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Fix Vector2/Vector3 order (#1272)
* Fix Vector2/Vector3 order * Refactor vector classes to be const and reference param consistent * Add BETA10 annotations and fixes
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@@ -256,7 +256,7 @@ MxResult LegoPathController::PlaceActor(
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for (j = 0; j < b.GetNumEdges(); j++) {
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Mx4DPointFloat normal(*b.GetEdgeNormal(j));
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if (p_position.Dot(&p_position, &normal) + normal[3] < 0.0f) {
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if (p_position.Dot(p_position, normal) + normal[3] < 0.0f) {
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break;
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}
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}
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@@ -282,7 +282,7 @@ MxResult LegoPathController::PlaceActor(
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Mx3DPointFloat vec;
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if (((LegoUnknown100db7f4*) edge->GetClockwiseEdge(*boundary))->FUN_1002ddc0(*boundary, vec) == SUCCESS &&
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vec.Dot(&vec, &p_direction) < 0.0f) {
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vec.Dot(vec, p_direction) < 0.0f) {
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edge =
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(LegoUnknown100db7f4*) edge->GetCounterclockwiseEdge(*boundary)->GetCounterclockwiseEdge(*boundary);
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}
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@@ -949,7 +949,7 @@ MxS32 LegoPathController::FUN_1004a240(
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p_v1 *= p_f1;
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p_v1 += *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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p_v2.EqualsCross(*p_boundary->GetUnknown0x14(), vec);
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return 0;
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}
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@@ -974,14 +974,14 @@ MxResult LegoPathController::FUN_1004a380(
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LegoPathBoundary* b = &m_boundaries[i];
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Mx4DPointFloat* unk0x14 = b->GetUnknown0x14();
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float local28 = p_param3[0].Dot(&p_param3[0], unk0x14);
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float local28 = p_param3[0].Dot(p_param3[0], *unk0x14);
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if (local28 < 0.001 && local28 > -0.001) {
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continue;
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}
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float local2c = p_param3[1].Dot(&p_param3[1], unk0x14);
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float local34 = p_param3[2].Dot(&p_param3[2], unk0x14) + unk0x14->index_operator(3);
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float local2c = p_param3[1].Dot(p_param3[1], *unk0x14);
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float local34 = p_param3[2].Dot(p_param3[2], *unk0x14) + unk0x14->index_operator(3);
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float local3c = local2c * local2c - local34 * local28 * 4.0f;
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if (local3c < -0.001) {
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@@ -1022,7 +1022,7 @@ MxResult LegoPathController::FUN_1004a380(
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for (j = b->GetNumEdges() - 1; j >= 0; j--) {
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Mx4DPointFloat* local60 = b->GetEdgeNormal(j);
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if (local24.Dot(local60, &local24) + local60->index_operator(3) < -0.001) {
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if (local24.Dot(*local60, local24) + local60->index_operator(3) < -0.001) {
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break;
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}
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}
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@@ -1031,7 +1031,7 @@ MxResult LegoPathController::FUN_1004a380(
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Mx3DPointFloat local74(p_param1);
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local74 -= local24;
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if (local74.Dot(&local74, unk0x14) >= 0.0f) {
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if (local74.Dot(local74, *unk0x14) >= 0.0f) {
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p_param5 = local38;
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p_boundary = b;
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local8 = FALSE;
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