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MAXFLOAT
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parent
67a30021b3
commit
96b75ffaa8
@ -5,7 +5,7 @@
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#define F_SQRT2 1.41421356237309504880f
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#define F_SQRT1_2 0.70710678118654752440f /* 1/sqrt(2) */
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#define FLT_MAX 3.40282347e+38f
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#define MAXFLOAT 3.40282347e+38f
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#define SHT_MAX 32767.0f
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#define SHT_MINV (1.0f / SHT_MAX)
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@ -1114,7 +1114,7 @@ void Actor_Init(Actor* actor, PlayState* play) {
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actor->targetMode = TARGET_MODE_3;
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actor->terminalVelocity = -20.0f;
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actor->xyzDistToPlayerSq = FLT_MAX;
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actor->xyzDistToPlayerSq = MAXFLOAT;
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actor->uncullZoneForward = 1000.0f;
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actor->uncullZoneScale = 350.0f;
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actor->uncullZoneDownward = 700.0f;
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@ -1856,7 +1856,7 @@ f32 Target_GetAdjustedDistSq(Actor* actor, Player* player, s16 playerShapeYaw) {
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if (player->lockOnActor != NULL) {
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if ((yawDiff > 0x4000) || (actor->flags & ACTOR_FLAG_CANT_LOCK_ON)) {
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return FLT_MAX;
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return MAXFLOAT;
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}
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// Linear scaling, yaw being 90 degree means it will return the original distance, 0 degree will adjust to 60%
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@ -1867,7 +1867,7 @@ f32 Target_GetAdjustedDistSq(Actor* actor, Player* player, s16 playerShapeYaw) {
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}
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if (yawDiff > (0x10000 / 6)) {
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return FLT_MAX;
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return MAXFLOAT;
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}
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return actor->xyzDistToPlayerSq;
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}
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@ -1915,7 +1915,7 @@ s32 Target_OutsideLeashRange(Actor* actor, Player* player, s32 ignoreLeash) {
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yawDiff = ABS_ALT(BINANG_SUB(BINANG_SUB(actor->yawTowardsPlayer, 0x8000), player->actor.shape.rot.y));
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if ((player->lockOnActor == NULL) && (yawDiff > (0x10000 / 6))) {
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distSq = FLT_MAX;
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distSq = MAXFLOAT;
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} else {
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distSq = actor->xyzDistToPlayerSq;
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}
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@ -3640,7 +3640,7 @@ void Target_GetTargetActor(PlayState* play, ActorContext* actorCtx, Actor** targ
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s32 i;
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sTargetableNearestActor = sTargetablePrioritizedActor = D_801ED8C0 = D_801ED8C4 = NULL;
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sTargetableNearestActorDistSq = D_801ED8D0 = sBgmEnemyDistSq = FLT_MAX;
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sTargetableNearestActorDistSq = D_801ED8D0 = sBgmEnemyDistSq = MAXFLOAT;
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sTargetablePrioritizedPriority = D_801ED8D8 = INT32_MAX;
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actorCtx->targetCtx.bgmEnemy = NULL;
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@ -180,7 +180,7 @@ void Room_DrawCullable(PlayState* play, Room* room, u32 flags) {
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insert->entry = roomShapeCullableEntry;
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if (roomShapeCullableEntry->boundsSphereRadius < 0) {
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insert->boundsNearZ = FLT_MAX;
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insert->boundsNearZ = MAXFLOAT;
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} else {
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insert->boundsNearZ = entryBoundsNearZ;
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}
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@ -57,7 +57,7 @@ f32 func_80ACAB10(PlayState* play, Actor* actor, f32 arg2, f32 arg3, f32 arg4) {
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Actor_OffsetOfPointInActorCoords(actor, &offset, &point);
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if ((arg3 < fabsf(offset.x)) || (arg4 < fabsf(offset.y))) {
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return FLT_MAX;
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return MAXFLOAT;
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} else {
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return offset.z;
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}
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@ -283,7 +283,7 @@ f32 func_808A0D90(PlayState* play, DoorShutter* this, f32 arg2, f32 arg3, f32 ar
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Actor_OffsetOfPointInActorCoords(&this->slidingDoor.dyna.actor, &sp1C, &sp28);
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if ((arg3 < fabsf(sp1C.x)) || (arg4 < fabsf(sp1C.y))) {
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return FLT_MAX;
