Merge pull request #1425 from Kurausukun/f32
Change Usages of float/double to f32/f64
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commit
7b3a1498d6
2 changed files with 18 additions and 18 deletions
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@ -97,7 +97,7 @@ static void FormatMonSizeRecord(u8 *string, u32 size)
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{
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{
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#ifdef UNITS_IMPERIAL
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#ifdef UNITS_IMPERIAL
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//Convert size from centimeters to inches
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//Convert size from centimeters to inches
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size = (double)(size * 10) / (CM_PER_INCH * 10);
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size = (f64)(size * 10) / (CM_PER_INCH * 10);
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#endif
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#endif
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string = ConvertIntToDecimalStringN(string, size / 10, STR_CONV_MODE_LEFT_ALIGN, 8);
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string = ConvertIntToDecimalStringN(string, size / 10, STR_CONV_MODE_LEFT_ALIGN, 8);
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@ -275,7 +275,7 @@ struct RouletteTable
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struct Taillow taillow;
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struct Taillow taillow;
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u16 ballSpeed;
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u16 ballSpeed;
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u16 baseTravelDist;
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u16 baseTravelDist;
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float var1C;
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f32 var1C;
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};
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};
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struct GridSelection
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struct GridSelection
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@ -340,13 +340,13 @@ static EWRAM_DATA struct Roulette
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s16 ballTravelDistFast;
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s16 ballTravelDistFast;
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u16 ballTravelDistMed;
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u16 ballTravelDistMed;
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u16 ballTravelDistSlow;
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u16 ballTravelDistSlow;
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float ballAngle;
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f32 ballAngle;
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float ballAngleSpeed;
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f32 ballAngleSpeed;
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float ballAngleAccel;
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f32 ballAngleAccel;
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float ballDistToCenter;
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f32 ballDistToCenter;
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float ballFallSpeed;
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f32 ballFallSpeed;
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float ballFallAccel;
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f32 ballFallAccel;
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float varA0;
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f32 varA0;
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u8 playTaskId;
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u8 playTaskId;
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u8 spinTaskId;
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u8 spinTaskId;
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u8 filler_1[2];
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u8 filler_1[2];
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@ -3948,7 +3948,7 @@ static s16 UpdateBallRelativeWheelAngle(struct Sprite *sprite)
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static u8 UpdateSlotBelowBall(struct Sprite *sprite)
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static u8 UpdateSlotBelowBall(struct Sprite *sprite)
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{
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{
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sRoulette->hitSlot = UpdateBallRelativeWheelAngle(sprite) / (float) DEGREES_PER_SLOT;
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sRoulette->hitSlot = UpdateBallRelativeWheelAngle(sprite) / (f32)DEGREES_PER_SLOT;
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return sRoulette->hitSlot;
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return sRoulette->hitSlot;
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}
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}
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@ -4050,7 +4050,7 @@ static void SpriteCB_UnstickBall_ShroomishBallFall(struct Sprite *sprite)
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static void SpriteCB_UnstickBall_Shroomish(struct Sprite *sprite)
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static void SpriteCB_UnstickBall_Shroomish(struct Sprite *sprite)
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{
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{
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float slotOffset, ballFallDist, ballFallSpeed;
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f32 slotOffset, ballFallDist, ballFallSpeed;
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UpdateBallPos(sprite);
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UpdateBallPos(sprite);
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switch (sprite->sBallAngle)
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switch (sprite->sBallAngle)
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@ -4233,7 +4233,7 @@ static void SpriteCB_RollBall_TryLand(struct Sprite *sprite)
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}
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}
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else // fall left
