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Implement PathActor VTable0x80 and PathActorStruct FUN_1009a140 (#781)
* Implement PathActor VTable0x80 and PathActorStruct FUN_1009a140 * Match functions, fixes * fixes --------- Co-authored-by: Christian Semmler <mail@csemmler.com>
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@@ -11,6 +11,7 @@ class LegoPathController;
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struct LegoActorStruct {
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LegoActorStruct();
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~LegoActorStruct();
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void FUN_1009a140(Vector3& p_point1, Vector3& p_point2, Vector3& p_point3, Vector3& p_point4);
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Mx3DPointFloat m_unk0x00[4]; // 0x00
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};
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@@ -47,7 +48,12 @@ public:
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// FUNCTION: LEGO1 0x10002d30
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virtual MxU8 GetUserNavFlag() { return m_userNavFlag; } // vtable+0x7c
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virtual void VTable0x80(); // vtable+0x80
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virtual MxResult VTable0x80(
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Vector3& p_point1,
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Vector3& p_point2,
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Vector3& p_point3,
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Vector3& p_point4
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); // vtable+0x80
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virtual void VTable0x84(); // vtable+0x84
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virtual void VTable0x88(); // vtable+0x88
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virtual void VTable0x8c(); // vtable+0x8c
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@@ -1,5 +1,7 @@
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#include "legopathactor.h"
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#include <vec.h>
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DECOMP_SIZE_ASSERT(LegoPathActor, 0x154)
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// FUNCTION: LEGO1 0x1002d700
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@@ -29,10 +31,25 @@ LegoPathActor::~LegoPathActor()
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}
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}
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// STUB: LEGO1 0x1002d8d0
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void LegoPathActor::VTable0x80()
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// FUNCTION: LEGO1 0x1002d8d0
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MxResult LegoPathActor::VTable0x80(Vector3& p_point1, Vector3& p_point2, Vector3& p_point3, Vector3& p_point4)
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{
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// TODO
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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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m_BADuration = p1.LenSquared();
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if (m_BADuration > 0.0f) {
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m_BADuration = sqrtf(m_BADuration);
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p2 = p_point2;
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p3 = p_point4;
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m_unk0x8c.FUN_1009a140(p_point1, p2, p_point3, p3);
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m_BADuration /= 0.001;
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return SUCCESS;
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}
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return FAILURE;
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}
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// STUB: LEGO1 0x1002d9c0
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@@ -120,3 +137,15 @@ LegoActorStruct::LegoActorStruct()
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LegoActorStruct::~LegoActorStruct()
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{
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}
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// FUNCTION: LEGO1 0x1009a140
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void LegoActorStruct::FUN_1009a140(Vector3& p_point1, Vector3& p_point2, Vector3& p_point3, Vector3& p_point4)
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{
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m_unk0x00[0] = p_point1;
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m_unk0x00[1] = p_point2;
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for (MxS32 i = 0; i < 3; i++) {
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m_unk0x00[2][i] = (p_point3[i] - p_point1[i]) * 3.0f - p_point2[i] * 2.0f - p_point4[i];
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m_unk0x00[3][i] = (p_point1[i] - p_point3[i]) * 2.0f + p_point4[i] + p_point2[i];
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}
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}
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@@ -30,8 +30,6 @@
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#include "skateboard.h"
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#include "towtrack.h"
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#include <vec.h>
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DECOMP_SIZE_ASSERT(Isle, 0x140)
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// GLOBAL: LEGO1 0x100f1198
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@@ -664,14 +662,14 @@ void Isle::Enable(MxBool p_enable)
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Mx3DPointFloat position(CurrentActor()->GetROI()->GetWorldPosition());
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Mx3DPointFloat sub(-21.375f, 0.0f, -41.75f);
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sub.Sub(&position);
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if (NORMSQRD3(sub) < 1024.0f) {
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((Vector3&) sub).Sub(&position);
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if (sub.LenSquared() < 1024.0f) {
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AnimationManager()->FUN_10064740(FALSE);
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}
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Mx3DPointFloat sub2(98.874992f, 0.0f, -46.156292f);
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sub2.Sub(&position);
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if (NORMSQRD3(sub2) < 1024.0f) {
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((Vector3&) sub2).Sub(&position);
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if (sub2.LenSquared() < 1024.0f) {
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AnimationManager()->FUN_10064670(FALSE);
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}
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}
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