CEntity and C(Vu)Vector fixes and cleanup
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@ -3675,16 +3675,18 @@ CCamera::IsSphereVisible(const CVector ¢er, float radius, const CMatrix *mat
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bool
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CCamera::IsSphereVisible(const CVector ¢er, float radius)
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{
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CMatrix mat = m_cameraMatrix;
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#if GTA_VERSION < GTA3_PC_10 // not sure this condition is the right one
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// Maybe this was a copy of the other function with m_cameraMatrix
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return IsSphereVisible(center, radius, &m_cameraMatrix);
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#else
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// ...and on PC they decided to call the other one with a default matrix.
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CMatrix mat(m_cameraMatrix); // this matrix construction is stupid and gone in VC
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return IsSphereVisible(center, radius, &mat);
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#endif
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}
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bool
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#ifdef GTA_PS2
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CCamera::IsBoxVisible(CVuVector *box, const CMatrix *mat)
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#else
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CCamera::IsBoxVisible(CVector *box, const CMatrix *mat)
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#endif
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CCamera::IsBoxVisible(CVUVECTOR *box, const CMatrix *mat)
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{
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int i;
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int frustumTests[6] = { 0 };
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@ -641,11 +641,7 @@ public:
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bool IsPointVisible(const CVector ¢er, const CMatrix *mat);
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bool IsSphereVisible(const CVector ¢er, float radius, const CMatrix *mat);
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bool IsSphereVisible(const CVector ¢er, float radius);
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#ifdef GTA_PS2
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bool IsBoxVisible(CVuVector *box, const CMatrix *mat);
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#else
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bool IsBoxVisible(CVector *box, const CMatrix *mat);
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#endif
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bool IsBoxVisible(CVUVECTOR *box, const CMatrix *mat);
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};
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VALIDATE_SIZE(CCamera, 0xE9D8);
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@ -39,9 +39,7 @@ CEntity::RegisterReference(CEntity **pent)
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ref->pentity = pent;
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ref->next = m_pFirstReference;
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m_pFirstReference = ref;
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return;
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}
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return;
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}
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// Clear all references to this entity
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@ -216,6 +216,12 @@ inline uint32 ldb(uint32 p, uint32 s, uint32 w)
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#include "maths.h"
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#include "Vector.h"
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#ifdef GTA_PS2
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#include "VuVector.h"
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#define CVUVECTOR CVuVector
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#else
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#define CVUVECTOR CVector
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#endif
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#include "Vector2D.h"
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#include "Matrix.h"
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#include "Rect.h"
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@ -191,7 +191,7 @@ CEntity::GetBoundRect(void)
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{
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CRect rect;
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CVector v;
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CColModel *col = CModelInfo::GetModelInfo(m_modelIndex)->GetColModel();
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CColModel *col = CModelInfo::GetColModel(m_modelIndex);
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rect.ContainPoint(GetMatrix() * col->boundingBox.min);
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rect.ContainPoint(GetMatrix() * col->boundingBox.max);
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@ -210,21 +210,27 @@ CEntity::GetBoundRect(void)
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CVector
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CEntity::GetBoundCentre(void)
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{
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CVector v;
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GetBoundCentre(v);
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return v;
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return GetMatrix() * CModelInfo::GetColModel(m_modelIndex)->boundingSphere.center;
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}
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#ifdef GTA_PS2
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void
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CEntity::GetBoundCentre(CVuVector &out)
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{
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TransformPoint(out, GetMatrix(), CModelInfo::GetColModel(m_modelIndex)->boundingSphere.center);
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}
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#else
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void
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CEntity::GetBoundCentre(CVector &out)
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{
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out = GetMatrix() * CModelInfo::GetModelInfo(m_modelIndex)->GetColModel()->boundingSphere.center;
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out = GetMatrix() * CModelInfo::GetColModel(m_modelIndex)->boundingSphere.center;
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}
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#endif
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float
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CEntity::GetBoundRadius(void)
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{
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return CModelInfo::GetModelInfo(m_modelIndex)->GetColModel()->boundingSphere.radius;
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return CModelInfo::GetColModel(m_modelIndex)->boundingSphere.radius;
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}
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void
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@ -379,10 +385,13 @@ CEntity::Render(void)
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}
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}
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bool
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CEntity::GetIsTouching(CVector const ¢er, float radius)
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CEntity::GetIsTouching(CVUVECTOR const ¢er, float radius)
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{
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return sq(GetBoundRadius()+radius) > (GetBoundCentre()-center).MagnitudeSqr();
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CVUVECTOR boundCenter;
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GetBoundCentre(boundCenter);
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return sq(GetBoundRadius()+radius) > (boundCenter-center).MagnitudeSqr();
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}
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bool
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@ -400,8 +409,7 @@ CEntity::IsVisibleComplex(void)
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bool
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CEntity::GetIsOnScreen(void)
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{
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return TheCamera.IsSphereVisible(GetBoundCentre(), GetBoundRadius(),
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&TheCamera.GetCameraMatrix());
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return TheCamera.IsSphereVisible(GetBoundCentre(), GetBoundRadius());
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}
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bool
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@ -417,7 +425,7 @@ CEntity::GetIsOnScreenComplex(void)
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return true;
