
for (i = 0; i < 8; i++) {
|
||||
func_i3_801AC8A8(player->camEye.x + (Rand_ZeroOne() - 0.5f) * D_800D22C4,
|
||||
player->camEye.y + 260.0f + ((Rand_ZeroOne() - 0.5f) * D_800D22C8),
|
||||
player->camEye.z + (Rand_ZeroOne() - 0.5f) * D_800D22CC, 1.0f, 0);
|
||||
func_i3_801AC8A8(player->camEye.x + RAND_FLOAT_CENTERED(D_800D22C4),
|
||||
player->camEye.y + 260.0f + RAND_FLOAT_CENTERED(D_800D22C8),
|
||||
player->camEye.z + RAND_FLOAT_CENTERED(D_800D22CC), 1.0f, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -5292,11 +5290,11 @@ void func_800935E8(Player* player) {
|
||||
player->camAt.z = D_801779C0 = 0.0f;
|
||||
|
||||
case 6:
|
||||
player->unk_060 = __sinf(M_DTOR * (player->unk_0F4 * 0.7f)) * 0.5f;
|
||||
player->unk_060 = SIN_DEG(player->unk_0F4 * 0.7f) * 0.5f;
|
||||
player->unk_088 += 10.0f;
|
||||
player->unk_0F4 += 8.0f;
|
||||
player->unk_080 = -__sinf(M_DTOR * player->unk_088) * 0.5f;
|
||||
player->unk_0F0 = __sinf(M_DTOR * player->unk_0F4) * 1.5f;
|
||||
player->unk_080 = -SIN_DEG(player->unk_088) * 0.5f;
|
||||
player->unk_0F0 = SIN_DEG(player->unk_0F4) * 1.5f;
|
||||
|
||||
D_80177978 = player->pos.x * (600.0f / player->unk_09C);
|
||||
D_80177980 = player->pos.y * (740.0f / player->unk_0A0);
|
||||
@@ -5329,9 +5327,8 @@ void func_800935E8(Player* player) {
|
||||
func_8001D444(0U, 0xEU, 0U, 0xFFU);
|
||||
}
|
||||
|
||||
func_i3_801AC8A8(player->pos.x + (Rand_ZeroOne() - 0.5f) * 10.0f,
|
||||
player->pos.y + (Rand_ZeroOne() - 0.5f) * 10.0f,
|
||||
player->pos.z - 65.0f + (Rand_ZeroOne() - 0.5f) * 10.0f, 0.4f, 1);
|
||||
func_i3_801AC8A8(player->pos.x + RAND_FLOAT_CENTERED(10.0f), player->pos.y + RAND_FLOAT_CENTERED(10.0f),
|
||||
player->pos.z - 65.0f + RAND_FLOAT_CENTERED(10.0f), 0.4f, 1);
|
||||
break;
|
||||
|
||||
default:
|
||||
@@ -6010,20 +6007,20 @@ void func_80095604(Player* player) {
|
||||
|
||||
player->unk_0F8 = player->unk_0EC + player->unk_12C + player->unk_130;
|
||||
|
||||
player->unk_060 = __sinf(M_DTOR * (player->unk_0F4 * 0.7f)) * 0.5f;
|
||||
player->unk_060 = SIN_DEG(player->unk_0F4 * 0.7f) * 0.5f;
|
||||
player->unk_088 += 10.0f;
|
||||
player->unk_0F4 += 8.0f;
|
||||
player->unk_080 = -__sinf(M_DTOR * player->unk_088) * 0.5f;
|
||||
player->unk_0F0 = __sinf(M_DTOR * player->unk_0F4) * 1.5f;
|
||||
player->unk_080 = -SIN_DEG(player->unk_088) * 0.5f;
|
||||
player->unk_0F0 = SIN_DEG(player->unk_0F4) * 1.5f;
|
||||
|
||||
if (player->unk_234) {
|
||||
src.x = 0.0f;
|
||||
src.y = 0.0f;
|
||||
src.z = -70.0f;
|
||||
Matrix_MultVec3fNoTranslate(gCalcMatrix, &src, &dest);
|
||||
func_i3_801AC8A8(player->pos.x + dest.x + (Rand_ZeroOne() - 0.5f) * 10.0f,
|
||||
player->pos.y + dest.y + (Rand_ZeroOne() - 0.5f) * 10.0f,
|
||||
player->pos.z + dest.z + (Rand_ZeroOne() - 0.5f) * 10.0f, 0.4f, 1);
|
||||
func_i3_801AC8A8(player->pos.x + dest.x + RAND_FLOAT_CENTERED(10.0f),
|
||||
player->pos.y + dest.y + RAND_FLOAT_CENTERED(10.0f),
|
||||
player->pos.z + dest.z + RAND_FLOAT_CENTERED(10.0f), 0.4f, 1);
|
||||
}
|
||||
|
||||
player->unk_178 += 20.0f;
|
||||
@@ -6171,9 +6168,9 @@ void func_80096A74(Player* player) {
|
||||
Math_SmoothStepToAngle(&player->unk_0E4, 0.0f, 0.1f, 2.4f, 0.001f);
|
||||
} else {
|
||||
player->unk_088 += 10.0f;
|
||||
player->unk_080 = -__sinf(M_DTOR * (player->unk_088)) * 0.5f;
|
||||
player->unk_080 = -SIN_DEG(player->unk_088) * 0.5f;
|
||||
player->unk_0F4 += 3.0f;
|
||||
player->unk_0F0 = __sinf(M_DTOR * (player->unk_0F4)) * 1.5f;
|
||||
player->unk_0F0 = SIN_DEG(player->unk_0F4) * 1.5f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+76
-81
@@ -145,7 +145,7 @@ void func_800A3FEC(void) {
|
||||
Math_SmoothStepToF(var_s3, *var_s5, sp8C, *var_s4, 0.0f);
|
||||
Math_SmoothStepToF(var_s4, 100.0f, 1.0f, sp84, 0.0f);
|
||||
if ((D_801782FC & spA8) == (i & spA8)) {
|
||||
*var_s5 = Rand_ZeroOne() * sp90;
|
||||
*var_s5 = RAND_FLOAT(sp90);
|
||||
*var_s4 = 0.0f;
|
||||
}
|
||||
*var_s0 += *var_s1;
|
