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

@ -250,8 +250,8 @@ static void fn_1_95AC(s32 arg0) {
lbl_1_data_49C = BoardPlayerMotionCreate(arg0, lbl_1_data_510[GWPlayer[arg0].character]);
BoardPlayerPosGet(arg0, &sp38);
BoardModelPosGet(lbl_1_data_49A, &sp2C);
PSVECSubtract(&sp2C, &sp38, &sp20);
PSVECNormalize(&sp20, &sp20);
VECSubtract(&sp2C, &sp38, &sp20);
VECNormalize(&sp20, &sp20);
BoardModelMotionShiftSet(lbl_1_data_498, 4, 0.0f, 8.0f, 0);
HuPrcSleep(8);
HuAudFXPlay(0x3C);
@ -300,8 +300,8 @@ static void fn_1_95AC(s32 arg0) {
omVibrate(arg0, 12, 4, 2);
BoardPlayerMotionStart(arg0, lbl_1_data_49C, 0x40000001);
temp_r30 = BoardSpaceFlagPosGet(0, 0x8000, &sp2C);
PSVECSubtract(&sp2C, &sp38, &sp20);
PSVECNormalize(&sp20, &sp20);
VECSubtract(&sp2C, &sp38, &sp20);
VECNormalize(&sp20, &sp20);
sp20.x = 500.0f * sp20.x / 90.0f;
sp20.z = 500.0f * sp20.z / 90.0f;
sp38.y += 150.0f;
@ -384,8 +384,8 @@ static void fn_1_9E5C(s32 arg0) {
BoardPlayerPosGet(arg0, &sp38);
BoardModelPosGet(lbl_1_data_49A, &sp2C);
PSVECSubtract(&sp2C, &sp38, &sp20);
PSVECNormalize(&sp20, &sp20);
VECSubtract(&sp2C, &sp38, &sp20);
VECNormalize(&sp20, &sp20);
BoardModelMotionShiftSet(lbl_1_data_498, 4, 0.0f, 8.0f, 0);
HuPrcSleep(8);
HuAudFXPlay(0x3C);
@ -500,8 +500,8 @@ static void fn_1_A408(s32 arg0) {
BoardPlayerPosGet(arg0, &sp38);
BoardModelPosGet(lbl_1_data_49A, &sp2C);
PSVECSubtract(&sp2C, &sp38, &sp20);
PSVECNormalize(&sp20, &sp20);
VECSubtract(&sp2C, &sp38, &sp20);
VECNormalize(&sp20, &sp20);
BoardModelMotionShiftSet(lbl_1_data_498, 4, 0.0f, 8.0f, 0);
HuPrcSleep(8);
HuAudFXPlay(0x3C);
@ -656,8 +656,8 @@ static void fn_1_AB4C(s32 arg0, s32 arg1) {
BoardSpacePosGet(0, arg1, &sp3C);
BoardPlayerPosSetV(arg0, &sp3C);
BoardModelPosGet(lbl_1_data_49A, &sp30);
PSVECSubtract(&sp30, &sp3C, &sp24);
PSVECNormalize(&sp24, &sp24);
VECSubtract(&sp30, &sp3C, &sp24);
VECNormalize(&sp24, &sp24);
BoardPlayerRotYSet(arg0, atan2d(sp24.x, sp24.z));
BoardPlayerSizeSet(arg0, 2);
sp18.x = 0.0f;
@ -774,8 +774,8 @@ static void fn_1_B27C(s32 arg0) {
BoardPlayerPosGet(arg0, &sp38);
BoardModelPosGet(lbl_1_data_49A, &sp2C);
PSVECSubtract(&sp2C, &sp38, &sp20);
PSVECNormalize(&sp20, &sp20);
VECSubtract(&sp2C, &sp38, &sp20);
VECNormalize(&sp20, &sp20);
BoardModelMotionShiftSet(lbl_1_data_498, 4, 0.0f, 8.0f, 0);
HuPrcSleep(8);
HuAudFXPlay(0x3C);
@ -960,7 +960,7 @@ static void fn_1_BD8C(s32 arg0) {
OSs8tof32(&lbl_1_data_4A4[lbl_1_bss_0->unk04 - 1], &var_f25);
BoardPlayerPosGet(arg0, &sp18);
BoardModelPosGet(lbl_1_data_49A, &sp24);
PSVECSubtract(&sp18, &sp24, &spC);
VECSubtract(&sp18, &sp24, &spC);
var_f26 = atan2d(spC.x, spC.z);
BoardPlayerMotBlendSet(arg0, var_f26 + 180.0f, 0x14);
fn_1_B6A0(var_f25, 20);
@ -1205,9 +1205,9 @@ void fn_1_CD0C(void) {
BoardModelVisibilitySet(lbl_1_data_49A, 1);
BoardModelPosGet(lbl_1_data_498, &sp20);
BoardViewFocusGetPos(&sp2C);
PSVECSubtract(&sp2C, &sp20, &sp14);
VECSubtract(&sp2C, &sp20, &sp14);
sp14.y = 0.0f;
temp_f30 = PSVECMag(&sp14);
temp_f30 = VECMag(&sp14);
if (temp_f30 > 3000.0f) {
var_r30 = 180;
} else if (temp_f30 > 1500.0f) {