Fix some names (#762)

* Fix some names

* reorder unit in CMake

---------

Co-authored-by: Christian Semmler <mail@csemmler.com>
This commit is contained in:
Nathan M Gilbert
2024-03-31 09:09:51 -04:00
committed by GitHub
parent 3839b3278c
commit a956b19ac6
9 changed files with 161 additions and 161 deletions

View File

@@ -126,13 +126,13 @@ void LegoExtraActor::VTable0xa4(MxU8& p_und1, MxS32& p_und2)
MxResult LegoExtraActor::FUN_1002aae0()
{
LegoPathBoundary* oldEdge = m_boundary;
Vector3 dir(m_unk0xec[0]);
Vector3 right(m_unk0xec[1]);
Vector3 up(m_unk0xec[2]);
Vector3 unused(m_unk0xec[3]);
Vector3 rightRef(m_unk0xec[0]);
Vector3 upRef(m_unk0xec[1]);
Vector3 dirRef(m_unk0xec[2]);
Vector3 positionRef(m_unk0xec[3]);
up.Mul(-1.0f);
dir.EqualsCross(&right, &up);
dirRef.Mul(-1.0f);
rightRef.EqualsCross(&upRef, &dirRef);
if (m_boundary == m_destEdge->m_faceA) {
m_boundary = (LegoPathBoundary*) m_destEdge->m_faceB;
@@ -227,7 +227,7 @@ MxResult LegoExtraActor::VTable0x94(LegoPathActor* p_actor, MxBool p_bool)
m_roi->FUN_100a58f0(matrix2);
m_roi->VTable0x14();
FUN_1002ad8a();
SoundManager()->GetUnknown0x40()->FUN_1003dae0("crash5", m_roi->GetName(), FALSE);
SoundManager()->GetCacheSoundManager()->FUN_1003dae0("crash5", m_roi->GetName(), FALSE);
m_scheduledTime = Timer()->GetTime() + m_disAnim->GetDuration();
m_unk0x10 = m_worldSpeed;
VTable0xc4();
@@ -239,7 +239,7 @@ MxResult LegoExtraActor::VTable0x94(LegoPathActor* p_actor, MxBool p_bool)
if (b) {
LegoROI* roi = m_roi;
SoundManager()->GetUnknown0x40()->FUN_1003dae0("crash5", m_roi->GetName(), FALSE);
SoundManager()->GetCacheSoundManager()->FUN_1003dae0("crash5", m_roi->GetName(), FALSE);
VTable0xc4();
m_state = 0x102;
Mx3DPointFloat dir = p_actor->GetWorldDirection();
@@ -249,23 +249,23 @@ MxResult LegoExtraActor::VTable0x94(LegoPathActor* p_actor, MxBool p_bool)
roi->FUN_100a58f0(matrix3);
#ifdef COMPAT_MODE
float dot, dot2;
float dotX, dotZ;
{
Mx3DPointFloat tmp(1.0f, 0, 0);
dot = dir.Dot(&dir, &tmp);
Mx3DPointFloat tmp2(1.0f, 0, 0);
dot2 = dir.Dot(&dir, &tmp2);
dotX = dir.Dot(&dir, &tmp);
Mx3DPointFloat tmp2(0, 0, 1.0f);
dotZ = dir.Dot(&dir, &tmp2);
}
#else
float dot = dir.Dot(&dir, &Mx3DPointFloat(1.0f, 0, 0));
float dot2 = dir.Dot(&dir, &Mx3DPointFloat(0, 0, 1.0f));
float dotX = dir.Dot(&dir, &Mx3DPointFloat(1.0f, 0, 0));
float dotZ = dir.Dot(&dir, &Mx3DPointFloat(0, 0, 1.0f));
#endif
if (abs(dot2) < abs(dot)) {
m_axis = dot > 0.0 ? e_posz : e_negz;
if (abs(dotZ) < abs(dotX)) {
m_axis = dotX > 0.0 ? e_posz : e_negz;
}
else {
m_axis = dot2 > 0.0 ? e_posx : e_negx;
m_axis = dotZ > 0.0 ? e_posx : e_negx;
}
}
}