||||
@@ -167,22 +167,22 @@ void func_800A3FEC(void) {
|
||||
|
||||
void func_800A4460(Player* player) {
|
||||
if ((gCurrentLevel == LEVEL_VENOM_ANDROSS) && (gBosses[0].obj.status == OBJ_ACTIVE) && (gBosses[0].state == 17)) {
|
||||
player->unk_060 = __sinf(player->unk_0F4 * 0.7f * M_DTOR) * 0.5f;
|
||||
player->unk_060 = SIN_DEG(player->unk_0F4 * 0.7f) * 0.5f;
|
||||
player->unk_088 += 13.0f;
|
||||
player->unk_0F4 += 20.0f;
|
||||
player->unk_080 = -__sinf(player->unk_088 * M_DTOR) * 5.0f;
|
||||
player->unk_0F0 = __sinf(player->unk_0F4 * M_DTOR) * 10.0f;
|
||||
player->unk_080 = -SIN_DEG(player->unk_088) * 5.0f;
|
||||
player->unk_0F0 = SIN_DEG(player->unk_0F4) * 10.0f;
|
||||
return;
|
||||
} else {
|
||||
player->unk_060 = __sinf(player->unk_0F4 * 0.7f * M_DTOR) * 0.5f;
|
||||
player->unk_060 = SIN_DEG(player->unk_0F4 * 0.7f) * 0.5f;
|
||||
player->unk_088 += 10.0f;
|
||||
player->unk_0F4 += 8.0f;
|
||||
if ((gLevelType == LEVELTYPE_PLANET) || ((player->unk_238 == 1) && (gLevelMode == LEVELMODE_ON_RAILS))) {
|
||||
player->unk_080 = -__sinf(player->unk_088 * M_DTOR) * 0.5f;
|
||||
player->unk_080 = -SIN_DEG(player->unk_088) * 0.5f;
|
||||
if ((player->wings.rightState <= WINGSTATE_BROKEN) || (player->wings.leftState <= WINGSTATE_BROKEN)) {
|
||||
player->unk_0F0 = __sinf(player->unk_0F4 * M_DTOR) * 5.0f;
|
||||
player->unk_0F0 = SIN_DEG(player->unk_0F4) * 5.0f;
|
||||
} else {
|
||||
player->unk_0F0 = __sinf(player->unk_0F4 * M_DTOR) * 1.5f;
|
||||
player->unk_0F0 = SIN_DEG(player->unk_0F4) * 1.5f;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -195,24 +195,24 @@ void func_800A46A0(Player* player) {
|
||||
if ((player->unk_238 == 0) || (gLevelMode == LEVELMODE_ALL_RANGE)) {
|
||||
if (player->wings.rightState <= WINGSTATE_BROKEN) {
|
||||
if (!(gGameFrameCount & 1) && (D_80177D70[player->num] != 0)) {
|
||||
func_8007D10C(((Rand_ZeroOne() - 0.5f) * 10.0f) + player->hit1.x,
|
||||
(Rand_ZeroOne() * 5.0f) + player->hit1.y, player->hit1.z, 1.0f);
|
||||
func_8007D10C(RAND_FLOAT_CENTERED(10.0f) + player->hit1.x, RAND_FLOAT(5.0f) + player->hit1.y,
|
||||
player->hit1.z, 1.0f);
|
||||
}
|
||||
if (!(gGameFrameCount & 1) && (Rand_ZeroOne() < 0.5f) && !gVersusMode) {
|
||||
func_8007C484(((Rand_ZeroOne() - 0.5f) * 5.0f) + player->hit1.x,
|
||||
(Rand_ZeroOne() * 5.0f) + player->hit1.y, player->hit1.z, player->vel.x, player->vel.y,
|
||||
player->vel.z, (Rand_ZeroOne() * 0.02f) + 0.02f, player->num + 1);
|
||||
func_8007C484(RAND_FLOAT_CENTERED(5.0f) + player->hit1.x, RAND_FLOAT(5.0f) + player->hit1.y,
|
||||
player->hit1.z, player->vel.x, player->vel.y, player->vel.z, RAND_FLOAT(0.02f) + 0.02f,
|
||||
player->num + 1);
|
||||
}
|
||||
}
|
||||
if (player->wings.leftState <= WINGSTATE_BROKEN) {
|
||||
if (!(gGameFrameCount & 1) && (D_80177D88[player->num] != 0)) {
|
||||
func_8007D10C(((Rand_ZeroOne() - 0.5f) * 10.0f) + player->hit2.x,
|
||||
(Rand_ZeroOne() * 5.0f) + player->hit2.y, player->hit2.z, 1.0f);
|
||||
func_8007D10C(RAND_FLOAT_CENTERED(10.0f) + player->hit2.x, RAND_FLOAT(5.0f) + player->hit2.y,
|
||||
player->hit2.z, 1.0f);
|
||||
}
|
||||
if (!(gGameFrameCount & 1) && (Rand_ZeroOne() < 0.5f) && !gVersusMode) {
|
||||
func_8007C484(((Rand_ZeroOne() - 0.5f) * 5.0f) + player->hit2.x,
|
||||
(Rand_ZeroOne() * 5.0f) + player->hit2.y, player->hit2.z, player->vel.x, player->vel.y,
|
||||
player->vel.z, (Rand_ZeroOne() * 0.02f) + 0.02f, player->num + 1);
|
||||
func_8007C484(RAND_FLOAT_CENTERED(5.0f) + player->hit2.x, RAND_FLOAT(5.0f) + player->hit2.y,
|
||||
player->hit2.z, player->vel.x, player->vel.y, player->vel.z, RAND_FLOAT(0.02f) + 0.02f,
|
||||
player->num + 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -233,15 +233,13 @@ void func_800A46A0(Player* player) {
|
||||
sp40 = 30.0f;
|
||||
}
|
||||
if (!(gGameFrameCount & var_v1)) {
|
||||
func_8007D10C(((Rand_ZeroOne() - 0.5f) * 10.0f) + player->pos.x,
|
||||
(Rand_ZeroOne() * 10.0f) + (player->pos.y + sp40),
