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Implement/match IslePathActor::Exit (#997)
* Implement/match IslePathActor::Exit * Name * Name * Partially fix vector interface * Revert "Partially fix vector interface" This reverts commit6e7a1e2b08. * Revert "Revert "Partially fix vector interface"" This reverts commite3860e3c9f. * Fix * Remove some COMPAT_MODE
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@@ -1573,7 +1573,7 @@ MxU16 LegoAnimationManager::FUN_10062110(
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Mx3DPointFloat position(p_roi->GetWorldPosition());
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// TODO: Fix call
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((Vector3&) position).Sub(&p_position);
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((Vector3&) position).Sub(p_position);
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float len = position.LenSquared();
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float min, max;
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@@ -2458,17 +2458,17 @@ MxBool LegoAnimationManager::FUN_10064010(LegoPathBoundary* p_boundary, LegoUnkn
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Vector3* v2 = p_edge->CCWVertex(*p_boundary);
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p1 = *v2;
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((Vector3&) p1).Sub(v1);
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((Vector3&) p1).Sub(*v1);
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((Vector3&) p1).Mul(p_destScale);
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((Vector3&) p1).Add(v1);
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((Vector3&) p1).Add(*v1);
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BoundingBox boundingBox;
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Mx3DPointFloat vec(1.0f, 1.0f, 1.0f);
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boundingBox.Min() = p1;
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boundingBox.Min().Sub(&vec);
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boundingBox.Min().Sub(vec);
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boundingBox.Max() = p1;
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boundingBox.Max().Add(&vec);
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boundingBox.Max().Add(vec);
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return GetViewManager()->FUN_100a6150(boundingBox) == FALSE;
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}
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@@ -2677,7 +2677,7 @@ MxResult LegoAnimationManager::FUN_10064670(Vector3* p_position)
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if (p_position != NULL) {
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Mx3DPointFloat vec(98.875f, 0.0f, -46.1564f);
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((Vector3&) vec).Sub(p_position);
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((Vector3&) vec).Sub(*p_position);
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if (vec.LenSquared() < 800.0f) {
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success = TRUE;
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@@ -2701,7 +2701,7 @@ MxResult LegoAnimationManager::FUN_10064740(Vector3* p_position)
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if (p_position != NULL) {
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Mx3DPointFloat vec(-21.375f, 0.0f, -41.75f);
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((Vector3&) vec).Sub(p_position);
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((Vector3&) vec).Sub(*p_position);
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if (vec.LenSquared() < 1000.0f) {
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success = TRUE;
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