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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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@@ -139,10 +139,10 @@ LegoS32 LegoWEGEdge::VTable0x04()
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Mx3DPointFloat local58;
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Vector3 local64(&m_edgeNormals[i][0]);
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edge->FUN_1002ddc0(*this, local58);
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local64.EqualsCross(&local58, &m_unk0x14);
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local64.EqualsCross(local58, m_unk0x14);
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m_edgeNormals[i][3] = -local64.Dot(m_edges[i]->m_pointA, &local64);
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if (m_edgeNormals[i][3] + m_unk0x30.Dot(&m_unk0x30, &local64) < 0.0f) {
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m_edgeNormals[i][3] = -local64.Dot(*m_edges[i]->m_pointA, local64);
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if (m_edgeNormals[i][3] + m_unk0x30.Dot(m_unk0x30, local64) < 0.0f) {
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m_edgeNormals[i] *= -1.0f;
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}
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@@ -178,12 +178,12 @@ LegoS32 LegoWEGEdge::VTable0x04()
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localb8 -= *vTrig1;
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local80 -= *vTrig1;
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float locala4 = localb8.Dot(m_unk0x50, &localb8);
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float locala4 = localb8.Dot(*m_unk0x50, localb8);
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if (local98 < locala4) {
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local98 = locala4;
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}
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locala4 = local80.Dot(m_unk0x50, &local80);
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locala4 = local80.Dot(*m_unk0x50, local80);
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if (locala4 < local9c) {
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local9c = locala4;
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}
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@@ -244,7 +244,7 @@ LegoS32 LegoWEGEdge::FUN_1009aea0()
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local50 = *local8[i - 2];
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local50 -= *local8[i - 1];
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local24.EqualsCross(&local50, &local3c);
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local24.EqualsCross(local50, local3c);
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local28 = local24.LenSquared();
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if (local28 < 0.00001f) {
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@@ -255,7 +255,7 @@ LegoS32 LegoWEGEdge::FUN_1009aea0()
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local24 /= local58;
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if (localc) {
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float local54 = local24.Dot(&m_unk0x14, &local24);
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float local54 = local24.Dot(m_unk0x14, local24);
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if (local54 < 0.98) {
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delete[] local8;
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return -2;
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@@ -265,7 +265,7 @@ LegoS32 LegoWEGEdge::FUN_1009aea0()
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m_unk0x14[0] = local24[0];
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m_unk0x14[1] = local24[1];
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m_unk0x14[2] = local24[2];
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m_unk0x14[3] = -local8[i]->Dot(local8[i], &local24);
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m_unk0x14[3] = -local8[i]->Dot(*local8[i], local24);
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localc = TRUE;
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}
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}
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