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return MAXFLOAT;
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}
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return sp1C.z;
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}
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@ -176,7 +176,7 @@ f32 func_809A2E08(PlayState* play, DoorSpiral* this, f32 arg2, f32 arg3, f32 arg
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Actor_OffsetOfPointInActorCoords(&this->actor, &offset, &point);
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if ((arg3 < fabsf(offset.x)) || (arg4 < fabsf(offset.y))) {
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return FLT_MAX;
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return MAXFLOAT;
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} else {
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return offset.z;
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}
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@ -145,7 +145,7 @@ void func_8091D904(EnFish* this) {
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Actor* func_8091D944(EnFish* this, PlayState* play) {
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f32 distSq;
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Actor* retActor = NULL;
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f32 minDistSq = FLT_MAX;
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f32 minDistSq = MAXFLOAT;
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Actor* actorIter = play->actorCtx.actorLists[ACTORCAT_ITEMACTION].first;
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while (actorIter != NULL) {
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@ -706,7 +706,7 @@ s32 EnInvadepoh_Dog_FindClosestPointToTarget(EnInvadepoh* this, Vec3f* target) {
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s32 endPoint = this->endPoint;
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Vec3s* pathPoint;
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Vec3f pointPos;
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f32 minDistSqToTarget = FLT_MAX;
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f32 minDistSqToTarget = MAXFLOAT;
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f32 distSqToTarget;
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s32 closestPoint = 0;
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@ -1312,7 +1312,7 @@ s32 EnInvadepoh_LensFlareCheck(PlayState* play, Vec3f* pos) {
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*/
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void EnInvadepoh_InvasionHandler_SetClosestAlienThreat(EnInvadepoh* this) {
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s32 i;
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f32 minDistSqToBarn = FLT_MAX;
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f32 minDistSqToBarn = MAXFLOAT;
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s32 closestAlienIndex = -1;
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for (i = 0; i < this->alienCount; i++) {
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@ -119,7 +119,7 @@ void func_80B5B2E0(PlayState* play, Vec3f* pos, s16 pathIndex, Vec3f* vec, s32*
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f32 dist;
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Vec3f sp58;
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Vec3f sp4C;
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f32 minDist = FLT_MAX;
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f32 minDist = MAXFLOAT;
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for (i = 0; i < path->count; i++) {
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Math_Vec3s_ToVec3f(&sp58, &((Vec3s*)Lib_SegmentedToVirtual(path->points))[i]);
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@ -921,7 +921,7 @@ void func_80AEE374(EnTk* this, PlayState* play) {
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EnTkStruct sp30;
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sp30.unk_00 = NULL;
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sp30.unk_04 = FLT_MAX;
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sp30.unk_04 = MAXFLOAT;
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SubS_FindActorCustom(play, &this->actor, NULL, ACTORCAT_NPC, ACTOR_EN_TK, &sp30, func_80AEE300);
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if (sp30.unk_00 == 0) {
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@ -441,7 +441,7 @@ s32 func_80A24118(ObjIceblock* this, PlayState* play, f32 arg2, Vec3f* arg3) {
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temp_f24 = temp_f20 * spF0;
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temp_f26 = temp_f20 * spEC;
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ret = false;
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phi_f20 = FLT_MAX;
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phi_f20 = MAXFLOAT;
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for (i = 0; i < ARRAY_COUNT(D_80A26EE0); i++) {
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spC4.x = (D_80A26EE0[i].unk_00 * this->dyna.actor.scale.x) + D_80A26F08[i].unk_00;
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@ -518,7 +518,7 @@ s32 func_80A243E0(ObjIceblock* this, PlayState* play, Vec3f* arg0) {
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ret = false;
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temp_f28 = temp_f12 * sp100;
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temp_f30 = temp_f12 * spFC;
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phi_f22 = FLT_MAX;
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phi_f22 = MAXFLOAT;
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for (i = 0; i < ARRAY_COUNT(D_80A26F30); i++) {
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spD4.x = (D_80A26F30[i] * this->dyna.actor.scale.x) + D_80A26F38[i];
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@ -240,7 +240,7 @@ s32 func_80A216D4(ObjSkateblock* this, PlayState* play, f32 arg2, Vec3f* arg3) {
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temp_f26 = temp_f2 * spE4;
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ret = false;
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temp_f20 = FLT_MAX;
