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Fix some names (#762)
* Fix some names * reorder unit in CMake --------- Co-authored-by: Christian Semmler <mail@csemmler.com>
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@@ -126,13 +126,13 @@ void LegoExtraActor::VTable0xa4(MxU8& p_und1, MxS32& p_und2)
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MxResult LegoExtraActor::FUN_1002aae0()
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{
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LegoPathBoundary* oldEdge = m_boundary;
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Vector3 dir(m_unk0xec[0]);
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Vector3 right(m_unk0xec[1]);
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Vector3 up(m_unk0xec[2]);
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Vector3 unused(m_unk0xec[3]);
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Vector3 rightRef(m_unk0xec[0]);
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Vector3 upRef(m_unk0xec[1]);
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Vector3 dirRef(m_unk0xec[2]);
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Vector3 positionRef(m_unk0xec[3]);
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up.Mul(-1.0f);
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dir.EqualsCross(&right, &up);
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dirRef.Mul(-1.0f);
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rightRef.EqualsCross(&upRef, &dirRef);
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if (m_boundary == m_destEdge->m_faceA) {
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m_boundary = (LegoPathBoundary*) m_destEdge->m_faceB;
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@@ -227,7 +227,7 @@ MxResult LegoExtraActor::VTable0x94(LegoPathActor* p_actor, MxBool p_bool)
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m_roi->FUN_100a58f0(matrix2);
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m_roi->VTable0x14();
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FUN_1002ad8a();
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SoundManager()->GetUnknown0x40()->FUN_1003dae0("crash5", m_roi->GetName(), FALSE);
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SoundManager()->GetCacheSoundManager()->FUN_1003dae0("crash5", m_roi->GetName(), FALSE);
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m_scheduledTime = Timer()->GetTime() + m_disAnim->GetDuration();
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m_unk0x10 = m_worldSpeed;
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VTable0xc4();
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@@ -239,7 +239,7 @@ MxResult LegoExtraActor::VTable0x94(LegoPathActor* p_actor, MxBool p_bool)
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if (b) {
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LegoROI* roi = m_roi;
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SoundManager()->GetUnknown0x40()->FUN_1003dae0("crash5", m_roi->GetName(), FALSE);
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SoundManager()->GetCacheSoundManager()->FUN_1003dae0("crash5", m_roi->GetName(), FALSE);
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VTable0xc4();
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m_state = 0x102;
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Mx3DPointFloat dir = p_actor->GetWorldDirection();
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@@ -249,23 +249,23 @@ MxResult LegoExtraActor::VTable0x94(LegoPathActor* p_actor, MxBool p_bool)
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roi->FUN_100a58f0(matrix3);
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#ifdef COMPAT_MODE
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float dot, dot2;
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float dotX, dotZ;
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{
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Mx3DPointFloat tmp(1.0f, 0, 0);
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dot = dir.Dot(&dir, &tmp);
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Mx3DPointFloat tmp2(1.0f, 0, 0);
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dot2 = dir.Dot(&dir, &tmp2);
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dotX = dir.Dot(&dir, &tmp);
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Mx3DPointFloat tmp2(0, 0, 1.0f);
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dotZ = dir.Dot(&dir, &tmp2);
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}
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#else
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float dot = dir.Dot(&dir, &Mx3DPointFloat(1.0f, 0, 0));
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float dot2 = dir.Dot(&dir, &Mx3DPointFloat(0, 0, 1.0f));
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float dotX = dir.Dot(&dir, &Mx3DPointFloat(1.0f, 0, 0));
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float dotZ = dir.Dot(&dir, &Mx3DPointFloat(0, 0, 1.0f));
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#endif
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if (abs(dot2) < abs(dot)) {
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m_axis = dot > 0.0 ? e_posz : e_negz;
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if (abs(dotZ) < abs(dotX)) {
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m_axis = dotX > 0.0 ? e_posz : e_negz;
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}
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else {
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m_axis = dot2 > 0.0 ? e_posx : e_negx;
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m_axis = dotZ > 0.0 ? e_posx : e_negx;
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}
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}
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}
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