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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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9a9bccda0e
@@ -97,7 +97,7 @@ MxU32 LegoExtraActor::VTable0x90(float p_time, Matrix4& p_transform)
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else {
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m_state = 0;
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m_scheduledTime = 0.0f;
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((Vector3&) positionRef).Sub(&g_unk0x10104c18); // TODO: Fix call
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((Vector3&) positionRef).Sub(g_unk0x10104c18); // TODO: Fix call
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m_roi->FUN_100a58f0(p_transform);
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return TRUE;
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}
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@@ -218,7 +218,7 @@ MxResult LegoExtraActor::VTable0x94(LegoPathActor* p_actor, MxBool p_bool)
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// TODO: Fix calls
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((Mx3DPointFloat&) dir).Mul(2.0f);
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((Vector3&) positionRef).Add(&dir);
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((Vector3&) positionRef).Add(dir);
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for (MxS32 i = 0; i < m_boundary->GetNumEdges(); i++) {
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Mx4DPointFloat* normal = m_boundary->GetEdgeNormal(i);
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@@ -251,7 +251,7 @@ MxResult LegoExtraActor::VTable0x94(LegoPathActor* p_actor, MxBool p_bool)
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Mx3DPointFloat dir = p_actor->GetWorldDirection();
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MxMatrix matrix3 = MxMatrix(roi->GetLocal2World());
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Vector3 positionRef(matrix3[3]);
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((Vector3&) positionRef).Add(&g_unk0x10104c18);
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((Vector3&) positionRef).Add(g_unk0x10104c18);
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roi->FUN_100a58f0(matrix3);
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#ifdef COMPAT_MODE
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@@ -463,7 +463,7 @@ MxU32 LegoExtraActor::VTable0x6c(
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Vector3 local60(local2world[3]);
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Mx3DPointFloat local54(p_v1);
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((Vector3&) local54).Sub(&local60);
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((Vector3&) local54).Sub(local60);
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float local1c = p_v2.Dot(&p_v2, &p_v2);
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float local24 = p_v2.Dot(&p_v2, &local54) * 2.0f;
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float local20 = local54.Dot(&local54, &local54);
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@@ -68,7 +68,7 @@ MxResult LegoPathActor::VTable0x80(Vector3& p_point1, Vector3& p_point2, Vector3
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Mx3DPointFloat p1, p2, p3;
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p1 = p_point3;
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((Vector3&) p1).Sub(&p_point1);
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((Vector3&) p1).Sub(p_point1);
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m_BADuration = p1.LenSquared();
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if (m_BADuration > 0.0f) {
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@@ -102,14 +102,14 @@ MxResult LegoPathActor::VTable0x88(
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Mx3DPointFloat p1, p2, p3, p4, p5;
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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_srcScale);
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((Vector3&) p1).Add(v1);
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((Vector3&) p1).Add(*v1);
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p2 = *v4;
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((Vector3&) p2).Sub(v3);
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((Vector3&) p2).Sub(*v3);
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((Vector3&) p2).Mul(p_destScale);
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((Vector3&) p2).Add(v3);
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((Vector3&) p2).Add(*v3);
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m_boundary = p_boundary;
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m_destEdge = &p_destEdge;
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@@ -120,7 +120,7 @@ MxResult LegoPathActor::VTable0x88(
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p_destEdge.FUN_1002ddc0(*p_boundary, p3);
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p4 = p2;
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((Vector3&) p4).Sub(&p1);
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((Vector3&) p4).Sub(p1);
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p4.Unitize();
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MxMatrix matrix;
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@@ -177,9 +177,9 @@ MxResult LegoPathActor::VTable0x84(
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Mx3DPointFloat p2, p3, p5;
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p2 = *v4;
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((Vector3&) p2).Sub(v3);
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((Vector3&) p2).Sub(*v3);
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((Vector3&) p2).Mul(p_destScale);
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((Vector3&) p2).Add(v3);
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((Vector3&) p2).Add(*v3);
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m_boundary = p_boundary;
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m_destEdge = &p_destEdge;
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@@ -285,12 +285,12 @@ MxS32 LegoPathActor::VTable0x8c(float p_time, Matrix4& p_transform)
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m_worldSpeed *= m_unk0x144;
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nav->SetLinearVel(m_worldSpeed);
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Mx3DPointFloat p7(p2);
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((Vector3&) p7).Sub(&p6);
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((Vector3&) p7).Sub(p6);
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if (p7.Unitize() == 0) {
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float f = sqrt(p1.LenSquared()) * m_unk0x140;
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((Vector3&) p7).Mul(f);
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((Vector3&) p1).Add(&p7);
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((Vector3&) p1).Add(p7);
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}
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}
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}
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@@ -474,7 +474,7 @@ MxU32 LegoPathActor::VTable0x6c(
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MxS32 LegoPathActor::VTable0x68(Vector3& p_v1, Vector3& p_v2, Vector3& p_v3)
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{
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Mx3DPointFloat v2(p_v2);
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((Vector3&) v2).Sub(&p_v1);
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((Vector3&) v2).Sub(p_v1);