|
||||
((Rand_ZeroOne() - 0.5f) * 10.0f) + player->unk_138, 2.2f);
|
||||
func_8007D10C(player->pos.x + RAND_FLOAT_CENTERED(10.0f), player->pos.y + sp40 + RAND_FLOAT(10.0f),
|
||||
player->unk_138 + RAND_FLOAT_CENTERED(10.0f), 2.2f);
|
||||
}
|
||||
if (!((var_v1 >> 2) & gGameFrameCount) && (Rand_ZeroOne() < 0.5f)) {
|
||||
func_8007C484(((Rand_ZeroOne() - 0.5f) * 30.0f) + player->pos.x,
|
||||
(Rand_ZeroOne() * 10.0f) + (player->pos.y + sp40),
|
||||
((Rand_ZeroOne() - 0.5f) * 30.0f) + player->unk_138, player->vel.x, player->vel.y,
|
||||
player->vel.z, (Rand_ZeroOne() * 0.03f) + 0.04f, player->num + 1);
|
||||
func_8007C484(player->pos.x + RAND_FLOAT_CENTERED(30.0f), player->pos.y + sp40 + RAND_FLOAT(10.0f),
|
||||
player->unk_138 + RAND_FLOAT_CENTERED(30.0f), player->vel.x, player->vel.y, player->vel.z,
|
||||
0.04f + RAND_FLOAT(0.03f), player->num + 1);
|
||||
if (player->timer_224 == 0) {
|
||||
player->timer_224 = 2;
|
||||
}
|
||||
@@ -552,8 +550,8 @@ void func_800A5D6C(void) {
|
||||
MEM_ARRAY_ALLOCATE(D_80178298, 1000);
|
||||
Rand_SetSeed(1, 29000, 9876);
|
||||
for (i = 0; i < 1000; i++) {
|
||||
D_80178288[i] = (Rand_ZeroOneSeeded() * 480.0f) - 80.0f;
|
||||
D_80178290[i] = (Rand_ZeroOneSeeded() * 360.0f) - 60.0f;
|
||||
D_80178288[i] = RAND_FLOAT_SEEDED(480.0f) - 80.0f;
|
||||
D_80178290[i] = RAND_FLOAT_SEEDED(360.0f) - 60.0f;
|
||||
D_80178298[i] = FILL_COLOR(D_800C9C3C[i % ARRAY_COUNT(D_800C9C3C)]);
|
||||
}
|
||||
}
|
||||
@@ -739,7 +737,7 @@ void func_800A670C(Actor* actor, s32 state, f32 xPos, f32 yPos, f32 zPos) {
|
||||
actor->obj.pos.z = zPos;
|
||||
actor->gravity = 0.5f;
|
||||
if ((state == 0) || (state == 1)) {
|
||||
actor->vel.y = (Rand_ZeroOne() * 5.0f) + 10.0f;
|
||||
actor->vel.y = RAND_FLOAT(5.0f) + 10.0f;
|
||||
actor->vel.x = 10.0f;
|
||||
|
||||
if (state == 0) {
|
||||
@@ -748,27 +746,27 @@ void func_800A670C(Actor* actor, s32 state, f32 xPos, f32 yPos, f32 zPos) {
|
||||
actor->timer_0BC = 15;
|
||||
} else {
|
||||
if (gLevelType == LEVELTYPE_PLANET) {
|
||||
actor->vel.y = (Rand_ZeroOne() * 7.0f) + 7.0f;
|
||||
actor->vel.x = (Rand_ZeroOne() - 0.5f) * 10.0f;
|
||||
actor->vel.z = (Rand_ZeroOne() * 5.0f) + 5.0f;
|
||||
actor->vel.y = RAND_FLOAT(7.0f) + 7.0f;
|
||||
actor->vel.x = RAND_FLOAT_CENTERED(10.0f);
|
||||
actor->vel.z = RAND_FLOAT(5.0f) + 5.0f;
|
||||
if (gLevelMode == LEVELMODE_ALL_RANGE) {
|
||||
actor->vel.z = (Rand_ZeroOne() - 0.5f) * 10.0f;
|
||||
actor->vel.z = RAND_FLOAT_CENTERED(10.0f);
|
||||
}
|
||||
actor->timer_0BC = (s32) (Rand_ZeroOne() * 10.0f) + 10;
|
||||
actor->timer_0BC = RAND_INT(10.0f) + 10;
|
||||
} else {
|
||||
actor->vel.x = (Rand_ZeroOne() - 0.5f) * 10.0f;
|
||||
actor->vel.y = (Rand_ZeroOne() - 0.5f) * 10.0f;
|
||||
actor->vel.z = (Rand_ZeroOne() - 0.5f) * 10.0f;
|
||||
actor->timer_0BC = (s32) (Rand_ZeroOne() * 25.0f) + 25;
|
||||
actor->vel.x = RAND_FLOAT_CENTERED(10.0f);
|
||||
actor->vel.y = RAND_FLOAT_CENTERED(10.0f);
|
||||
actor->vel.z = RAND_FLOAT_CENTERED(10.0f);
|
||||
actor->timer_0BC = RAND_INT(25.0f) + 25;
|
||||
actor->gravity = 0.0f;
|
||||
}
|
||||
if (state == 2) {
|
||||
actor->scale = (Rand_ZeroOne() * 1.5f) + 0.75f;
|
||||
actor->scale = RAND_FLOAT(1.5f) + 0.75f;
|
||||
} else if (state == 4) {
|
||||
actor->scale = (Rand_ZeroOne() * 0.8f) + 0.3f;
|
||||
actor->timer_0BC = (s32) (Rand_ZeroOne() * 50.0f) + 70;
|
||||
actor->scale = RAND_FLOAT(0.8f) + 0.3f;
|
||||
actor->timer_0BC = RAND_INT(50.0f) + 70;
|
||||
}
|
||||
actor->obj.rot.x = Rand_ZeroOne() * 360.0f;
|
||||
actor->obj.rot.x = RAND_FLOAT(360.0f);
|
||||
}
|
||||
Object_SetInfo(&actor->info, actor->obj.id);
|
||||
}
|
||||
@@ -1830,14 +1828,12 @@ void func_800A8BA4(Player* player) {
|
||||
player->timer_498 = 5;
|
||||
player->unk_0D8.y = 30.0f;
|
||||
boss->dmgType = DMG_BEAM;
|
||||
func_8007BFFC(player->pos.x + (10.0f * (Rand_ZeroOne() - 0.5f)),
|
||||
player->pos.y + (10.0f * Rand_ZeroOne()),
