Merge pull request #1425 from Kurausukun/f32

Change Usages of float/double to f32/f64
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GriffinR 2021-05-04 15:52:04 -04:00 committed by GitHub
commit 7b3a1498d6
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GPG key ID: 4AEE18F83AFDEB23
2 changed files with 18 additions and 18 deletions

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@ -97,7 +97,7 @@ static void FormatMonSizeRecord(u8 *string, u32 size)
{
#ifdef UNITS_IMPERIAL
//Convert size from centimeters to inches
size = (double)(size * 10) / (CM_PER_INCH * 10);
size = (f64)(size * 10) / (CM_PER_INCH * 10);
#endif
string = ConvertIntToDecimalStringN(string, size / 10, STR_CONV_MODE_LEFT_ALIGN, 8);

View file

@ -275,7 +275,7 @@ struct RouletteTable
struct Taillow taillow;
u16 ballSpeed;
u16 baseTravelDist;
float var1C;
f32 var1C;
};
struct GridSelection
@ -340,13 +340,13 @@ static EWRAM_DATA struct Roulette
s16 ballTravelDistFast;
u16 ballTravelDistMed;
u16 ballTravelDistSlow;
float ballAngle;
float ballAngleSpeed;
float ballAngleAccel;
float ballDistToCenter;
float ballFallSpeed;
float ballFallAccel;
float varA0;
f32 ballAngle;
f32 ballAngleSpeed;
f32 ballAngleAccel;
f32 ballDistToCenter;
f32 ballFallSpeed;
f32 ballFallAccel;
f32 varA0;
u8 playTaskId;
u8 spinTaskId;
u8 filler_1[2];
@ -3948,7 +3948,7 @@ static s16 UpdateBallRelativeWheelAngle(struct Sprite *sprite)
static u8 UpdateSlotBelowBall(struct Sprite *sprite)
{
sRoulette->hitSlot = UpdateBallRelativeWheelAngle(sprite) / (float) DEGREES_PER_SLOT;
sRoulette->hitSlot = UpdateBallRelativeWheelAngle(sprite) / (f32)DEGREES_PER_SLOT;
return sRoulette->hitSlot;
}
@ -4050,7 +4050,7 @@ static void SpriteCB_UnstickBall_ShroomishBallFall(struct Sprite *sprite)
static void SpriteCB_UnstickBall_Shroomish(struct Sprite *sprite)
{
float slotOffset, ballFallDist, ballFallSpeed;
f32 slotOffset, ballFallDist, ballFallSpeed;
UpdateBallPos(sprite);
switch (sprite->sBallAngle)
@ -4233,7 +4233,7 @@ static void SpriteCB_RollBall_TryLand(struct Sprite *sprite)
}
else // fall left
{
float temp;
f32 temp;
sRoulette->ballAngleSpeed = (temp = sRouletteTables[sRoulette->tableId].var1C) * 2.0f;
slotId = (sRoulette->hitSlot + NUM_ROULETTE_SLOTS - 1) % NUM_ROULETTE_SLOTS;
sRoulette->stuckHitSlot = sRoulette->hitSlot;
@ -4279,7 +4279,7 @@ static void SpriteCB_RollBall_Slow(struct Sprite *sprite)
{
// Reached slot to land in
sRoulette->ballAngleAccel = 0.0f;
sRoulette->ballAngleSpeed -= (float)(sRouletteTables[sRoulette->tableId].wheelSpeed)
sRoulette->ballAngleSpeed -= (f32)(sRouletteTables[sRoulette->tableId].wheelSpeed)
/ (sRouletteTables[sRoulette->tableId].wheelDelay + 1);
sprite->sState = 4;
sprite->callback = SpriteCB_RollBall_TryLand;
@ -4304,8 +4304,8 @@ static void SpriteCB_RollBall_Medium(struct Sprite *sprite)
if (sRoulette->ballDistToCenter > 40.0f)
return;
sRoulette->ballFallSpeed = -(4.0f / (float)(sRoulette->ballTravelDistSlow));
sRoulette->ballAngleAccel = -(sRoulette->ballAngleSpeed / (float)(sRoulette->ballTravelDistSlow));
sRoulette->ballFallSpeed = -(4.0f / (f32)(sRoulette->ballTravelDistSlow));
sRoulette->ballAngleAccel = -(sRoulette->ballAngleSpeed / (f32)(sRoulette->ballTravelDistSlow));
sprite->animNum = 2;
sprite->animBeginning = TRUE;
sprite->animEnded = FALSE;
@ -4320,8 +4320,8 @@ static void SpriteCB_RollBall_Fast(struct Sprite *sprite)
return;
m4aSongNumStartOrChange(SE_ROULETTE_BALL2);
sRoulette->ballFallSpeed = -(20.0f / (float)(sRoulette->ballTravelDistMed));
sRoulette->ballAngleAccel = ((1.0f - sRoulette->ballAngleSpeed) / (float)(sRoulette->ballTravelDistMed));
sRoulette->ballFallSpeed = -(20.0f / (f32)(sRoulette->ballTravelDistMed));
sRoulette->ballAngleAccel = ((1.0f - sRoulette->ballAngleSpeed) / (f32)(sRoulette->ballTravelDistMed));
sprite->animNum = 1;
sprite->animBeginning = TRUE;
sprite->animEnded = FALSE;
@ -4558,7 +4558,7 @@ static void SpriteCB_ShroomishShakeScreen(struct Sprite *sprite)
static void SpriteCB_ShroomishFall(struct Sprite *sprite)
{
float timer;
f32 timer;
sprite->data[1]++;
timer = sprite->data[1];
sprite->pos2.y = timer * 0.039f * timer;