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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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c2c9c75f1a
@@ -626,13 +626,13 @@ LegoU32 LegoROI::FUN_100a9410(
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local38 *= 0.5f;
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local70 = localc0;
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localc0.SetMatrixProduct(&local70, (float*) m_local2world.GetData());
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localc0.SetMatrixProduct(local70, (float*) m_local2world.GetData());
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local70 = local9c;
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local9c.SetMatrixProduct(&local70, (float*) m_local2world.GetData());
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local9c.SetMatrixProduct(local70, (float*) m_local2world.GetData());
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local70 = local168;
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local168.SetMatrixProduct(&local70, (float*) m_local2world.GetData());
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local168.SetMatrixProduct(local70, (float*) m_local2world.GetData());
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p_v3 = m_local2world[3];
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@@ -641,22 +641,22 @@ LegoU32 LegoROI::FUN_100a9410(
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local150[i] = m_local2world[i % 3];
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if (i > 2) {
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local150[i][3] = -local58.Dot(&local58, &local150[i]);
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local150[i][3] = -local58.Dot(local58, local150[i]);
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}
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else {
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local150[i][3] = -locala8.Dot(&locala8, &local150[i]);
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local150[i][3] = -locala8.Dot(locala8, local150[i]);
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}
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if (local150[i][3] + local38.Dot(&local38, &local150[i]) < 0.0f) {
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if (local150[i][3] + local38.Dot(local38, local150[i]) < 0.0f) {
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local150[i] *= -1.0f;
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}
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}
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for (i = 0; i < 6; i++) {
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float local50 = p_v2.Dot(&p_v2, &local150[i]);
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float local50 = p_v2.Dot(p_v2, local150[i]);
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if (local50 >= 0.01 || local50 < -0.01) {
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local50 = -((local150[i][3] + local4c.Dot(&local4c, &local150[i])) / local50);
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local50 = -((local150[i][3] + local4c.Dot(local4c, local150[i])) / local50);
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if (local50 >= 0.0f && local50 <= p_f1) {
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Mx3DPointFloat local17c(p_v2);
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@@ -666,7 +666,7 @@ LegoU32 LegoROI::FUN_100a9410(
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LegoS32 j;
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for (j = 0; j < 6; j++) {
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if (i != j && i - j != 3 && j - i != 3) {
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if (local150[j][3] + local17c.Dot(&local17c, &local150[j]) < 0.0f) {
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if (local150[j][3] + local17c.Dot(local17c, local150[j]) < 0.0f) {
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break;
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}
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}
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@@ -684,9 +684,9 @@ LegoU32 LegoROI::FUN_100a9410(
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v1 -= 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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float localc = p_v2.Dot(&p_v2, &v1) * 2.0f;
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float local14 = v1.Dot(&v1, &v1) - (local10 * local10);
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float local8 = p_v2.Dot(p_v2, p_v2);
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float localc = p_v2.Dot(p_v2, v1) * 2.0f;
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float local14 = v1.Dot(v1, v1) - (local10 * local10);
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if (local8 >= 0.001 || local8 <= -0.001) {
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float local1c = -1.0f;
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