src/core1/ml.c: more consistent function names
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@@ -330,7 +330,7 @@ void CC_func_80388F4C(void){
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CC_func_80387D4C();
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if(D_80389FA0.unk21 != 0 && func_80334904() == 2){
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player_getPosition(sp6C);
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D_80389FA0.unk20 = (ml_distance_vec3f(sp6C, D_80389FA0.unkC) < 200.0f);
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D_80389FA0.unk20 = (ml_vec3f_distance(sp6C, D_80389FA0.unkC) < 200.0f);
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D_80389FA0.unk38 += sp68;
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sp64 = skeletalAnim_getProgress(D_80389FA0.unk0);
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@@ -380,7 +380,7 @@ void CC_func_80388F4C(void){
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if(D_80389FA0.unk21 == 3){
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func_8034A174(D_80389FA0.unk34, 6, sp48);
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if(ml_distance_vec3f(sp48, sp6C) <= 130.0f && sp6C[1] - sp48[1] < 50.0f){
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if(ml_vec3f_distance(sp48, sp6C) <= 130.0f && sp6C[1] - sp48[1] < 50.0f){
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func_8031D04C(MAP_21_CC_WITCH_SWITCH_ROOM, 1);
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}
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}//L80389260
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@@ -136,7 +136,7 @@ void func_803870F8(Actor *this){
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sp3C[0] = this->position_x;
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sp3C[1] = this->position_y + 100;
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sp3C[2] = this->position_z;
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if(ml_distance_vec3f(&sp3C, &sp70) < 120.0f){
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if(ml_vec3f_distance(&sp3C, &sp70) < 120.0f){
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func_8031D04C(MAP_22_CC_INSIDE_CLANKER, (local->unk0 == 1)? 7 : 6);
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}
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}//L80387500
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