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Adjustments to "decomp" language
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@@ -10,61 +10,61 @@ DECOMP_SIZE_ASSERT(Matrix4, 0x40);
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DECOMP_SIZE_ASSERT(Matrix4Impl, 0x8);
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DECOMP_SIZE_ASSERT(Matrix4Data, 0x48);
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// OFFSET: LEGO1 0x10002320
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// FUNCTION: LEGO1 0x10002320
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void Matrix4Impl::EqualsMatrixData(const Matrix4& p_matrix)
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{
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*m_data = p_matrix;
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}
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// OFFSET: LEGO1 0x10002340
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// FUNCTION: LEGO1 0x10002340
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void Matrix4Impl::EqualsMatrixImpl(const Matrix4Impl* p_other)
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{
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*m_data = *p_other->m_data;
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}
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// OFFSET: LEGO1 0x10002360
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// FUNCTION: LEGO1 0x10002360
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void Matrix4Impl::AnotherSetData(Matrix4& p_data)
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{
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m_data = &p_data;
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}
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// OFFSET: LEGO1 0x10002370
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// FUNCTION: LEGO1 0x10002370
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void Matrix4Impl::SetData(Matrix4& p_data)
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{
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m_data = &p_data;
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}
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// OFFSET: LEGO1 0x10002380
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// FUNCTION: LEGO1 0x10002380
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const Matrix4* Matrix4Impl::GetData() const
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{
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return m_data;
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}
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// OFFSET: LEGO1 0x10002390
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// FUNCTION: LEGO1 0x10002390
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Matrix4* Matrix4Impl::GetData()
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{
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return m_data;
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}
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// OFFSET: LEGO1 0x100023a0
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// FUNCTION: LEGO1 0x100023a0
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const float* Matrix4Impl::Element(int p_row, int p_col) const
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{
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return &(*m_data)[p_row][p_col];
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}
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// OFFSET: LEGO1 0x100023c0
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// FUNCTION: LEGO1 0x100023c0
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float* Matrix4Impl::Element(int p_row, int p_col)
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{
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return &(*m_data)[p_row][p_col];
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}
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// OFFSET: LEGO1 0x100023e0
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// FUNCTION: LEGO1 0x100023e0
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void Matrix4Impl::Clear()
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{
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memset(m_data, 0, 16 * sizeof(float));
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}
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// OFFSET: LEGO1 0x100023f0
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// FUNCTION: LEGO1 0x100023f0
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void Matrix4Impl::SetIdentity()
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{
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Clear();
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@@ -74,7 +74,7 @@ void Matrix4Impl::SetIdentity()
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(*m_data)[3][3] = 1.0f;
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}
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// OFFSET: LEGO1 0x10002430
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// FUNCTION: LEGO1 0x10002430
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Matrix4Impl* Matrix4Impl::operator+=(const Matrix4& p_matrix)
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{
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for (int i = 0; i < 16; ++i)
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@@ -84,7 +84,7 @@ Matrix4Impl* Matrix4Impl::operator+=(const Matrix4& p_matrix)
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// Matches but instructions are significantly out of order. Probably not wrong
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// code given that the very similar SetTranslation does match.
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// OFFSET: LEGO1 0x10002460
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// FUNCTION: LEGO1 0x10002460
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void Matrix4Impl::TranslateBy(const float* p_x, const float* p_y, const float* p_z)
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{
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((float*) m_data)[12] += *p_x;
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@@ -92,7 +92,7 @@ void Matrix4Impl::TranslateBy(const float* p_x, const float* p_y, const float* p
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((float*) m_data)[14] += *p_z;
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}
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// OFFSET: LEGO1 0x100024a0
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// FUNCTION: LEGO1 0x100024a0
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void Matrix4Impl::SetTranslation(const float* p_x, const float* p_y, const float* p_z)
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{
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(*m_data)[3][0] = *p_x;
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@@ -100,7 +100,7 @@ void Matrix4Impl::SetTranslation(const float* p_x, const float* p_y, const float
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(*m_data)[3][2] = *p_z;
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}
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// OFFSET: LEGO1 0x100024d0
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// FUNCTION: LEGO1 0x100024d0
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void Matrix4Impl::EqualsDataProduct(const Matrix4& p_a, const Matrix4& p_b)
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{
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float* cur = (float*) m_data;
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@@ -115,7 +115,7 @@ void Matrix4Impl::EqualsDataProduct(const Matrix4& p_a, const Matrix4& p_b)
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}
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}
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// OFFSET: LEGO1 0x10002530
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// FUNCTION: LEGO1 0x10002530
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void Matrix4Impl::EqualsMxProduct(const Matrix4Impl* p_a, const Matrix4Impl* p_b)
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{
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EqualsDataProduct(*p_a->m_data, *p_b->m_data);
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@@ -124,7 +124,7 @@ void Matrix4Impl::EqualsMxProduct(const Matrix4Impl* p_a, const Matrix4Impl* p_b
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// Not close, Ghidra struggles understinging this method so it will have to
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// be manually worked out. Included since I at least figured out what it was
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// doing with rotateIndex and what overall operation it's trying to do.
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// OFFSET: LEGO1 0x10002550 STUB
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// FUNCTION: LEGO1 0x10002550 STUB
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void Matrix4Impl::ToQuaternion(Vector4Impl* p_outQuat)
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{
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/*
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@@ -167,19 +167,19 @@ void Matrix4Impl::ToQuaternion(Vector4Impl* p_outQuat)
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// No idea what this function is doing and it will be hard to tell until
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// we have a confirmed usage site.
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// OFFSET: LEGO1 0x10002710 STUB
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// FUNCTION: LEGO1 0x10002710 STUB
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int Matrix4Impl::FUN_10002710(const Vector3Impl* p_vec)
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{
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return -1;
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}
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// OFFSET: LEGO1 0x10002850
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// FUNCTION: LEGO1 0x10002850
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void Matrix4Impl::operator=(const Matrix4Impl& p_other)
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{
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EqualsMatrixImpl(&p_other);
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}
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// OFFSET: LEGO1 0x10002860
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// FUNCTION: LEGO1 0x10002860
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void Matrix4Data::operator=(const Matrix4Data& p_other)
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{
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EqualsMatrixImpl(&p_other);
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