|
||||
player->unk_138 + (10.0f * (Rand_ZeroOne() - 0.5f)), 0.0f, 15.0f, 0.0f, 2.0f, 5);
|
||||
func_8007BFFC(player->pos.x + RAND_FLOAT_CENTERED(10.0f), player->pos.y + RAND_FLOAT(10.0f),
|
||||
player->unk_138 + RAND_FLOAT_CENTERED(10.0f), 0.0f, 15.0f, 0.0f, 2.0f, 5);
|
||||
for (j = 0; j < 10; j++) {
|
||||
func_8007C484(player->pos.x + (30.0f * (Rand_ZeroOne() - 0.5f)),
|
||||
player->pos.y + (10.0f * Rand_ZeroOne()),
|
||||
player->unk_138 + (30.0f * (Rand_ZeroOne() - 0.5f)), player->vel.x,
|
||||
20.0f + player->vel.y, player->vel.z, (Rand_ZeroOne() * 0.1f) + 0.1f,
|
||||
func_8007C484(player->pos.x + RAND_FLOAT_CENTERED(30.0f), player->pos.y + RAND_FLOAT(10.0f),
|
||||
player->unk_138 + RAND_FLOAT_CENTERED(30.0f), player->vel.x,
|
||||
20.0f + player->vel.y, player->vel.z, RAND_FLOAT(0.1f) + 0.1f,
|
||||
player->num + 11);
|
||||
}
|
||||
break;
|
||||
@@ -2204,7 +2200,7 @@ void func_800AA800(Player* player) {
|
||||
player->unk_068 = spB0.y;
|
||||
player->unk_248 = spA8[0];
|
||||
player->unk_24C = spA8[1];
|
||||
player->unk_070 = (sp120 / 180.0f) * M_PI;
|
||||
player->unk_070 = DEG_TO_RAD(sp120);
|
||||
}
|
||||
} else {
|
||||
colId = COL2_0;
|
||||
@@ -2215,7 +2211,7 @@ void func_800AA800(Player* player) {
|
||||
player->unk_068 = spBC.y;
|
||||
player->unk_248 = spBC.x;
|
||||
player->unk_24C = spBC.z;
|
||||
player->unk_070 = (sp120 / 180.0f) * M_PI;
|
||||
player->unk_070 = DEG_TO_RAD(sp120);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2265,7 +2261,7 @@ void func_800AA800(Player* player) {
|
||||
player->unk_06C = player->unk_138 + var_fs1;
|
||||
player->unk_248 = spBC.x;
|
||||
player->unk_24C = spBC.z;
|
||||
player->unk_070 = (sp120 / 180.0f) * M_PI;
|
||||
player->unk_070 = DEG_TO_RAD(sp120);
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -2311,8 +2307,8 @@ void func_800AA800(Player* player) {
|
||||
if (gGroundLevel < player->unk_068) {
|
||||
player->unk_068 = spEC.y + 15.0f + tempy;
|
||||
player->unk_06C = spEC.z + 10.0f + tempz;
|
||||
player->unk_248 = (sp100 / 180.0f) * M_PI;
|
||||
player->unk_070 = (sp120 / 180.0f) * M_PI;
|
||||
player->unk_248 = DEG_TO_RAD(sp100);
|
||||
player->unk_070 = DEG_TO_RAD(sp120);
|
||||
}
|
||||
break;
|
||||
}
|
||||
@@ -2716,8 +2712,8 @@ void func_800AC290(Player* player, PlayerShot* shot, f32 arg2, f32 arg3, PlayerS
|
||||
shot->obj.rot.z = player->unk_0F8;
|
||||
if (shotId == PLAYERSHOT_8) {
|
||||
if (gCurrentLevel == LEVEL_AQUAS) {
|
||||
shot->unk_58 = Rand_ZeroOne() * 360.0f;
|
||||
shot->unk_60 = Rand_ZeroOne() * 360.0f;
|
||||
shot->unk_58 = RAND_INT(360.0f);
|
||||
shot->unk_60 = RAND_INT(360.0f);
|
||||
shot->unk_2C = player->unk_0E4 + player->unk_4D8;
|
||||
shot->unk_30 = player->unk_0E8;
|
||||
shot->unk_34 = player->unk_0F8;
|
||||
@@ -3184,8 +3180,8 @@ void func_800ADD98(Player* player) {
|
||||
player->timer_1E4 = 10;
|
||||
}
|
||||
}
|
||||
player->unk_18C = fabsf(__sinf(player->unk_12C * M_DTOR) * 25.0f);
|
||||
player->unk_18C += fabsf(__sinf(player->unk_130 * M_DTOR) * 20.0f);
|
||||
player->unk_18C = fabsf(SIN_DEG(player->unk_12C) * 25.0f);
|
||||
player->unk_18C += fabsf(SIN_DEG(player->unk_130) * 20.0f);
|
||||
}
|
||||
|
||||
void func_800ADF58(Player* player) {
|
||||
@@ -3732,7 +3728,7 @@ void func_800AF928(Player* player) {
|
||||
sp44.y = 0.0f;
|
||||
sp44.z = player->unk_0D0;
|
||||
sp44.z -= fabsf((player->unk_184 * 0.4f * player->unk_0D0) / 15.0f);
|
||||
sp44.z += __sinf(player->unk_000 * M_DTOR) * player->unk_110;
|
||||
sp44.z += SIN_DEG(player->unk_000) * player->unk_110;
|
||||
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp44, &sp38);
|
||||
player->vel.x = sp38.x;
|
||||
player->vel.z = sp38.z;
|
||||
@@ -3788,7 +3784,7 @@ void func_800AF928(Player* player) {
|
||||
player->unk_0F8 = player->unk_0EC + player->unk_12C + player->unk_130;
|
||||
if (player->unk_1D4 != 0) {
|
||||
player->unk_0F4 += player->unk_0D0 * 5.0f;
|