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else // fall left
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{
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{
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float temp;
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f32 temp;
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sRoulette->ballAngleSpeed = (temp = sRouletteTables[sRoulette->tableId].var1C) * 2.0f;
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sRoulette->ballAngleSpeed = (temp = sRouletteTables[sRoulette->tableId].var1C) * 2.0f;
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slotId = (sRoulette->hitSlot + NUM_ROULETTE_SLOTS - 1) % NUM_ROULETTE_SLOTS;
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slotId = (sRoulette->hitSlot + NUM_ROULETTE_SLOTS - 1) % NUM_ROULETTE_SLOTS;
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sRoulette->stuckHitSlot = sRoulette->hitSlot;
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sRoulette->stuckHitSlot = sRoulette->hitSlot;
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@ -4279,7 +4279,7 @@ static void SpriteCB_RollBall_Slow(struct Sprite *sprite)
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{
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{
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// Reached slot to land in
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// Reached slot to land in
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sRoulette->ballAngleAccel = 0.0f;
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sRoulette->ballAngleAccel = 0.0f;
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sRoulette->ballAngleSpeed -= (float)(sRouletteTables[sRoulette->tableId].wheelSpeed)
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sRoulette->ballAngleSpeed -= (f32)(sRouletteTables[sRoulette->tableId].wheelSpeed)
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/ (sRouletteTables[sRoulette->tableId].wheelDelay + 1);
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/ (sRouletteTables[sRoulette->tableId].wheelDelay + 1);
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sprite->sState = 4;
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sprite->sState = 4;
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sprite->callback = SpriteCB_RollBall_TryLand;
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sprite->callback = SpriteCB_RollBall_TryLand;
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@ -4304,8 +4304,8 @@ static void SpriteCB_RollBall_Medium(struct Sprite *sprite)
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if (sRoulette->ballDistToCenter > 40.0f)
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if (sRoulette->ballDistToCenter > 40.0f)
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return;
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return;
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sRoulette->ballFallSpeed = -(4.0f / (float)(sRoulette->ballTravelDistSlow));
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sRoulette->ballFallSpeed = -(4.0f / (f32)(sRoulette->ballTravelDistSlow));
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sRoulette->ballAngleAccel = -(sRoulette->ballAngleSpeed / (float)(sRoulette->ballTravelDistSlow));
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sRoulette->ballAngleAccel = -(sRoulette->ballAngleSpeed / (f32)(sRoulette->ballTravelDistSlow));
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sprite->animNum = 2;
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sprite->animNum = 2;
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sprite->animBeginning = TRUE;
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sprite->animBeginning = TRUE;
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sprite->animEnded = FALSE;
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sprite->animEnded = FALSE;
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@ -4320,8 +4320,8 @@ static void SpriteCB_RollBall_Fast(struct Sprite *sprite)
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return;
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return;
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m4aSongNumStartOrChange(SE_ROULETTE_BALL2);
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m4aSongNumStartOrChange(SE_ROULETTE_BALL2);
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sRoulette->ballFallSpeed = -(20.0f / (float)(sRoulette->ballTravelDistMed));
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sRoulette->ballFallSpeed = -(20.0f / (f32)(sRoulette->ballTravelDistMed));
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sRoulette->ballAngleAccel = ((1.0f - sRoulette->ballAngleSpeed) / (float)(sRoulette->ballTravelDistMed));
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sRoulette->ballAngleAccel = ((1.0f - sRoulette->ballAngleSpeed) / (f32)(sRoulette->ballTravelDistMed));
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sprite->animNum = 1;
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sprite->animNum = 1;
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sprite->animBeginning = TRUE;
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sprite->animBeginning = TRUE;
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sprite->animEnded = FALSE;
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sprite->animEnded = FALSE;
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@ -4558,7 +4558,7 @@ static void SpriteCB_ShroomishShakeScreen(struct Sprite *sprite)
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static void SpriteCB_ShroomishFall(struct Sprite *sprite)
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static void SpriteCB_ShroomishFall(struct Sprite *sprite)
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{
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{
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float timer;
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f32 timer;
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sprite->data[1]++;
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sprite->data[1]++;
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timer = sprite->data[1];
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timer = sprite->data[1];
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sprite->pos2.y = timer * 0.039f * timer;
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sprite->pos2.y = timer * 0.039f * timer;
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