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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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@@ -565,7 +565,7 @@ LegoU32 LegoROI::FUN_100a9410(
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if (p_collideBox) {
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Mx3DPointFloat v2(p_v2);
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((Vector3&) v2).Mul(p_f1);
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((Vector3&) v2).Add(&p_v1);
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((Vector3&) v2).Add(p_v1);
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Mx4DPointFloat localc0;
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Mx4DPointFloat local9c;
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@@ -585,7 +585,7 @@ LegoU32 LegoROI::FUN_100a9410(
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localc0[3] = local9c[3] = local168[3] = 1.0f;
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local38 = local58;
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((Vector3&) local38).Add(&locala8);
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((Vector3&) local38).Add(locala8);
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((Vector3&) local38).Mul(0.5f);
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local70 = localc0;
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@@ -624,7 +624,7 @@ LegoU32 LegoROI::FUN_100a9410(
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if (local50 >= 0.0f && local50 <= p_f1) {
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Mx3DPointFloat local17c(p_v2);
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((Vector3&) local17c).Mul(local50);
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((Vector3&) local17c).Add(&local4c);
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((Vector3&) local17c).Add(local4c);
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LegoS32 j;
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for (j = 0; j < 6; j++) {
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@@ -644,7 +644,7 @@ LegoU32 LegoROI::FUN_100a9410(
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}
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else {
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Mx3DPointFloat v1(p_v1);
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((Vector3&) v1).Sub(&GetWorldBoundingSphere().Center());
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((Vector3&) v1).Sub(GetWorldBoundingSphere().Center());
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float local10 = GetWorldBoundingSphere().Radius();
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float local8 = p_v2.Dot(&p_v2, &p_v2);
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@@ -681,7 +681,7 @@ LegoU32 LegoROI::FUN_100a9410(
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if (local1c >= 0.0f && p_f1 >= local1c) {
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p_v3 = p_v2;
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p_v3.Mul(local1c);
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p_v3.Add(&p_v1);
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p_v3.Add(p_v1);
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return 1;
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}
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}
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@@ -708,13 +708,7 @@ void TimeROI::FUN_100a9b40(Matrix4& p_matrix, LegoTime p_time)
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Mx3DPointFloat targetPosition(p_matrix[3]);
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// TODO: Figure out how to get type right for the call
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// TODO: Fix constness of vector/matrix functions
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#ifdef COMPAT_MODE
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Vector3 worldPosition(m_local2world[3]);
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((Vector3&) targetPosition).Sub(&worldPosition);
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#else
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((Vector3&) targetPosition).Sub(&Vector3(m_local2world[3]));
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#endif
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((Vector3&) targetPosition).Sub(Vector3(m_local2world[3]));
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float division = time * 0.001;
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((Vector3&) targetPosition).Div(division);
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