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Move a bunch of math to cpp files + small fixes
# Conflicts: # src/control/CarCtrl.cpp # src/math/Matrix.h # src/math/Vector2D.h # src/math/math.cpp # src/render/Skidmarks.cpp
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@ -700,7 +700,7 @@ CGlass::WindowRespondsToExplosion(CEntity *entity, CVector point)
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if ( fDistToGlass < 10.0f )
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{
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distToGlass.Normalise(0.3f);
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distToGlass *= (0.3f / fDistToGlass); // normalise
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WindowRespondsToCollision(object, 10000.0f, distToGlass, object->GetPosition(), true);
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}
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else
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@ -215,10 +215,11 @@ CSkidmarks::RegisterOne(uintptr id, const CVector &pos, float fwdX, float fwdY,
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aSkidmarks[i].m_pos[aSkidmarks[i].m_last] = pos;
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CVector2D dist = aSkidmarks[i].m_pos[aSkidmarks[i].m_last] - aSkidmarks[i].m_pos[aSkidmarks[i].m_last-1];
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dist.Normalise();
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CVector2D right(aSkidmarks[i].m_pos[aSkidmarks[i].m_last].y - aSkidmarks[i].m_pos[aSkidmarks[i].m_last - 1].y,
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aSkidmarks[i].m_pos[aSkidmarks[i].m_last - 1].x - aSkidmarks[i].m_pos[aSkidmarks[i].m_last].x);
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right.Normalise();
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fwd.Normalise();
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CVector2D right(dist.y, -dist.x);
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float turn = DotProduct2D(fwd, right);
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turn = Abs(turn) + 1.0f;
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aSkidmarks[i].m_sideX[aSkidmarks[i].m_last] = right.x * turn * 0.125f;
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@ -140,8 +140,7 @@ void CWaterCannon::Render(void)
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if ( !bInit )
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{
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CVector cp = CrossProduct(m_avecPos[pointB] - m_avecPos[pointA], TheCamera.GetForward());
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cp.Normalise(0.05f);
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norm = cp;
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norm = cp * (0.05f / cp.Magnitude());
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bInit = true;
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}
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