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Use some GetMatrix/SetMatrix logic based on SA + CutsceneHead fix
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@ -85,7 +85,6 @@ CCutsceneHead::ProcessControl(void)
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{
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m_matrix.SetRotateY(PI/2);
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m_matrix = CMatrix(RwFrameGetLTM(m_pHeadNode)) * m_matrix;
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UpdateRwFrame(); // android/xbox don't call this
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}
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assert(RwObjectGetType(m_rwObject) == rpCLUMP);
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@ -95,7 +94,7 @@ CCutsceneHead::ProcessControl(void)
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// PS2 only plays anims in cutscene, PC always plays anims
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if(!lastLoadedSKA || CCutsceneMgr::IsRunning())
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#endif
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RpHAnimHierarchyAddAnimTime(hier, CTimer::GetTimeStepNonClipped()/50.0f);
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RpHAnimHierarchyAddAnimTime(hier, CTimer::GetTimeStepNonClippedInSeconds());
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}
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void
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@ -63,7 +63,7 @@ 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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@ -112,8 +112,8 @@ 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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@ -170,7 +170,7 @@ CObject::ObjectDamage(float amount)
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amount = 0.0f;
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}
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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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{
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@ -329,7 +329,7 @@ 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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