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Implement/match LegoCarRaceActor::VTable0x1c (#1078)
* Implement/match `LegoCarRaceActor::VTable0x1c` * Fix formatting * Fix LegoEdge::CWVertex() * Fix more CI issues * Trz to fix lvalue compile issue * Fix formatting --------- Co-authored-by: jonschz <jonschz@users.noreply.github.com>
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@@ -64,7 +64,7 @@ LegoPathActor::~LegoPathActor()
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}
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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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MxResult LegoPathActor::VTable0x80(const Vector3& p_point1, Vector3& p_point2, Vector3& p_point3, Vector3& p_point4)
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{
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Mx3DPointFloat p1, p2, p3;
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@@ -19,13 +19,15 @@ MxU32 g_unk0x100d7cc8[] = {2, 2, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 2, 0};
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MxU32 g_unk0x100d7d08[] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
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// GLOBAL: LEGO1 0x100f42e8
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LegoPathController::CtrlBoundary* g_ctrlBoundariesA = NULL;
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// GLOBAL: BETA10 0x101f25f0
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LegoPathController::CtrlBoundary* LegoPathController::g_ctrlBoundariesA = NULL;
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// GLOBAL: LEGO1 0x100f42ec
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LegoPathController::CtrlEdge* g_ctrlEdgesA = NULL;
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// GLOBAL: BETA10 0x101f25f4
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LegoPathController::CtrlEdge* LegoPathController::g_ctrlEdgesA = NULL;
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// GLOBAL: LEGO1 0x100f42f0
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const char* g_unk0x100f42f0[] = {
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const char* LegoPathController::g_unk0x100f42f0[] = {
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"edg03_21",
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"edg03_23",
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"edg03_30",
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@@ -45,7 +47,7 @@ const char* g_unk0x100f42f0[] = {
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};
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// GLOBAL: LEGO1 0x100f4330
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const char* g_unk0x100f4330[] = {
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const char* LegoPathController::g_unk0x100f4330[] = {
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"edg03_06",
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"edg03_21",
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"edg03_30",
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@@ -59,10 +61,10 @@ const char* g_unk0x100f4330[] = {
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};
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// GLOBAL: LEGO1 0x100f4358
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LegoPathController::CtrlBoundary* g_ctrlBoundariesB = NULL;
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LegoPathController::CtrlBoundary* LegoPathController::g_ctrlBoundariesB = NULL;
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// GLOBAL: LEGO1 0x100f435c
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LegoPathController::CtrlEdge* g_ctrlEdgesB = NULL;
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LegoPathController::CtrlEdge* LegoPathController::g_ctrlEdgesB = NULL;
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// FUNCTION: LEGO1 0x10044f40
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// FUNCTION: BETA10 0x100b6860
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@@ -620,7 +622,7 @@ MxResult LegoPathController::ReadBoundaries(LegoStorage* p_storage)
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boundary.m_edgeNormals = new Mx4DPointFloat[numE];
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LegoEdge** edges = new LegoEdge*[numE];
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LegoUnknown100db7f4** edges = new LegoUnknown100db7f4*[numE];
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boundary.SetEdges(edges, numE);
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for (j = 0; j < numE; j++) {
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