| 500 | } |
| 501 | |
| 502 | void 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 | |
| 538 | void NPCGlyph::RotAddDelta(xMat3x3* mat_rot) |
| 539 | { |
nothing calls this directly
no test coverage detected