rename PSVEC to VEC

This is the correct name for the Vec functions for Dolphin. This also applies to PSMTX...
This commit is contained in:
CreateSource 2024-08-09 23:53:58 -04:00
parent 64413586b9
commit afa9c0a4b5
82 changed files with 968 additions and 968 deletions

View file

@ -137,7 +137,7 @@ void fn_1_4034(s32 arg0)
HuPrcSleep(8);
lbl_1_bss_64 = BoardModelCreate(DATA_MAKE_NUM(DATADIR_W05, 0x26), lbl_1_data_244, 0);
Hu3DModelObjPosGet(BoardModelIDGet(lbl_1_data_118), lbl_1_data_22C[arg0], &sp40);
PSVECAdd(&sp40, &lbl_1_data_2A4[arg0], &sp40);
VECAdd(&sp40, &lbl_1_data_2A4[arg0], &sp40);
BoardModelMotionStart(lbl_1_bss_64, 4, 0);
sp40.y = -50.0f;
BoardModelPosSetV(lbl_1_bss_64, &sp40);
@ -188,9 +188,9 @@ void fn_1_4034(s32 arg0)
BoardPlayerPosGet(lbl_1_bss_68, &sp28);
var_f27 = sqrtf(((sp40.x - sp28.x) * (sp40.x - sp28.x)) + ((sp40.z - sp28.z) * (sp40.z - sp28.z)));
PSVECSubtract(&sp40, &sp28, &sp1C);
PSVECNormalize(&sp1C, &sp1C);
PSVECScale(&sp1C, &sp1C, var_f27 / 50.0f);
VECSubtract(&sp40, &sp28, &sp1C);
VECNormalize(&sp1C, &sp1C);
VECScale(&sp1C, &sp1C, var_f27 / 50.0f);
BoardPlayerMotionStart(lbl_1_bss_68, 4, 0);
var_f26 = 0.0f;
temp_f22 = 15.0f;
@ -198,7 +198,7 @@ void fn_1_4034(s32 arg0)
loop_37:
sp1C.y = temp_f22 - (0.075f * (0.25f * (var_f26 * var_f26)));
var_f26++;
PSVECAdd(&sp28, &sp1C, &sp28);
VECAdd(&sp28, &sp1C, &sp28);
var_f27 = sqrtf(((sp40.x - sp28.x) * (sp40.x - sp28.x)) + ((sp40.z - sp28.z) * (sp40.z - sp28.z)));
if (var_f27 < 5.0f) {
sp1C.x = sp1C.z = 0.0f;
@ -319,9 +319,9 @@ void fn_1_4EB4(s32 arg1, s32 arg2, Vec *arg3)
temp_f23 = 10.0f;
BoardModelPosGet(lbl_1_bss_64, &sp3C);
arg3->y = sp3C.y;
PSVECSubtract(arg3, &sp3C, &sp24);
PSVECNormalize(&sp24, &sp24);
PSVECScale(&sp24, &sp24, temp_f23);
VECSubtract(arg3, &sp3C, &sp24);
VECNormalize(&sp24, &sp24);
VECScale(&sp24, &sp24, temp_f23);
temp_r28 = HuAudFXPlay(0x47F);
BoardModelPosGet(lbl_1_bss_64, &sp18);
temp_r30 = fn_1_66C0(4, &sp18);
@ -338,7 +338,7 @@ void fn_1_4EB4(s32 arg1, s32 arg2, Vec *arg3)
break;
}
else {
PSVECAdd(&sp3C, &sp24, &sp3C);
VECAdd(&sp3C, &sp24, &sp3C);
BoardModelPosSetV(lbl_1_bss_64, &sp3C);
sp30 = sp3C;
sp30.y += 20.0f;
@ -361,9 +361,9 @@ void fn_1_4EB4(s32 arg1, s32 arg2, Vec *arg3)
BoardPlayerPosGet(lbl_1_bss_68, &sp30);
var_f28 = sqrtf(((sp3C.x - sp30.x) * (sp3C.x - sp30.x)) + ((sp3C.z - sp30.z) * (sp3C.z - sp30.z)));
PSVECSubtract(&sp3C, &sp30, &sp24);
PSVECNormalize(&sp24, &sp24);
PSVECScale(&sp24, &sp24, var_f28 / 45.0f);
VECSubtract(&sp3C, &sp30, &sp24);
VECNormalize(&sp24, &sp24);
VECScale(&sp24, &sp24, var_f28 / 45.0f);
BoardPlayerMotionStart(lbl_1_bss_68, 4, 0);
var_f24 = 0.0f;
@ -372,7 +372,7 @@ void fn_1_4EB4(s32 arg1, s32 arg2, Vec *arg3)
while (1) {
sp24.y = temp_f19 - (0.075f * (0.25f * (var_f24 * var_f24)));
var_f24++;
