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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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@ -200,8 +200,8 @@ CPedPath::AddBlockade(CEntity *pEntity, CPedPathNode(*pathNodes)[40], CVector *p
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const float fBoundMaxY = boundingBox.max.y + 0.3f;
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const float fBoundMinY = boundingBox.min.y - 0.3f;
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const float fBoundMaxX = boundingBox.max.x + 0.3f;
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const float fDistanceX = pPosition->x - pEntity->m_matrix.GetPosition().x;
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const float fDistanceY = pPosition->y - pEntity->m_matrix.GetPosition().y;
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const float fDistanceX = pPosition->x - pEntity->GetMatrix().GetPosition().x;
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const float fDistanceY = pPosition->y - pEntity->GetMatrix().GetPosition().y;
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const float fBoundRadius = pEntity->GetBoundRadius();
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CVector vecBoundCentre;
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pEntity->GetBoundCentre(vecBoundCentre);
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@ -215,8 +215,8 @@ CPedPath::AddBlockade(CEntity *pEntity, CPedPathNode(*pathNodes)[40], CVector *p
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if (!pathNodes[x][y].bBlockade) {
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const float pointY = y * 0.7f + fDistanceY;
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CVector2D point(pointX, pointY);
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if (fBoundMaxX > Abs(DotProduct2D(point, pEntity->m_matrix.GetRight()))) {
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float fDotProduct = DotProduct2D(point, pEntity->m_matrix.GetForward());
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if (fBoundMaxX > Abs(DotProduct2D(point, pEntity->GetMatrix().GetRight()))) {
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float fDotProduct = DotProduct2D(point, pEntity->GetMatrix().GetForward());
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if (fBoundMaxY > fDotProduct && fBoundMinY < fDotProduct)
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pathNodes[x][y].bBlockade = true;
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}
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@ -1008,8 +1008,7 @@ CPickups::DoPickUpEffects(CEntity *entity)
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entity->bDoNotRender = CTheScripts::IsPlayerOnAMission() || CDarkel::FrenzyOnGoing() || !CGame::nastyGame;
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if (!entity->bDoNotRender) {
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float s = Sin((float)((CTimer::GetTimeInMilliseconds() + (uintptr)entity) & 0x7FF) * DEGTORAD(360.0f / 0x800));
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float modifiedSin = 0.3f * (s + 1.0f);
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float modifiedSin = 0.3f * (Sin((float)((CTimer::GetTimeInMilliseconds() + (uintptr)entity) & 0x7FF) * DEGTORAD(360.0f / 0x800)) + 1.0f);
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#ifdef FIX_BUGS
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int16 colorId = 0;
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@ -1149,7 +1148,20 @@ CPickups::DoPickUpEffects(CEntity *entity)
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if (model == MI_MINIGUN || model == MI_MINIGUN2)
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scale = 1.2f;
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entity->GetMatrix().SetRotateZOnlyScaled((float)(CTimer::GetTimeInMilliseconds() & 0x7FF) * DEGTORAD(360.0f / 0x800), scale);
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float angle = (float)(CTimer::GetTimeInMilliseconds() & 0x7FF) * DEGTORAD(360.0f / 0x800);
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float c = Cos(angle) * scale;
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float s = Sin(angle) * scale;
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// we know from SA they were setting each field manually like this
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entity->GetMatrix().rx = c;
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entity->GetMatrix().ry = s;
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entity->GetMatrix().rz = 0.0f;
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entity->GetMatrix().fx = -s;
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entity->GetMatrix().fy = c;
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entity->GetMatrix().fz = 0.0f;
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entity->GetMatrix().ux = 0.0f;
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entity->GetMatrix().uy = 0.0f;
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entity->GetMatrix().uz = scale;
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if (entity->GetModelIndex() == MI_MINIGUN2) {
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CMatrix matrix1;
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@ -64,7 +64,7 @@ CRoadBlocks::GenerateRoadBlockCopsForCar(CVehicle* pVehicle, int32 roadBlockType
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float fRadius = pVehicle->GetBoundRadius() / pPoliceColModel->boundingSphere.radius;
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for (int32 i = 0; i < 2; i++) {
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const int32 roadBlockIndex = i + 2 * roadBlockType;
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CVector posForZ = pVehicle->m_matrix * (fRadius * vecRoadBlockOffets[roadBlockIndex]);
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CVector posForZ = pVehicle->GetMatrix() * (fRadius * vecRoadBlockOffets[roadBlockIndex]);
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int32 modelInfoId = MI_COP;
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eCopType copType = COP_STREET;
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switch (pVehicle->GetModelIndex())
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@ -239,10 +239,10 @@ CRoadBlocks::CreateRoadBlockBetween2Points(CVector point1, CVector point2)
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pVehicle->SetStatus(STATUS_ABANDONED);
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// pVehicle->GetHeightAboveRoad(); // called but return value is ignored?
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tmp.GetPosition().z += fModelRadius - 0.6f;
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pVehicle->m_matrix = tmp;
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pVehicle->SetMatrix(tmp);
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pVehicle->PlaceOnRoadProperly();
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pVehicle->SetIsStatic(false);
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pVehicle->m_matrix.UpdateRW();
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pVehicle->GetMatrix().UpdateRW();
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pVehicle->m_nDoorLock = CARLOCK_UNLOCKED;
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CCarCtrl::JoinCarWithRoadSystem(pVehicle);
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pVehicle->bIsLocked = false;
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