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Method VelSet_Shiny

src/SB/Game/zNPCGlyph.cpp:502–536  ·  view source on GitHub ↗

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500}
501
502void NPCGlyph::VelSet_Shiny()
503{
504 tmr_glyph = -1.0f;
505 xVec3 local_18 = {};
506
507 {
508 xVec3 temp;
509 // Do we use sph here?
510 temp.x = globals.player.ent.bound.sph.center.x - pos_glyph.x;
511 temp.y = globals.player.ent.bound.sph.center.y - pos_glyph.y;
512 temp.z = globals.player.ent.bound.sph.center.z - pos_glyph.z;
513 xVec3Normalize(&temp, &temp);
514 xVec3Copy(&local_18, &temp);
515 }
516
517 F32 local_28 = 1.0f;
518 // Do we use sph here?
519 F32 dx__ = globals.player.ent.bound.sph.center.x - pos_glyph.x;
520 F32 dy__ = globals.player.ent.bound.sph.center.y - pos_glyph.y;
521 F32 dz__ = globals.player.ent.bound.sph.center.z - pos_glyph.z;
522 xsqrtfast(local_28, SQR(dx__) + SQR(dy__) + SQR(dz__));
523
524 F32 fVar1 = 1.9f * (2.0f * local_28 + globals.player.PredictCurrVel);
525 // Can be simplified with `CLAMP(fVar1, 3.5f, 45.0f)`
526 if (fVar1 > 45.0f)
527 {
528 fVar1 = 45.0f;
529 }
530 if (fVar1 < 3.5f)
531 {
532 fVar1 = 3.5f;
533 }
534 xVec3SMul(&local_18, &local_18, fVar1);
535 VelSet(&local_18);
536}
537
538void NPCGlyph::RotAddDelta(xMat3x3* mat_rot)
539{

Callers

nothing calls this directly

Calls 4

xVec3CopyFunction · 0.85
xsqrtfastFunction · 0.85
xVec3SMulFunction · 0.85
xVec3NormalizeFunction · 0.50

Tested by

no test coverage detected