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Order functions in binary up to the end of Helicopter
; refactor vector/matrix classes (#1309)
* Order experimentation * Revert IslePathActor * Fix order * Fix inlining * Fixes * WIP * WIP * Refactor * Refactor * Fix operators * Remove obsolete inline keyword * Fix ctors * Refactor * Rename files * Refactor * Remove empty line
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@@ -1,6 +1,7 @@
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#include "legoanim.h"
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#include "mxgeometry/mxmatrix.h"
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#include "mxgeometry/mxquaternion.h"
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#include <limits.h>
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@@ -851,7 +852,7 @@ inline void LegoAnimNodeData::GetTranslation(
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break;
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case 2:
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Mx4DPointFloat a;
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UnknownMx4DPointFloat b;
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MxQuaternionTransformer b;
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if (p_rotationKeys[i].TestBit1() || p_rotationKeys[i + 1].TestBit1()) {
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a[0] = p_rotationKeys[i].GetX();
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@@ -878,9 +879,9 @@ inline void LegoAnimNodeData::GetTranslation(
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c[3] = p_rotationKeys[i + 1].GetAngle();
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}
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b.BETA_10180b80(a);
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b.BETA_10180bc0(c);
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b.BETA_1004aaa0(
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b.SetStart(a);
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b.SetEnd(c);
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b.InterpolateToMatrix(
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p_matrix,
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(p_time - p_rotationKeys[i].GetTime()) / (p_rotationKeys[i + 1].GetTime() - p_rotationKeys[i].GetTime())
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);
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