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float len = v2.LenSquared();
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@@ -553,7 +553,7 @@ void LegoPathActor::ParseAction(char* p_extra)
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if (KeyValueStringParse(value, g_strPERMIT_NAVIGATE, p_extra)) {
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SetUserNavFlag(TRUE);
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NavController()->ResetLinearVel(m_worldSpeed);
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NavController()->ResetMaxLinearVel(m_worldSpeed);
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SetCurrentActor(this);
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}
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@@ -650,7 +650,7 @@ MxResult LegoPathActor::VTable0x9c()
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Mx3DPointFloat local84(m_unk0xec[2]);
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Mx3DPointFloat local70(local34);
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((Vector3&) local70).Sub(&localc0);
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((Vector3&) local70).Sub(localc0);
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float len = local70.LenSquared();
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if (len >= 0.0f) {
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len = sqrt(len);
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@@ -53,11 +53,11 @@ void LegoPathBoundary::FUN_100575b0(Vector3& p_point1, Vector3& p_point2, LegoPa
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Mx3DPointFloat v;
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v = p_point1;
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((Vector3&) v).Sub(ccwV);
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((Vector3&) v).Sub(*ccwV);
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float dot1 = v.Dot(&v, m_unk0x50);
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v = p_point2;
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((Vector3&) v).Sub(ccwV);
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((Vector3&) v).Sub(*ccwV);
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float dot2 = v.Dot(&v, m_unk0x50);
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if (dot2 > dot1) {
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@@ -201,7 +201,7 @@ MxU32 LegoPathBoundary::Intersect(
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if (local10 == 0) {
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local10 = 1;
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vec = p_point2;
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((Vector3&) vec).Sub(&p_point1);
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((Vector3&) vec).Sub(p_point1);
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len = vec.LenSquared();
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if (len <= 0.0f) {
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@@ -235,10 +235,10 @@ MxU32 LegoPathBoundary::Intersect(
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p_point3 = vec;
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p_point3.Mul(localc);
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p_point3.Add(&p_point1);
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p_point3.Add(p_point1);
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local50 = p_point2;
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((Vector3&) local50).Sub(local5c);
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((Vector3&) local50).Sub(*local5c);
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e->FUN_1002ddc0(*this, local70);
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@@ -258,7 +258,7 @@ MxU32 LegoPathBoundary::Intersect(
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Vector3* local90 = local88->CWVertex(*this);
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Mx3DPointFloat locala4(p_point3);
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((Vector3&) locala4).Sub(local90);
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((Vector3&) locala4).Sub(*local90);
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float local8c = locala4.Dot(&locala4, &local84);
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@@ -285,7 +285,7 @@ MxU32 LegoPathBoundary::Intersect(
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Vector3* localc4 = locala8->CWVertex(*this);
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Mx3DPointFloat locald8(p_point3);
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((Vector3&) locald8).Sub(localc4);
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((Vector3&) locald8).Sub(*localc4);
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float localc0 = locald8.Dot(&locald8, &localbc);
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@@ -317,7 +317,7 @@ MxU32 LegoPathBoundary::Intersect(
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else if (local58 > 0.0f && e->m_unk0x3c > local58) {
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p_point3 = local70;
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p_point3.Mul(local58);
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p_point3.Add(local5c);
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p_point3.Add(*local5c);
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p_edge = e;
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return 1;
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}
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@@ -345,7 +345,7 @@ MxU32 LegoPathBoundary::FUN_10057fe0(LegoAnimPresenter* p_presenter)
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Mx3DPointFloat unk0x30;
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unk0x30 = m_unk0x30;
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((Vector3&) unk0x30).Sub(&p_presenter->m_unk0xa8);
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((Vector3&) unk0x30).Sub(p_presenter->m_unk0xa8);
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float len = unk0x30.LenSquared();
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float local20 = p_presenter->m_unk0xa4 + m_unk0x44;
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@@ -94,7 +94,7 @@ MxResult LegoPathController::Create(MxU8* p_data, const Vector3& p_location, con
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for (i = 0; i < m_numN; i++) {
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// TODO: Fix call
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((Vector3&) m_unk0x10[i]).Add(&p_location);
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((Vector3&) m_unk0x10[i]).Add(p_location);
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}
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for (i = 0; i < m_numL; i++) {
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@@ -756,9 +756,9 @@ MxS32 LegoPathController::FUN_1004a240(
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Mx3DPointFloat vec;
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p_v1 = *p_edge->CCWVertex(*p_boundary);
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p_v1.Sub(p_edge->CWVertex(*p_boundary));
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p_v1.Sub(*p_edge->CWVertex(*p_boundary));
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p_v1.Mul(p_f1);
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p_v1.Add(p_edge->CWVertex(*p_boundary));
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p_v1.Add(*p_edge->CWVertex(*p_boundary));
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p_edge->FUN_1002ddc0(*p_boundary, vec);
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p_v2.EqualsCross(p_boundary->GetUnknown0x14(), &vec);
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return 0;
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