||||
player->unk_0F0 = __sinf(player->unk_0F4 * M_DTOR) * 0.7f;
|
||||
player->unk_0F0 = SIN_DEG(player->unk_0F4) * 0.7f;
|
||||
}
|
||||
func_800A46A0(player);
|
||||
}
|
||||
@@ -3851,7 +3847,7 @@ void func_800B0194(Player* player) {
|
||||
Math_SmoothStepToF(&player->unk_168, -sp74 * 0.3f, 0.1f, 10.0f, 0.00001f);
|
||||
} else {
|
||||
if (((gGameFrameCount & 0xF) == 0) && (Rand_ZeroOne() < 0.5f)) {
|
||||
player->unk_17C = (Rand_ZeroOne() - 0.5f) * 100.0f;
|
||||
player->unk_17C = RAND_FLOAT_CENTERED(100.0f);
|
||||
}
|
||||
if (((gGameFrameCount & 0xF) == 3) && (Rand_ZeroOne() < 0.5f)) {
|
||||
player->unk_174 = (Rand_ZeroOne() - 0.2f) * 50.0f;
|
||||
@@ -3896,7 +3892,7 @@ void func_800B0194(Player* player) {
|
||||
if ((s32) player->unk_00C >= Animation_GetFrameCount(&D_301CFEC)) {
|
||||
player->unk_00C = 0.0f;
|
||||
}
|
||||
player->unk_080 = 2.0f * __sinf((player->unk_20C + 7) * 24.0f * M_DTOR);
|
||||
player->unk_080 = 2.0f * SIN_DEG((player->unk_20C + 7) * 24.0f);
|
||||
if (player->unk_080 < -0.5f) {
|
||||
player->unk_080 = -0.5f;
|
||||
}
|
||||
@@ -4838,17 +4834,17 @@ void func_800B3314(Player* player) {
|
||||
player->unk_0D4 = -0.4f;
|
||||
Math_SmoothStepToF(&D_801779A8[player->num], 30.0f, 1.0f, 10.0f, 0.0f);
|
||||
if ((gCamCount == 1) && !(gGameFrameCount & 1)) {
|
||||
func_8007BC7C(((Rand_ZeroOne() - 0.5f) * 20.0f) + player->pos.x, player->unk_068 + 10.0f,
|
||||
player->unk_138 - 10.0f, (2.0f * Rand_ZeroOne()) + 4.0f);
|
||||
func_8007BC7C(RAND_FLOAT_CENTERED(20.0f) + player->pos.x, player->unk_068 + 10.0f, player->unk_138 - 10.0f,
|
||||
RAND_FLOAT(2.0f) + 4.0f);
|
||||
}
|
||||
} else if ((gCamCount == 1) && !(gGameFrameCount & 3) && (player->unk_1DC == 0)) {
|
||||
if ((player->unk_16C > 0.2f) && (player->timer_220 == 0)) {
|
||||
func_8007BC7C(((Rand_ZeroOne() - 0.5f) * 10.0f) + (player->pos.x - 57.0f), player->unk_068 + 10.0f,
|
||||
player->unk_138 - 10.0f, (2.0f * Rand_ZeroOne()) + 3.0f);
|
||||
func_8007BC7C(RAND_FLOAT_CENTERED(10.0f) + (player->pos.x - 57.0f), player->unk_068 + 10.0f,
|
||||
player->unk_138 - 10.0f, RAND_FLOAT(2.0f) + 3.0f);
|
||||
}
|
||||
if ((player->unk_170 > 0.2f) && (player->timer_220 == 0)) {
|
||||
func_8007BC7C(((Rand_ZeroOne() - 0.5f) * 10.0f) + (player->pos.x + 57.0f), player->unk_068 + 10.0f,
|
||||
player->unk_138 - 10.0f, (2.0f * Rand_ZeroOne()) + 3.0f);
|
||||
func_8007BC7C(RAND_FLOAT_CENTERED(10.0f) + (player->pos.x + 57.0f), player->unk_068 + 10.0f,
|
||||
player->unk_138 - 10.0f, RAND_FLOAT(2.0f) + 3.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -4935,15 +4931,14 @@ void func_800B39E0(Player* player) {
|
||||
}
|
||||
player->unk_1F4--;
|
||||
if (player->form == FORM_ARWING) {
|
||||
player->unk_134 =
|
||||
(__sinf(player->unk_1F4 * 400.0f * M_DTOR) * player->unk_1F4) * D_800D3164[player->unk_21C];
|
||||
player->unk_134 = (SIN_DEG(player->unk_1F4 * 400.0f) * player->unk_1F4) * D_800D3164[player->unk_21C];
|
||||
if (player->state_1C8 == PLAYERSTATE_1C8_3) {
|
||||
player->unk_084 =
|
||||
(__sinf(player->unk_1F4 * 400.0f * M_DTOR) * player->unk_1F4) * D_800D3164[player->unk_21C] * 0.8f;
|
||||
(SIN_DEG(player->unk_1F4 * 400.0f) * player->unk_1F4) * D_800D3164[player->unk_21C] * 0.8f;
|
||||
}
|
||||
} else {
|
||||
player->unk_134 =
|
||||
(__sinf(player->unk_1F4 * 400.0f * M_DTOR) * player->unk_1F4) * D_800D3164[player->unk_21C] * 1.5f;
|
||||
(SIN_DEG(player->unk_1F4 * 400.0f) * player->unk_1F4) * D_800D3164[player->unk_21C] * 1.5f;
|
||||
player->unk_084 = 0.0f;
|
||||
}
|
||||
if ((gLevelMode != LEVELMODE_UNK_2) &&
|
||||
@@ -5179,7 +5174,7 @@ void func_800B46F8(Player* player) {
|
||||
if ((player->shields < 0x40) && ((gTeamShields[1] > 0) || (gTeamShields[3] > 0) || (gTeamShields[2] > 0))) {
|
||||
do {
|
||||
do {
|
||||
teamId = (s32) (Rand_ZeroOne() * 2.9f) + 1;
|
||||
teamId = RAND_INT(2.9f) + 1;
|
||||
} while (gTeamShields[teamId] <= 0);
|
||||
} while (0); // macro?
