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Improve match for Lights_GlowCheck, add PROJECTED_TO_SCREEN macros
Inspired by MM. This does have a slight tweak for treatment of the z buffer, but the same way of doing the calculation works.
I wonder if there ought to be macros for whatever
s32 wX = multDest.x * wDest * 160 + 160;
s32 wY = multDest.y * wDest * -120 + 120;
s32 wZ = (s32)((multDest.z * wDest) * 16352) + 16352;
is doing (especially the 16352 / 0x3FE0, I assume this is some sort of fixed-point conversion?)