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

@ -440,7 +440,7 @@ static void UpdateCharAnim(s16 character, s16 arg1, s16 arg2, u8 arg3, s16 arg4,
sp1C.y = sp28[1][3];
sp1C.z = sp28[2][3];
if (arg4 != 0) {
PSVECSubtract(&sp1C, arg5, &sp10);
VECSubtract(&sp1C, arg5, &sp10);
var_r20 = 0.2 * sqrtf(sp10.x * sp10.x + sp10.y * sp10.y + sp10.z * sp10.z);
if (var_r20 > 5) {
var_r20 = 5;
@ -878,7 +878,7 @@ static void UpdateEffect(ModelData *model, ParticleData *particle, Mtx matrix)
var_r31->unk08.x *= temp_r30[i].unk18;
var_r31->unk08.y *= temp_r30[i].unk1C;
var_r31->unk08.z *= temp_r30[i].unk20;
PSVECAdd(&var_r31->unk08, &var_r31->unk34, &var_r31->unk34);
VECAdd(&var_r31->unk08, &var_r31->unk34, &var_r31->unk34);
var_r31->unk08.y += temp_r30[i].unk24;
var_r28 = var_r31->unk40.r + temp_r30[i].unk34 * (temp_r30[i].unk08 - temp_r30[i].unk04);
if (var_r28 < 0) {
@ -1580,8 +1580,8 @@ void fn_8004EC74(s16 character)
spC.x = sp24[0][2];
spC.y = sp24[1][2];
spC.z = sp24[2][2];
PSVECScale(&spC, &spC, 20.0f);
PSVECAdd(&sp18, &spC, &sp18);
VECScale(&spC, &spC, 20.0f);
VECAdd(&sp18, &spC, &sp18);
fn_8004EDA4(temp_r31->camera, &sp18, &temp_r31->rot);
}
}
@ -1605,15 +1605,15 @@ void fn_8004EDA4(s16 arg0, Vec *arg1, Vec *arg2)
sp14.x = sp20.x * sp20.y * (1.0 - cosd(temp_f31)) - sp20.z * sind(temp_f31);
sp14.y = sp20.y * sp20.y + (1.0f - sp20.y * sp20.y) * cosd(temp_f31);
sp14.z = sp20.y * sp20.z * (1.0 - cosd(temp_f31)) + sp20.x * sind(temp_f31);
PSVECNormalize(&sp14, &sp14);
PSVECScale(&sp14, &lbl_80131030.unk0C, 10.0f);
VECNormalize(&sp14, &sp14);
VECScale(&sp14, &lbl_80131030.unk0C, 10.0f);
var_r28 = CreateEffect(effectMdl[4], arg0, arg1->x, arg1->y, arg1->z, 20.0f, &lbl_80131030);
if (var_r28 == -1) {
break;
}
PSVECScale(&sp20, &sp8, -2.0 - 0.1 * frandmod(20));
PSVECScale(&sp14, &sp14, 2.0f);
PSVECAdd(&sp14, &sp8, &lbl_80131068.unk0C);
VECScale(&sp20, &sp8, -2.0 - 0.1 * frandmod(20));
VECScale(&sp14, &sp14, 2.0f);
VECAdd(&sp14, &sp8, &lbl_80131068.unk0C);
var_r28 = CreateEffect(effectMdl[6], arg0, arg1->x, arg1->y, arg1->z, 20.0f, &lbl_80131068);
if (var_r28 == -1) {
break;
@ -1645,8 +1645,8 @@ void fn_8004F058(s16 character)
spC.x = sp24[0][2];
spC.y = sp24[1][2];
spC.z = sp24[2][2];
PSVECScale(&spC, &spC, 30.0f);
PSVECAdd(&sp18, &spC, &sp18);
VECScale(&spC, &spC, 30.0f);
VECAdd(&sp18, &spC, &sp18);
fn_8004F13C(temp_r31->camera, &sp18, &temp_r31->rot);
}
@ -1669,15 +1669,15 @@ void fn_8004F13C(s16 arg0, Vec *arg1, Vec *arg2)
sp14.x = sp20.x * sp20.y * (1.0 - cosd(temp_f31)) - sp20.z * sind(temp_f31);
sp14.y = sp20.y * sp20.y + (1.0f - sp20.y * sp20.y) * cosd(temp_f31);
sp14.z = sp20.y * sp20.z * (1.0 - cosd(temp_f31)) + sp20.x * sind(temp_f31);
PSVECNormalize(&sp14, &sp14);
PSVECScale(&sp14, &lbl_801310BC.unk0C, 10.0f);
VECNormalize(&sp14, &sp14);
VECScale(&sp14, &lbl_801310BC.unk0C, 10.0f);
var_r28 = CreateEffect(effectMdl[4], arg0, arg1->x, arg1->y, arg1->z, 20.0f, &lbl_801310BC);
if (var_r28 == -1) {
break;
}
PSVECScale(&sp20, &sp8, -2.0 - 0.1 * frandmod(20));
PSVECScale(&sp14, &sp14, 2.0f);
PSVECAdd(&sp14, &sp8, &lbl_801310F4.unk0C);
VECScale(&sp20, &sp8, -2.0 - 0.1 * frandmod(20));
VECScale(&sp14, &sp14, 2.0f);
VECAdd(&sp14, &sp8, &lbl_801310F4.unk0C);
var_r28 = CreateEffect(effectMdl[6], arg0, arg1->x, arg1->y, arg1->z, 20.0f, &lbl_801310F4);
if (var_r28 == -1) {
break;