|
||||
switch (teamId) {
|
||||
@@ -5311,7 +5306,7 @@ void func_800B48BC(Player* player) {
|
||||
} else if (D_80177E7C != 0) {
|
||||
if (gPlayerInactive[player->num] == true) {
|
||||
do {
|
||||
sp1C4 = (s32) (Rand_ZeroOne() * 3.9f);
|
||||
sp1C4 = RAND_INT(3.9f);
|
||||
} while (gPlayerInactive[sp1C4]);
|
||||
player->unk_288 = sp1C4 + 1;
|
||||
player->state_1C8 = PLAYERSTATE_1C8_13;
|
||||
@@ -5640,7 +5635,7 @@ void func_800B5FBC(Player* player, s32 playerNum, bool arg2) {
|
||||
}
|
||||
if (((var_v0 & gGameFrameCount) == (gPlayerNum * 32)) || arg2) {
|
||||
for (i = 0; i < 100; i++) {
|
||||
playerNum = (s32) (Rand_ZeroOne() * 3.9f);
|
||||
playerNum = RAND_INT(3.9f);
|
||||
if ((gPlayer[playerNum].state_1C8 != PLAYERSTATE_1C8_13) && !gPlayerInactive[playerNum]) {
|
||||
break;
|
||||
}
|
||||
@@ -5881,10 +5876,10 @@ void func_800B6F50(f32 arg0, f32 arg1, f32 arg2, f32 arg3, f32 arg4, f32 arg5) {
|
||||
sp28 = -Math_Atan2F(arg0 - arg3, arg2 - arg5);
|
||||
var_ft5 = sqrtf(SQ(arg2 - arg5) + SQ(arg0 - arg3));
|
||||
sp2C = -Math_Atan2F(arg1 - arg4, var_ft5);
|
||||
if (sp28 >= M_PI / 2.0f) {
|
||||
if (sp28 >= M_PI / 2) {
|
||||
sp28 -= M_PI;
|
||||
}
|
||||
if (sp28 <= -M_PI / 2.0f) {
|
||||
if (sp28 <= -M_PI / 2) {
|
||||
sp28 += M_PI;
|
||||
}
|
||||
var_ft5 = 0.0f;
|
||||
@@ -6189,9 +6184,9 @@ void func_800B79B0(void) {
|
||||
var_a0 = MIN(gPlayer[0].shields, 0xFF);
|
||||
func_8001D1C8(var_a0, sp3A);
|
||||
if (!(gGameFrameCount & 7) && (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_7)) {
|
||||
func_i3_8019E8B8((Rand_ZeroOne() - 0.5f) * 6000.0f, -80.0f,
|
||||
gPlayer[0].unk_138 + ((Rand_ZeroOne() * 2000.0f) + -6000.0f),
|
||||
(Rand_ZeroOne() * 10.0f) + 20.0f);
|
||||
func_i3_8019E8B8(RAND_FLOAT_CENTERED(6000.0f), -80.0f,
|
||||
gPlayer[0].unk_138 + (RAND_FLOAT(2000.0f) + -6000.0f),
|
||||
RAND_FLOAT(10.0f) + 20.0f); // check
|
||||
}
|
||||
func_8008C104(D_60229A4, D_6010198);
|
||||
if (gPlayer[0].shields == 0) {
|
||||
@@ -6264,13 +6259,13 @@ void func_800B832C(void) {
|
||||
if (var_fv1 > 20.0f) {
|
||||
var_fv1 = 20.0f;
|
||||
}
|
||||
D_8017847C = var_fv1 * __sinf(gGameFrameCount * 70.0f * M_DTOR);
|
||||
D_8017847C = var_fv1 * SIN_DEG(gGameFrameCount * 70.0f);
|
||||
}
|
||||
func_800B79B0();
|
||||
}
|
||||
|
||||
void func_800B852C(ObjectId objId, Item* item) {
|
||||
u8 sp1F = Rand_ZeroOne() * 5.0f;
|
||||
u8 sp1F = (u8) RAND_FLOAT(5.0f);
|
||||
|
||||
if (D_800D317C == sp1F) {
|
||||
D_80177844 -= 1;
|
||||
|
||||
+19
-19
@@ -81,44 +81,44 @@ void Texture_Mottle(void* dst, void* src, u8 mode) {
|
||||
src = SEGMENTED_TO_VIRTUAL(src);
|
||||
switch (mode) {
|
||||
case 2:
|
||||
for (var_s3 = 0; var_s3 < 0x400; var_s3 += 0x20) {
|
||||
temp_ft3 = 3.0f * __sinf((s32) (((var_s3 / 32) + (gGameFrameCount / 4)) % 0x20U) * (M_PI / 16.0f));
|
||||
for (var_v1 = 0; var_v1 < 0x20; var_v1++) {
|
||||
for (var_s3 = 0; var_s3 < 32 * 32; var_s3 += 32) {
|
||||
temp_ft3 = 3.0f * __sinf((s32) (((var_s3 / 32) + (gGameFrameCount / 4)) % 32U) * (2 * M_PI / 32));
|
||||
for (var_v1 = 0; var_v1 < 32; var_v1++) {
|
||||
((u16*) dst)[var_s3 + (temp_ft3 + var_v1) % 0x20U] = ((u16*) src)[var_s3 + var_v1];
|
||||
}
|
||||
}
|
||||
break;
|
||||
case 3:
|
||||
for (var_s3 = 0; var_s3 < 0x580; var_s3 += 0x40) {
|
||||
temp_ft3 = __sinf((s32) (((var_s3 / 64) + (gGameFrameCount / 4)) % 0x20U) * (M_PI / 4.0f));
|
||||
for (var_v1 = 0; var_v1 < 0x40; var_v1++) {
|
||||
((u16*) dst)[var_s3 + (temp_ft3 + var_v1) % 0x40U] = ((u16*) src)[var_s3 + var_v1];
|
||||
for (var_s3 = 0; var_s3 < 22 * 64; var_s3 += 64) {
|
||||
temp_ft3 = __sinf((s32) (((var_s3 / 64) + (gGameFrameCount / 4)) % 32U) * (2 * M_PI / 8));
|
||||
for (var_v1 = 0; var_v1 < 64; var_v1++) {
|
||||
((u16*) dst)[var_s3 + (temp_ft3 + var_v1) % 64U] = ((u16*) src)[var_s3 + var_v1];
|
||||
}
|
||||
}
|
||||
break;
