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https://github.com/halpz/re3.git
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CEntity and C(Vu)Vector fixes and cleanup
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@ -1,5 +1,6 @@
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#include "common.h"
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#include "VuVector.h"
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#include "General.h"
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#include "RwHelper.h"
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#include "ModelIndices.h"
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@ -70,7 +71,7 @@ CEntity::CEntity(void)
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bDistanceFade = false;
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m_flagE1 = false;
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m_flagE2 = false;
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bDontCastShadowsOn = false;
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bOffscreen = false;
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bIsStaticWaitingForCollision = false;
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bDontStream = false;
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@ -200,7 +201,7 @@ 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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@ -219,21 +220,27 @@ 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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@ -372,7 +379,7 @@ CEntity::PreRender(void)
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CVector pos = GetPosition();
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CShadows::StoreShadowToBeRendered(SHADOWTYPE_DARK,
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gpShadowPedTex, &pos,
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0.4f, 0.0f, 0.0f, -0.4f,
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0.4f, 0.0f, 0.0f, 0.4f,
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CTimeCycle::GetShadowStrength(),
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CTimeCycle::GetShadowStrength(),
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CTimeCycle::GetShadowStrength(),
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@ -418,9 +425,11 @@ CEntity::Render(void)
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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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@ -438,8 +447,7 @@ 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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@ -455,7 +463,7 @@ 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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@ -610,7 +618,7 @@ 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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@ -731,11 +739,6 @@ CEntity::PreRenderForGlassWindow(void)
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bIsVisible = false;
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}
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/*
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0x487A10 - SetAtomicAlphaCB
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0x4879E0 - SetClumpAlphaCB
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*/
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RpMaterial*
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SetAtomicAlphaCB(RpMaterial *material, void *data)
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{
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@ -834,7 +837,7 @@ CEntity::SaveEntityFlags(uint8*& buf)
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if (bDistanceFade) tmp |= BIT(7);
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if (m_flagE1) tmp |= BIT(8);
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if (m_flagE2) tmp |= BIT(9);
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if (bDontCastShadowsOn) tmp |= BIT(9);
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if (bOffscreen) tmp |= BIT(10);
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if (bIsStaticWaitingForCollision) tmp |= BIT(11);
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if (bDontStream) tmp |= BIT(12);
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@ -890,7 +893,7 @@ CEntity::LoadEntityFlags(uint8*& buf)
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bDistanceFade = !!(tmp & BIT(7));
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m_flagE1 = !!(tmp & BIT(8));
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m_flagE2 = !!(tmp & BIT(9));
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bDontCastShadowsOn = !!(tmp & BIT(9));
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bOffscreen = !!(tmp & BIT(10));
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bIsStaticWaitingForCollision = !!(tmp & BIT(11));
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bDontStream = !!(tmp & BIT(12));
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@ -84,7 +84,7 @@ public:
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// flagsE
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uint32 m_flagE1 : 1;
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uint32 m_flagE2 : 1;
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uint32 bDontCastShadowsOn : 1; // Dont cast shadows on this object
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uint32 bOffscreen : 1; // offscreen flag. This can only be trusted when it is set to true
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uint32 bIsStaticWaitingForCollision : 1; // this is used by script created entities - they are static until the collision is loaded below them
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uint32 bDontStream : 1; // tell the streaming not to stream me
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@ -148,11 +148,11 @@ 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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@ -226,7 +226,7 @@ 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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@ -1259,7 +1259,7 @@ 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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@ -1418,7 +1418,7 @@ 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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@ -1585,7 +1585,7 @@ 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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