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Implement/match several functions in Act3, refactor (#1197)
* Implement/match several functions in Act3, refactor * Fix naming * Rename * Add comment * Add annotation * Add BETA assert
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@@ -45,7 +45,7 @@ MxS32 LegoRaceActor::VTable0x68(Vector3& p_v1, Vector3& p_v2, Vector3& p_v3)
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// FUNCTION: LEGO1 0x100147f0
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// FUNCTION: BETA10 0x100c9c93
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MxU32 LegoRaceActor::VTable0x90(float p_float, Matrix4& p_transform)
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MxU32 LegoRaceActor::VTable0x90(float p_time, Matrix4& p_transform)
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{
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// Note: Code duplication with LegoExtraActor::VTable0x90
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switch (m_state) {
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@@ -54,10 +54,10 @@ MxU32 LegoRaceActor::VTable0x90(float p_float, Matrix4& p_transform)
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return 1;
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case 2:
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m_unk0x08 = p_float + 2000.0f;
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m_unk0x08 = p_time + 2000.0f;
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m_state = 3;
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m_actorTime += (p_float - m_lastTime) * m_worldSpeed;
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m_lastTime = p_float;
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m_actorTime += (p_time - m_lastTime) * m_worldSpeed;
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m_lastTime = p_time;
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return 0;
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case 3:
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@@ -66,7 +66,7 @@ MxU32 LegoRaceActor::VTable0x90(float p_float, Matrix4& p_transform)
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p_transform = m_roi->GetLocal2World();
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if (m_unk0x08 > p_float) {
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if (m_unk0x08 > p_time) {
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Mx3DPointFloat position;
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position = positionRef;
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@@ -74,8 +74,8 @@ MxU32 LegoRaceActor::VTable0x90(float p_float, Matrix4& p_transform)
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p_transform.RotateX(0.6);
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positionRef = position;
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m_actorTime += (p_float - m_lastTime) * m_worldSpeed;
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m_lastTime = p_float;
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m_actorTime += (p_time - m_lastTime) * m_worldSpeed;
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m_lastTime = p_time;
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VTable0x74(p_transform);
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return 0;
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