|
||||
case 1:
|
||||
for (var_s3 = 0; var_s3 < 0x100; var_s3 += 0x10) {
|
||||
temp_ft3 = 2.0f * __sinf((s32) (((var_s3 / 16) + (gGameFrameCount / 2)) % 0x10U) * (M_PI / 8.0f));
|
||||
for (var_v1 = 0; var_v1 < 0x10; var_v1++) {
|
||||
((u16*) dst)[var_s3 + (temp_ft3 + var_v1) % 0x10U] = ((u16*) src)[var_s3 + var_v1];
|
||||
for (var_s3 = 0; var_s3 < 16 * 16; var_s3 += 16) {
|
||||
temp_ft3 = 2.0f * __sinf((s32) (((var_s3 / 16) + (gGameFrameCount / 2)) % 16U) * (2 * M_PI / 16));
|
||||
for (var_v1 = 0; var_v1 < 16; var_v1++) {
|
||||
((u16*) dst)[var_s3 + (temp_ft3 + var_v1) % 16U] = ((u16*) src)[var_s3 + var_v1];
|
||||
}
|
||||
}
|
||||
break;
|
||||
case 0:
|
||||
for (var_s3 = 0; var_s3 < 0x400; var_s3 += 0x20) {
|
||||
temp_ft3 = 2.0f * __sinf((s32) (((var_s3 / 32) + (gGameFrameCount / 2)) % 0x20U) * (M_PI / 16.0f));
|
||||
for (var_v1 = 0; var_v1 < 0x20; var_v1++) {
|
||||
((u16*) dst)[var_s3 + (temp_ft3 + var_v1) % 0x20U] = ((u16*) src)[var_s3 + var_v1];
|
||||
for (var_s3 = 0; var_s3 < 32 * 32; var_s3 += 32) {
|
||||
temp_ft3 = 2.0f * __sinf((s32) (((var_s3 / 32) + (gGameFrameCount / 2)) % 32U) * (2 * M_PI / 32));
|
||||
for (var_v1 = 0; var_v1 < 32; var_v1++) {
|
||||
((u16*) dst)[var_s3 + (temp_ft3 + var_v1) % 32U] = ((u16*) src)[var_s3 + var_v1];
|
||||
}
|
||||
}
|
||||
break;
|
||||
case 5:
|
||||
var_s0_2 = (u8*) dst;
|
||||
var_s4_2 = (u8*) src;
|
||||
for (var_s3 = 0; var_s3 < 0x1000; var_s3 += 0x40) {
|
||||
temp_ft3 = 4.0f * __sinf((s32) (((var_s3 / 64) + (gGameFrameCount / 4)) % 0x20U) * (M_PI / 16.0f));
|
||||
for (var_v1 = 0; var_v1 < 0x40; var_v1++) {
|
||||
var_s0_2[var_s3 + (temp_ft3 + var_v1) % 0x40U] = var_s4_2[var_s3 + var_v1];
|
||||
for (var_s3 = 0; var_s3 < 64 * 64; var_s3 += 64) {
|
||||
temp_ft3 = 4.0f * __sinf((s32) (((var_s3 / 64) + (gGameFrameCount / 4)) % 32U) * (2 * M_PI / 32));
|
||||
for (var_v1 = 0; var_v1 < 64; var_v1++) {
|
||||
var_s0_2[var_s3 + (temp_ft3 + var_v1) % 64U] = var_s4_2[var_s3 + var_v1];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+24
-25
@@ -142,15 +142,15 @@ void func_800438E0(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale) {
|
||||
effect->obj.pos.x = xPos;
|
||||
effect->obj.pos.y = yPos;
|
||||
effect->obj.pos.z = zPos;
|
||||
effect->vel.x = Rand_ZeroOne() - (2.0f * Rand_ZeroOne());
|
||||
effect->vel.y = ((Rand_ZeroOne() * 3.0f) - (gPlayer[0].vel.z / 5.0f)) + 3.0f;
|
||||
effect->vel.z = ((Rand_ZeroOne() * 3.0f) - (gPlayer[0].vel.z / 5.0f)) + 2.0f;
|
||||
effect->scale2 = ((Rand_ZeroOne() * 0.8f) + 0.3f) * scale;
|
||||
effect->timer_50 = (s32) (Rand_ZeroOne() * 5.0f) + 8;
|
||||
effect->obj.rot.x = Rand_ZeroOne() * 360.0f;
|
||||
effect->unk_60.x = (Rand_ZeroOne() - 0.5f) * 30.0f;
|
||||
effect->unk_60.y = (Rand_ZeroOne() - 0.5f) * 30.0f;
|
||||
effect->unk_60.z = (Rand_ZeroOne() - 0.5f) * 30.0f;
|
||||
effect->vel.x = RAND_FLOAT(1.0f) - RAND_FLOAT(2.0f);
|
||||
effect->vel.y = RAND_FLOAT(3.0f) - (gPlayer[0].vel.z / 5.0f) + 3.0f;
|
||||
effect->vel.z = RAND_FLOAT(3.0f) - (gPlayer[0].vel.z / 5.0f) + 2.0f;
|
||||
effect->scale2 = (RAND_FLOAT(0.8f) + 0.3f) * scale;
|
||||
effect->timer_50 = RAND_INT(5.0f) + 8;
|
||||
effect->obj.rot.x = RAND_FLOAT(360.0f);
|
||||
effect->unk_60.x = RAND_FLOAT_CENTERED(30.0f);
|
||||
effect->unk_60.y = RAND_FLOAT_CENTERED(30.0f);
|
||||
effect->unk_60.z = RAND_FLOAT_CENTERED(30.0f);
|
||||
Object_SetInfo(&effect->info, effect->obj.id);
|
||||
}
|
||||
|
||||
@@ -187,7 +187,7 @@ void func_80043B18(Player* player) {
|
||||
if (player->unk_1DC != 0) {
|
||||
|
||||
sp48.x = 0.0f;
|
||||
sp48.z = ((Rand_ZeroOne() - 0.5f) * 50.0f) + -20.0f;
|
||||
sp48.z = RAND_FLOAT_CENTERED(50.0f) + -20.0f;
|
||||
if (player->unk_1EC < 0) {
|
||||
sp38 -= 65.0f;
|
||||
} else {
|
||||
@@ -366,8 +366,8 @@ void func_800444BC(Player* player) {
|
||||
if (player->vel.y) {} // fake?