PSVECAdd(&sp30, &sp24, &sp30);
VECAdd(&sp30, &sp24, &sp30);
var_f28 = sqrtf(((sp3C.x - sp30.x) * (sp3C.x - sp30.x)) + ((sp3C.z - sp30.z) * (sp3C.z - sp30.z)));
if (var_f28 < 5.0f) {
sp24.x = sp24.z = 0.0f;
@ -449,9 +449,9 @@ void fn_1_5794(s32 arg0, s32 arg1, Vec *arg2)
fn_1_62AC(arg0, arg2);
temp_f22 = 10.0f;
arg2->y = sp58.y;
PSVECSubtract(arg2, &sp58, &sp40);
PSVECNormalize(&sp40, &sp40);
PSVECScale(&sp40, &sp40, temp_f22);
VECSubtract(arg2, &sp58, &sp40);
VECNormalize(&sp40, &sp40);
VECScale(&sp40, &sp40, temp_f22);
if (arg0 == 5) {
var_r29 = 0x96;
}
@ -483,7 +483,7 @@ void fn_1_5794(s32 arg0, s32 arg1, Vec *arg2)
break;
}
else {
PSVECAdd(&sp58, &sp40, &sp58);
VECAdd(&sp58, &sp40, &sp58);
sp64 = sp58;
if (var_r29 == 0) {
sp58.y += 250.0 * sin((M_PI * var_f28) / 180.0);
@ -548,16 +548,16 @@ void fn_1_5794(s32 arg0, s32 arg1, Vec *arg2)
}
BoardPlayerPosGet(lbl_1_bss_68, &sp4C);
var_f27 = sqrtf(((sp58.x - sp4C.x) * (sp58.x - sp4C.x)) + ((sp58.z - sp4C.z) * (sp58.z - sp4C.z)));
PSVECSubtract(&sp58, &sp4C, &sp40);
PSVECNormalize(&sp40, &sp40);
PSVECScale(&sp40, &sp40, var_f27 / 45.0f);
VECSubtract(&sp58, &sp4C, &sp40);
VECNormalize(&sp40, &sp40);
VECScale(&sp40, &sp40, var_f27 / 45.0f);
BoardPlayerMotionStart(lbl_1_bss_68, 4, 0);
var_f23 = 0.0f;
temp_f18 = 15.0f;
while (1) {
sp40.y = temp_f18 - (0.075f * (0.25f * (var_f23 * var_f23)));
var_f23++;
PSVECAdd(&sp4C, &sp40, &sp4C);
VECAdd(&sp4C, &sp40, &sp4C);
var_f27 = sqrtf(((sp58.x - sp4C.x) * (sp58.x - sp4C.x)) + ((sp58.z - sp4C.z) * (sp58.z - sp4C.z)));
if (var_f27 < 5.0f) {
sp40.x = sp40.z = 0.0f;
@ -591,19 +591,19 @@ void fn_1_62AC(s32 arg0, Vec *arg1)
BoardModelPosGet(lbl_1_bss_64, &sp34);
arg0 -= 4;
arg1->y = sp34.y;
PSVECSubtract(arg1, &sp34, &sp28);
PSVECNormalize(&sp28, &sp28);
VECSubtract(arg1, &sp34, &sp28);
VECNormalize(&sp28, &sp28);
var_f31 = 45.0f;
var_r31 = 0;
while (var_r31 < 3) {
sp1C = sp28;
sp10 = sp28;
PSVECScale(&sp1C, &sp1C, sp8[arg0]);
VECScale(&sp1C, &sp1C, sp8[arg0]);
sp1C.y += (250.0 * sin((M_PI * var_f31) / 180.0));
var_f30 = (250.0 * -cos((M_PI * var_f31) / 180.0));
PSVECScale(&sp10, &sp10, var_f30);
PSVECAdd(&sp10, &sp1C, &sp1C);
PSVECAdd(&sp1C, &sp34, &sp1C);
VECScale(&sp10, &sp10, var_f30);
VECAdd(&sp10, &sp1C, &sp1C);
VECAdd(&sp1C, &sp34, &sp1C);
BoardModelPosSetV(lbl_1_bss_6C[var_r31], &sp1C);
BoardModelVisibilitySet(lbl_1_bss_6C[var_r31], 1);
var_f31 += 45.0f;
@ -623,8 +623,8 @@ void fn_1_64BC(void)
for (var_r31 = 0; var_r31 < 3; var_r31++) {
if (BoardModelVisibilityGet(lbl_1_bss_6C[var_r31]) != 0) {
BoardModelPosGet(lbl_1_bss_6C[var_r31], &sp14);
PSVECSubtract(&sp14, &sp20, &sp8);
var_f31 = PSVECMag(&sp8);
VECSubtract(&sp14, &sp20, &sp8);
var_f31 = VECMag(&sp8);
if (var_f31 < 60.0f) {
CharModelCoinEffectCreate(1, &sp14);
BoardModelVisibilitySet(lbl_1_bss_6C[var_r31], 0);