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Use some GetMatrix/SetMatrix logic based on SA
# Conflicts: # src/control/Pickups.cpp # src/control/RoadBlocks.cpp # src/core/World.cpp # src/entities/Entity.cpp # src/objects/CutsceneHead.cpp # src/objects/Object.cpp
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1817727a66
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12 changed files with 54 additions and 56 deletions
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@ -213,7 +213,7 @@ CCamera::Init(void)
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m_iModeToGoTo = CCam::MODE_FOLLOWPED;
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m_bJust_Switched = false;
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m_bUseTransitionBeta = false;
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m_matrix.SetScale(1.0f);
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GetMatrix().SetScale(1.0f);
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m_bTargetJustBeenOnTrain = false;
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m_bInitialNoNodeStaticsSet = false;
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m_uiLongestTimeInMill = 5000;
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@ -4017,7 +4017,7 @@ CCamera::SetRwCamera(RwCamera *cam)
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void
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CCamera::CalculateDerivedValues(void)
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{
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m_cameraMatrix = Invert(m_matrix);
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m_cameraMatrix = Invert(GetMatrix());
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float hfov = DEGTORAD(CDraw::GetScaledFOV()/2.0f);
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float c = Cos(hfov);
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@ -2,12 +2,13 @@
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class CPlaceable
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{
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protected:
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CMatrix m_matrix;
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public:
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// disable allocation
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static void *operator new(size_t);
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CMatrix m_matrix;
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CPlaceable(void);
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const CVector &GetPosition(void) { return m_matrix.GetPosition(); }
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void SetPosition(float x, float y, float z) {
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@ -20,6 +21,7 @@ public:
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CVector &GetForward(void) { return m_matrix.GetForward(); }
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CVector &GetUp(void) { return m_matrix.GetUp(); }
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CMatrix &GetMatrix(void) { return m_matrix; }
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void SetMatrix(CMatrix &newMatrix) { m_matrix = newMatrix; }
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void SetTransform(RwMatrix *m) { m_matrix = CMatrix(m, false); }
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void SetHeading(float angle);
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void SetOrientation(float x, float y, float z){
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@ -1486,7 +1486,7 @@ CWorld::CallOffChaseForAreaSectorListVehicles(CPtrList &list, float x1, float y1
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CColModel *pColModel = pVehicle->GetColModel();
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bool bInsideSphere = false;
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for(int32 i = 0; i < pColModel->numSpheres; i++) {
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CVector pos = pVehicle->m_matrix * pColModel->spheres[i].center;
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CVector pos = pVehicle->GetMatrix() * pColModel->spheres[i].center;
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float fRadius = pColModel->spheres[i].radius;
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if(pos.x + fRadius > x1 && pos.x - fRadius < x2 && pos.y + fRadius > y1 &&
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pos.y - fRadius < y2)
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@ -1803,7 +1803,7 @@ CWorld::RepositionOneObject(CEntity *pEntity)
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position.z = FindGroundZFor3DCoord(position.x, position.y,
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position.z + fHeight, nil) -
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fBoundingBoxMinZ;
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pEntity->m_matrix.UpdateRW();
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pEntity->GetMatrix().UpdateRW();
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pEntity->UpdateRwFrame();
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} else if(IsLightThatNeedsRepositioning(modelId)) {
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CVector position = pEntity->GetMatrix().GetPosition();
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