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temp_f20 = MAXFLOAT;
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for (i = 0; i < ARRAY_COUNT(D_80A22A6C); i++) {
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spBC.x = (D_80A22A6C[i].x * this->dyna.actor.scale.x) + D_80A22A94[i].x;
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@ -313,7 +313,7 @@ s32 func_80A21990(ObjSkateblock* this, PlayState* play, Vec3f* arg2) {
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temp_f30 = -temp_f12 * temp_f26;
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ret = false;
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phi_f22 = FLT_MAX;
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phi_f22 = MAXFLOAT;
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for (i = 0; i < ARRAY_COUNT(D_80A22ABC); i++) {
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spD4.x = (D_80A22ABC[i] * this->dyna.actor.scale.x) + D_80A22AC4[i];
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@ -630,7 +630,7 @@ void func_80B30808(ObjSpidertent* this, PlayState* play) {
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this->collider.base.acFlags &= ~AC_HIT;
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phi_s1 = 0;
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phi_s4 = -1;
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phi_f20 = FLT_MAX;
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phi_f20 = MAXFLOAT;
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for (i = 0; i < ARRAY_COUNT(this->colliderElements); i++) {
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ptr = &this->collider.elements[i];
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@ -296,7 +296,7 @@ s32 func_80A1E074(ObjSpinyroll* this, PlayState* play, Vec3f* arg2, s32 arg3) {
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spC8.y = this->dyna.actor.world.pos.y + 10.0f;
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spBC.y = spC8.y;
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sp98 = false;
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temp_f20 = FLT_MAX;
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temp_f20 = MAXFLOAT;
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ptr->unk_F0 = NULL;
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for (i = 0; i < ARRAY_COUNT(this->unk_3A4.unk_00); i++) {
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@ -383,7 +383,7 @@ s32 func_80A1E3D8(ObjSpinyroll* this, PlayState* play, f32* arg2, s32 arg3) {
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sp84 = false;
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sp94.y = this->dyna.actor.world.pos.y + 24.0f;
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phi_f22 = FLT_MAX;
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phi_f22 = MAXFLOAT;
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spC8->unk_F0 = NULL;
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for (i = 0, temp = D_80A1F1FC; i < ARRAY_COUNT(this->unk_3A4.unk_00); i++, temp++) {
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@ -170,7 +170,7 @@ s32 func_80A3C8D8(ObjVspinyroll* this, PlayState* play, Vec3f* arg2, s32 arg3) {
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Vec3f spC0;
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Vec3f spB4;
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Vec3f spA8;
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f32 temp_f20 = FLT_MAX;
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f32 temp_f20 = MAXFLOAT;
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f32 temp_f0;
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s32 sp9C;
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@ -12252,11 +12252,11 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) {
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} else {
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this->talkActor = NULL;
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this->exchangeItemAction = PLAYER_IA_NONE;
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this->talkActorDistance = FLT_MAX;
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this->talkActorDistance = MAXFLOAT;
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}
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if (!(this->actor.flags & ACTOR_FLAG_20000000) && (this->unk_AA5 != PLAYER_UNKAA5_5)) {
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this->unk_A90 = NULL;
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this->unk_A94 = FLT_MAX;
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this->unk_A94 = MAXFLOAT;
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}
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if (!(this->stateFlags1 & PLAYER_STATE1_800)) {
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this->interactRangeActor = NULL;
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@ -12268,7 +12268,7 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) {
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this->tatlTextId = 0;
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this->unk_B2B = -1;
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this->closestSecretDistSq = FLT_MAX;
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this->closestSecretDistSq = MAXFLOAT;
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this->doorType = PLAYER_DOORTYPE_NONE;
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this->unk_B75 = 0;
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this->unk_A78 = NULL;
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@ -448,7 +448,7 @@ def format_f32(f_wd):
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if f_wd in [0xB8E4AECD, 0xB8E4C3AA, 0x38D1B718]:
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return f".word 0x{f_wd:08X}"
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if f_wd == 0x7F7FFFFF: # FLT_MAX
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if f_wd == 0x7F7FFFFF: # MAXFLOAT
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return ".float 3.4028235e+38"
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f = as_float(struct.pack(">I", f_wd))
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