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CRect rect = GetBoundRect();
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CColModel *colmodel = CModelInfo::GetModelInfo(m_modelIndex)->GetColModel();
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CColModel *colmodel = CModelInfo::GetColModel(m_modelIndex);
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float z = GetPosition().z;
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float minz = z + colmodel->boundingBox.min.z;
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float maxz = z + colmodel->boundingBox.max.z;
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@ -572,7 +580,7 @@ CEntity::Remove(void)
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float
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CEntity::GetDistanceFromCentreOfMassToBaseOfModel(void)
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{
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return -CModelInfo::GetModelInfo(m_modelIndex)->GetColModel()->boundingBox.min.z;
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return -CModelInfo::GetColModel(m_modelIndex)->boundingBox.min.z;
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}
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void
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@ -141,11 +141,11 @@ public:
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return (RpClump*)m_rwObject;
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}
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void GetBoundCentre(CVector &out);
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void GetBoundCentre(CVUVECTOR &out);
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CVector GetBoundCentre(void);
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float GetBoundRadius(void);
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float GetDistanceFromCentreOfMassToBaseOfModel(void);
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bool GetIsTouching(CVector const ¢er, float r);
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bool GetIsTouching(CVUVECTOR const ¢er, float r);
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bool GetIsOnScreen(void);
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bool GetIsOnScreenComplex(void);
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bool IsVisible(void);
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@ -216,7 +216,7 @@ CPhysical::RemoveAndAdd(void)
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CRect
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CPhysical::GetBoundRect(void)
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{
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CVector center;
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CVUVECTOR center;
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float radius;
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GetBoundCentre(center);
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radius = GetBoundRadius();
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@ -1086,7 +1086,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
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CPhysical *A, *B;
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CObject *Bobj;
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bool canshift;
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CVector center;
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CVUVECTOR center;
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float radius;
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int numCollisions;
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@ -1244,7 +1244,7 @@ CPhysical::ProcessCollisionSectorList_SimpleCar(CPtrList *lists)
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{
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static CColPoint aColPoints[MAX_COLLISION_POINTS];
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float radius;
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CVector center;
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CVUVECTOR center;
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int listtype;
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CPhysical *A, *B;
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int numCollisions;
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@ -1406,7 +1406,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
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{
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static CColPoint aColPoints[MAX_COLLISION_POINTS];
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float radius;
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CVector center;
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CVUVECTOR center;
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CPtrList *list;
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CPhysical *A, *B;
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CObject *Aobj, *Bobj;
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@ -22,6 +22,8 @@ public:
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x = 1.0f;
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}
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*/
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// TODO: operator-
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};
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void TransformPoint(CVuVector &out, const CMatrix &mat, const CVuVector &in);
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@ -43,6 +43,9 @@ public:
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static CBaseModelInfo *GetModelInfo(int id){
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return ms_modelInfoPtrs[id];
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}
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static CColModel *GetColModel(int id){
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return ms_modelInfoPtrs[id]->GetColModel();
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}
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static bool IsBoatModel(int32 id);
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static bool IsBikeModel(int32 id);
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@ -1011,27 +1011,30 @@ CPopulation::TestSafeForRealObject(CDummyObject *dummy)
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{
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CPtrNode *ptrNode;
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CColModel *dummyCol = dummy->GetColModel();
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float colRadius = dummy->GetBoundRadius();
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CVector colCentre = dummy->GetBoundCentre();
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int minX = CWorld::GetSectorIndexX(dummy->GetPosition().x - colRadius);
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float radius = dummyCol->boundingSphere.radius;
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int minX = CWorld::GetSectorIndexX(dummy->GetPosition().x - radius);
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if (minX < 0) minX = 0;
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int minY = CWorld::GetSectorIndexY(dummy->GetPosition().y - colRadius);
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int minY = CWorld::GetSectorIndexY(dummy->GetPosition().y - radius);
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if (minY < 0) minY = 0;
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int maxX = CWorld::GetSectorIndexX(dummy->GetPosition().x + colRadius);
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int maxX = CWorld::GetSectorIndexX(dummy->GetPosition().x + radius);
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#ifdef FIX_BUGS
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if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X - 1;
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#else
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if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X;
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#endif
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int maxY = CWorld::GetSectorIndexY(dummy->GetPosition().y + colRadius);
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int maxY = CWorld::GetSectorIndexY(dummy->GetPosition().y + radius);
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#ifdef FIX_BUGS
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if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y - 1;
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#else
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if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y;
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#endif
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float colRadius = dummy->GetBoundRadius();
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CVUVECTOR colCentre;
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dummy->GetBoundCentre(colCentre);
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static CColPoint aTempColPoints[MAX_COLLISION_POINTS];
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for (int curY = minY; curY <= maxY; curY++) {
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@ -117,7 +117,6 @@ public:
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int32 offset, int32 len);
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static int32 ms_framePluginOffset;
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// Not actually used
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struct ClumpExt
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{
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ClumpVisibilityCB visibilityCB;
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