|
||||
player->pos.y += 7.0f;
|
||||
}
|
||||
player->unk_104 = (sp40 * 180.0f) / M_PI;
|
||||
player->unk_10C = (sp3C * 180.0f) / M_PI;
|
||||
player->unk_104 = RAD_TO_DEG(sp40);
|
||||
player->unk_10C = RAD_TO_DEG(sp3C);
|
||||
if (gCurrentLevel == LEVEL_MACBETH) {
|
||||
if (player->unk_104 > 90.0f) {
|
||||
player->unk_104 = -(180 - player->unk_104);
|
||||
@@ -449,7 +449,7 @@ void func_80044868(Player* player) {
|
||||
player->unk_184 = -15.0f;
|
||||
}
|
||||
}
|
||||
player->vel.z = -(__cosf(player->unk_108 * M_DTOR) * __cosf(player->unk_104 * M_DTOR) * sp2C);
|
||||
player->vel.z = -(COS_DEG(player->unk_108) * COS_DEG(player->unk_104) * sp2C);
|
||||
if ((player->vel.x < 20.0f) && (player->unk_10C < -30.0f)) {
|
||||
Math_SmoothStepToF(&player->vel.x, -player->unk_10C * 0.5f, 0.2f, 3.0f, 0.0f);
|
||||
player->unk_184 = 0.0f;
|
||||
@@ -457,12 +457,11 @@ void func_80044868(Player* player) {
|
||||
Math_SmoothStepToF(&player->vel.x, -player->unk_10C * 0.5f, 0.2f, 3.0f, 0.0f);
|
||||
player->unk_184 = 0.0f;
|
||||
} else {
|
||||
Math_SmoothStepToF(&player->vel.x, player->unk_184 - (__sinf(player->unk_108 * M_DTOR) * sp2C), 0.5f, 5.0f,
|
||||
0.0f);
|
||||
Math_SmoothStepToF(&player->vel.x, player->unk_184 - (SIN_DEG(player->unk_108) * sp2C), 0.5f, 5.0f, 0.0f);
|
||||
}
|
||||
player->vel.z += fabsf((player->unk_184 * 0.4f * player->unk_0D0) / 15.0f);
|
||||
if (player->unk_000 == 0) {
|
||||
player->vel.z += __sinf(player->unk_0E4 * M_DTOR) * player->unk_110;
|
||||
player->vel.z += SIN_DEG(player->unk_0E4) * player->unk_110;
|
||||
}
|
||||
if (D_800C9F00 != 0) {
|
||||
player->vel.z = 2.0f * D_800C9F00;
|
||||
@@ -495,7 +494,7 @@ void func_80044868(Player* player) {
|
||||
if (player->unk_1D4 != 0) {
|
||||
player->unk_0A0 = 0.0f;
|
||||
player->unk_0F4 += player->unk_0D0 * 5.0f;
|
||||
player->unk_0F0 = __sinf(player->unk_0F4 * M_DTOR) * 0.7f;
|
||||
player->unk_0F0 = SIN_DEG(player->unk_0F4) * 0.7f;
|
||||
if (D_800C9F04 == 0) {
|
||||
if (player->unk_0D0 != 0.0f) {
|
||||
func_80043B18(player);
|
||||
@@ -552,8 +551,8 @@ void func_80045130(Player* player) {
|
||||
player->timer_1E4 = 10;
|
||||
}
|
||||
}
|
||||
player->unk_18C = fabsf(__sinf(player->unk_12C * M_DTOR) * 25.0f);
|
||||
player->unk_18C += fabsf(__sinf(player->unk_130 * M_DTOR) * 20.0f);
|
||||
player->unk_18C = fabsf(SIN_DEG(player->unk_12C) * 25.0f);
|
||||
player->unk_18C += fabsf(SIN_DEG(player->unk_130) * 20.0f);
|
||||
}
|
||||
|
||||
void func_80045348(Player* player) {
|
||||
@@ -693,19 +692,19 @@ void func_80045678(Player* player) {
|
||||
Math_SmoothStepToF(&player->vel.y, 0.0f, 0.1f, 2.0f, 0);
|
||||
}
|
||||
if ((gCamCount == 1) && !(gGameFrameCount & 1)) {
|
||||
func_8007A900(((Rand_ZeroOne() - 0.5f) * 20.0f) + player->pos.x, player->unk_068 + 10.0f,
|
||||
player->unk_138 - 10.0f, (2.0f * Rand_ZeroOne()) + 3.5f, 0xFF, 0x10, 1);
|
||||
func_8007A900(RAND_FLOAT_CENTERED(20.0f) + player->pos.x, player->unk_068 + 10.0f, player->unk_138 - 10.0f,
|
||||
RAND_FLOAT(2.0f) + 3.5f, 0xFF, 0x10, 1);
|
||||
}
|
||||
} else {
|
||||
D_800C9F3C = 0;
|
||||
if ((gCamCount == 1) && !(gGameFrameCount & 3) && (player->unk_1DC == 0)) {
|
||||
if ((player->unk_16C > 0.2f) && (player->timer_220 == 0)) {
|
||||
func_8007A900(((Rand_ZeroOne() - 0.5f) * 10.0f) + (player->pos.x - 57.0f), player->unk_068 + 10.0f,
|
||||
player->unk_138 - 10.0f, Rand_ZeroOne() + 1.5f, 0xFF, 0xF, 0);
|
||||
func_8007A900(RAND_FLOAT_CENTERED(10.0f) + (player->pos.x - 57.0f), player->unk_068 + 10.0f,
|
||||
player->unk_138 - 10.0f, RAND_FLOAT(1.0f) + 1.5f, 0xFF, 0xF, 0);
|
||||
}
|
||||
if ((player->unk_170 > 0.2f) && (player->timer_220 == 0)) {
|
||||
func_8007A900(((Rand_ZeroOne() - 0.5f) * 10.0f) + (player->pos.x + 57.0f), player->unk_068 + 10.0f,
|
||||
player->unk_138 - 10.0f, Rand_ZeroOne() + 1.5f, 0xFF, 0xF, 0);
|
||||
func_8007A900(RAND_FLOAT_CENTERED(10.0f) + (player->pos.x + 57.0f), player->unk_068 + 10.0f,
|
||||
player->unk_138 - 10.0f, RAND_FLOAT(1.0f) + 1.5f, 0xFF, 0xF, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user