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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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@ -77,7 +77,7 @@ CObject::CObject(CDummyObject *dummy)
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if (dummy->m_rwObject)
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AttachToRwObject(dummy->m_rwObject);
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else
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GetMatrix() = dummy->GetMatrix();
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SetMatrix(dummy->GetMatrix());
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m_objectMatrix = dummy->GetMatrix();
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dummy->DetachFromRwObject();
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@ -190,8 +190,8 @@ void
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CObject::Teleport(CVector vecPos)
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{
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CWorld::Remove(this);
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m_matrix.GetPosition() = vecPos;
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m_matrix.UpdateRW();
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GetMatrix().GetPosition() = vecPos;
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GetMatrix().UpdateRW();
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UpdateRwFrame();
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CWorld::Add(this);
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}
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@ -356,7 +356,7 @@ CObject::ObjectDamage(float amount)
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}
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#endif
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if ((amount * m_fCollisionDamageMultiplier > 150.0f || bBodyCastDamageEffect) && m_nCollisionDamageEffect) {
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const CVector &vecPos = m_matrix.GetPosition();
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const CVector& vecPos = GetMatrix().GetPosition();
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const float fDirectionZ = 0.0002f * amount;
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switch (m_nCollisionDamageEffect) {
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case DAMAGE_EFFECT_CHANGE_MODEL:
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@ -653,7 +653,7 @@ CObject::ObjectDamage(float amount)
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CParticle::AddParticle(PARTICLE_CAR_DEBRIS, particlePos, particleDir, nil, fSize, particleColor, nRotationSpeed, 0, nCurFrame, 0);
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if ((i % 7) == 0) {
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static RwRGBA secondaryColor = { 0x9A, 0x99, 0x99, 0x3E };
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CParticle::AddParticle(PARTICLE_DEBRIS, particlePos, particleDir, nil, 0.3, secondaryColor, nRotationSpeed, 0, 0, 0);
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CParticle::AddParticle(PARTICLE_DEBRIS, particlePos, particleDir, nil, 0.3f, secondaryColor, nRotationSpeed);
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}
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}
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PlayOneShotScriptObject(SCRIPT_SOUND_BOX_DESTROYED_2, vecPos);
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@ -746,7 +746,7 @@ CObject::Init(void)
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m_pCollidingEntity = nil;
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CColPoint point;
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CEntity *outEntity = nil;
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const CVector &vecPos = m_matrix.GetPosition();
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const CVector& vecPos = GetMatrix().GetPosition();
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if (CWorld::ProcessVerticalLine(vecPos, vecPos.z - 10.0f, point, outEntity, true, false, false, false, false, false, nil))
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m_pCurSurface = outEntity;
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else
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